Pierre-Marie,
First
thanks for the information (as well as sfx1999, Whistler).
Code:
It *is* possible to use TraceHull without the HL engine because a TraceHull is a version of TraceLine that works in a "fattened" world.
Do you mean that there is a TraceHull function (or a similar one) in the HLDSK? I grepped through the HLDSK and it looked (but I can be wrong) that TraceHull is actually implemented in the HL engine itself (as it is called through a pointer of a function).
Did I miss something ? I would be delighted
Code:
Since there are 3 hulls (or is it 4 ?) in this game, 3 chunks of the map geometry are stored in the BSP file. The first one corresponds to TraceLine (which is in fact TraceHull+point_hull), and the successive ones correspond to each of the TraceHulls.
Not sure that I understand you correctly... Are there really three copies of the map in the BSP file? And one for each hull ? (assuming then that the blocks have been widened/fattened with ketchup & fries in order to have less space among them).
Thanks again
Merci beaucoup
-eric
PS: PM, funny that my brother in law has exactly the same first name as you
PS2: for de_aztec bridge, I made further test. It seems linked to the use of the Botman TraceLine: it never detects the bridge itself, I'm afraid that the bridge is not a worldspawn block but rather a func_wall entity... So, I'll need to extend TraceLine to handle func_wall entities :'(