by mh » Wed Jun 01, 2011 4:09 pm
As Spike said, there are two different types of bounding boxes in use in the engine - server-side and client-side (or more specifically, renderer-side).
Regarding the size of the server-side bounding-boxes, assuming you don't want gameplay changes, the golden rule is - don't mess with them.
Client-side you can do what you want. Adapt MDL bounding boxes to per-frame, derive brush model bounding boxes from the actual surface vertex positions, rotate and scale them, whatever you want. They're only used for view frustum culling and so long as the resulting box is still valid for use with that, they're your's to play with.