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 > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders