Ok, still have not resolved this :(
Basically when we try and make a player model oversized the hitboxes remain
standard player sized even though the model is much larger. So shooting the
model in the groin will get you a chest or head shot. Whereas shooting the
model in the chest or head has no effect. In fact the bullet, rocket etc,
will go straight through the upper section of the model.
Note that the monster_gargantua is using the new large hull, and functions
correctly in all regards. i.e. shooting in the head works.
I eventually decided to try taking an existing, working, player model and
scaling it up by 300%. This way I could test the large model without having
to worry about the model being incorrect :} This however did not change the
behaviour at all :{
Then we removed the hitbox definitions and recompiled the model, this will
supposedly (hey, you can tell I'm no modeller ;) make a single hitbox, 0.
Again no change in behaviour.
I am pretty sure the code is all correct as the large player collides
correctly. I have applied the patch Robin sent around about GetHullBounds(),
and I have set sv_clienttrace to 1, as suggested by Eric.
I even tried using the monster_gargantua model for the player, this
exhibited the same hitbox configuration as the other models we used. It also
crashed in OGL mode, but worked fine in software mode :}
Has anyone else successfully gotten hitboxes to work on oversized players?
Monsters seem to work fine, it just does not do the player correctly.
It is not just traceline based weapons that exhibit this behaviour, contact
type weapons, like m208 grenade, behave in the same manor.
Jeff "DarthBobo" Fearn
----- Original Message -----
From: "Ken Birdwell" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, January 15, 2002 3:46 PM
Subject: RE: [hlcoders] Hull3?
> You may have bugs with the animations that are being hidden by the gait
> sequence. As a test case, run your players with their gaitsequence always
> set to 0 and see where their model is draw. Where they are drawn is the
> location the server is using for traceline collisions. If these are
> radically different from where they appear when the gaitsequence is
active,
> you'll have problems.
>
> -----Original Message-----
> From: Jeff Fearn [mailto:[EMAIL PROTECTED]]
> Sent: Monday, January 14, 2002 8:45 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Hull3?
>
>
> I am still having trouble getting the hit boxes to work on players using
> hull 3. The models clip correctly but they are hard to shoot, bullets etc
go
> right through them, or hit them in an unexpected location. Like shooting
> them in the groin results in a head shot!. Below is code we use:
>
> ....
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