I'm having the same problem, and I'm also looking towards the proxy-mesh solution, like wrapping a very simplified model just inside the actual model. I find it helps to make your collission zones a bit smaller than the actual object (whether you use ellipsiods or meshes), because it's a bit more forgiving towards the player and doesn't trigger the inevitable 'BUT I DIDN'T HIT IT!!!'-response when the collision is one pixel off.
Glenny: how would you rate the difference between your original collision methods and the new one? I haven't implemented it yet myself.
Glenny: how would you rate the difference between your original collision methods and the new one? I haven't implemented it yet myself.