ok so I am still stuck with getting anything the physics gun holds to have a propper collsion mesh. so far we tried editing bool CGrabController::UpdateObject to have CTraceFilterSkipTwoEntities traceFilter( pPlayer, pEntity, COLLISION_GROUP_INTERACTIVE_DEBRIS );//adon edit was collison_group_none
and // edit ih: changed from MASK_SOLID_BRUSHONLY to MASK_SOLID enginetrace->TraceRay( ray, MASK_SOLID, &traceFilter, &tr ); but this doesnt seem to have an effect on anything I pick up with the grav gun I guess Garry would know what to do here as his grav gun seems to make objects use their collsion mesh correctly..Any more help insight would be great..pretty please cheers adam _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders