There are two models to consider.  The first is the model the server uses to
compute traceline hits, and the second is the model the client is
displaying.  These don't have to be the same thing, are quite often aren't.
Having the client version being a large model and the servers being the
small can cause quite a bit of confusion.  Check to see if this is the
problem.

Removing ALL $hitbox commands from a QC file will cause studiomdl to
calculate resized hit boxes around all the bones in your model.  You'll find
this code in studiomdl.cpp:642.  If you have any $hitbox commands, or have
the client/server confusion, you won't see any change.  Once think you have
it right, you can easily double check the hitboxes in hlmv.exe.  Once built,
if you need to edit them use the "-h" option in studiomdl and it'll print
them out.  Cut and paste the hitbox descriptions back into your QC file and
adjust their sizes as needed.

-----Original Message-----
From: Jeff Fearn [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, January 16, 2002 7:26 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hull3?


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

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