Originally Posted By: Kronomanta
That huge building is not a garage, it's a warehouse. smile
Ahh, OK, I get it now.

Originally Posted By: Kronomanta
In case you put the player-start pos to the park surrounded by the walls, can you walk in the park?
Normally as it would be a simpla block??
I can walk around inside fine, and can enter the little shed-thing in the middle. The shed behaves perfectly for polygon
collisions. ie can walk into-under-backout fine and its 'poles' are solid and un-passable as they should be.

Originally Posted By: Kronomanta
I do not use any dynamic lights, just the 'SUN'.
You shouldnt have a problem then.

Originally Posted By: Kronomanta
Moreover, when you are outside the whole park, can you get to the corner between the wall of the warehouse and the wall of the park?
Yes, outside of model was perfect polygon collisions too.

Originally Posted By: Kronomanta
What do you use for the gravity? c_trace or something else?
Cause I use
Code:
c_move(my,nullvector,my.move_x,use_aabb | ignore_passable | glide);

for movement and
Code:
trace_mode = ignore_me+ignore_passable+use_box;

for handling gravity.
My testbed is primitive and has NO gravity, everything glued to the floor.
But my movements is controlled by "c_move(my, p_dist_travelled, nullvector, GLIDE);"

Originally Posted By: Kronomanta
Do you think the problem is here?
Yes I think so. You are using BOX collision detections, AABB instead of OBB, like TestDummy said.

I would suggest replacing your lines of code with
Code:
c_move(my,nullvector,my.move_x,ignore_passable | glide);   //movement
...
trace_mode = ignore_me+ignore_passable;                    //gravity 

Let us know how it goes.


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