I think you need to cut back on sniffing that superglue Omega. :) We can all
see what it's doing to your poor brain.

----- Original Message -----
From: omega <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, January 08, 2003 9:56 PM
Subject: RE: [hlcoders] Collision problem after rescaling


> Doh, I just re-read your original post and see me mentioned. Silly me.
>
> Anyway, I'll have to try and find my source to figure out what I did. If
> you figure it out before I get back to you, I'll apologize in advance,
> im not sure what cd I backed that mods source up to, and I have cd's all
> over the place (im a horrible mess.. heh)
>
> -omega
> Blackened Interactive - http://blackened-interactive.com
> Front Line Force - http://www.flfmod.com
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Jim Hunter,
> M.D.
> Sent: January 8, 2003 3:37 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE: [hlcoders] Collision problem after rescaling
>
> > www.nofadz.com/blackened/hltuts/rescale.html
> >
> > I wrote that a long time ago, it covers pretty much all of your
> > problems, bowever there are some extra stuff I had to do
> > later to fix a
> > few other issues; but I can't quite remember what I had to do.
>
> Actually, I did everything in that tutorial (thanks for writing
> it, btw) and it worked except for the problem with not colliding
> correctly with the monsters (or other players).  World collisions
> worked just fine.  Then while trying to fix the problem with the
> player-monster and player-player collisions, I ran across the
> mail in the archive from Robin Walker at VALVe mentioning the
> bug in GetHullBounds (the values not getting copied into mins
> and maxs since there is not an operator float * in the Vector
> class).  After fixing that, the world collision
> problems appeared.
>
> Jim
>
> >
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