> 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.

I'm running a listen server, I should have mentioned that :{

> 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.

I have forwarded this on to our modeller, will advise of results.

Thanks again for your help.

DarthBobo.

> -----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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