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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

