i tried the compensation thing and it didnt work that well. a weapon/attack
that used UTIL_TraceHull suddenly f*cked up. it worked before the GetHull...
fix, with the GetHull fix and the zhlt hack the players get stuck in the
walls. so i've just stopped with the pre-GetHull fix code for now.

maybe valve could resolve this issue - ie wtf is wrong with our code or a
fix to engine in the next release?

jc


----- Original Message -----
From: "Entropy" <<a href=/faq.html#spam>[EMAIL PROTECTED]</a>>
To: <<a href=/faq.html#spam>[EMAIL PROTECTED]</a>>
Sent: Friday, February 21, 2003 6:23 PM
Subject: [hlcoders] Rescaling clipping problems (again!)


> I believe I have found the source of the clipping errors after rescaling.
> If you look at pmove->visents[x].model->hulls for the world and BSP
> models, you'll see that the clip_mins and clip_maxs for the hulls are the
> original hull sizes.  If that part of the engine hasn't changed from the
> Quake I source, this would cause the offset returned from SV_HullForEntity
> to be wrong by the difference of the player's mins - clip_mins, which is
> consistent with what I had previously seen and tried to compensate for by
> modifying ZHLT. (see
> http://www.mail-archive.com/<a href=/faq.html#spam>[EMAIL 
> PROTECTED]</a>/msg04565.html
> and
> http://www.mail-archive.com/<a href=/faq.html#spam>[EMAIL 
> PROTECTED]</a>/msg04622.html)
>  It looks like the clip_mins and clip_maxs are set in the engine (in the
> Quake I source, it's hardcoded in Mod_LoadClipnodes).  At any rate,
> setting BSP models' clip_mins and clip_maxs to the correct hull sizes
> resulted in correct collisions.
>
> Jim
>
>
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