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I don't think so.
http://www.ra.is/unlagged/faq.html#IJRAMBIHOIJRAHBIM
"*Notice that his bounding box did not rotate with him.* That's not a bug in
the *cg_drawBBox* code – that's actually the way Quake 3 does bounding
boxes. It's the "axial" part: they are always in the same orientation in
relation to the map. ("Axial," incidentally, means "along an axis" – like
all 12 edges of the bounding box.)"
:(
On 7/30/06, Jed <[EMAIL PROTECTED]> wrote:
>
> Continuing on from my earlier question about adjusting hull sizes, one
> thing I wasn't aware of was that the hulls don't change their
> orientation with the player which is a little annoying.
>
> I'd adjusted my eye positions and hull sizes to match the head
> position and outline of the player models when crouched and prone. The
> plan was to a) stop the player being able to stick half their model
> into a wall even though the first person perspective says their not
> and b) match the eye position to the player models eye position, i.e.
> when prone you're not looking from the crotch.
>
> That the hulls don't rotate produces some fun quirks. For example the
> prone view moves forward with the head as per normal when looking
> North, but moves back when facing South and left/right eith East/West.
> Likewise, with a long thin hull for prone, facing one direction you
> cant crawl into a wall but turn 90 degrees and you can.
>
> So is rotating a hull possible or is it locked in its default orientation?
>
> - Jed
>
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