Quote:
thats just the normals, you'd need:
c_updatehull(ENTITY* ent, var frame)
"Recalculates collision hulls for the given entity to match the vertex positions of a certain frame (starting at 1 for the first frame). Call this function when you need the collision hull of a certain frame, or when you have applyied mesh manipulation functions to a frame. "
Ohh, alirght, that makes sense. I'll try this.
PS: In the mean time, and just out of curiosity. Can anybody think of any other ways to accomplish this "destructable dirt" efftect?
Last edited by Metal_Thrasher; 01/27/08 21:24.