Hi,

The problem is that I'm trying to do this with models which I can not recompile.
Like every hl2 prop model.

I've tried changing the player hull which gives me different collisions but the
actual model is still positioned by 50% into the ground.

Do you know where the height value is rehandled or how the boundary box data is
calculated?

I mean this seems so simply to me yet I can seem to get it to work.


Thank you,
Tobias

RedEyes Fuzz <[email protected]> hat am 1. September 2012 um 15:36 geschrieben:

> hello
> 
>  did you try to compile your model with the $autocenter command ?
> 
>  https://developer.valvesoftware.com/wiki/$autocenter
> <https://developer.valvesoftware.com/wiki/$autocenter>
> 
>  it seem you can create an attachement point and define it to be the origin
> point of the model.
>  the hull of all prop is build on the boundary box data, if there is no hull
> definition into the ai_hull.cpp and .h/ files.
> 
>  also you can change the value of the hull, like when the npc/player is
> crouching,  the height value is rehandled by the cod,e to get 50% less on the
> height axis.
> 
>  //Red
>  Jurassic Life : http://jurassic-life.game-lab.com
> <http://jurassic-life.game-lab.com>
> 
>  2012/8/24 [email protected] <mailto:[email protected]>
> <[email protected] <mailto:[email protected]> >
>    > >    Care to elaborate on where you put that code?
> > 
> >    Thank you,
> >    Tobias
> > 
> >    edman747 < [email protected] <mailto:[email protected]> > hat am 24.
> > August 2012 um 02:09 geschrieben:
> >    > had a similar problem with a model on one map.
> >    >
> >    > "minhullsize" "-16.5 -16.5 -37"
> >    > "maxhullsize" "16.5 16.5 37"
> >    > "origin" "-1196 1080 -208"
> >    > "model" "models/holo.mdl"
> >    >
> >    > On 8/23/12, [email protected] <mailto:[email protected]> <
> >    > [email protected] <mailto:[email protected]> > wrote:
> >    > > Hi everyone,
> >    > >
> >    > > over the last couple of days I've been trying to fix a problem I'm
> >    > > having.
> >    > > Something I thought would be quite easy to fix but alas as everything
> >    > > in
> >    > > game
> >    > > development turned out to be really complicated. :(
> >    > >
> >    > > So here is what I'm trying to do and what the reason is for it not
> >    > > working.
> >    > > In
> >    > > my Mod the mappers can define a custom player model. This model can
> >    > > basically be
> >    > > anything. Like lets say a couch, a chair or whatever. Now this works
> >    > > fine
> >    > > but no
> >    > > matter what model it gets positioned into the ground by half its
> >    > > height.
> >    > >
> >    > > Now I did some research and I think this is because the collision
> >    > > boundary
> >    > > of
> >    > > the player gets calculated using the $origin value defined in the QC
> >    > > file
> >    > > when
> >    > > compiling the model. Now this is fine for player models where the
> >    > > origin is
> >    > > at
> >    > > the bottom. But what I found out is that most other props have their
> >    > > $origin
> >    > > centered in the middle of the model. Which explains the offset by 50%
> >    > > of
> >    > > the
> >    > > height. Am I correct with this assumption?
> >    > >
> >    > > What I tried to was change the predefined player hull values in
> >    > > HL2MPViewVectors
> >    > > g_HL2MPViewVectors but this had an effect on viewports and player
> >    > > collisions
> >    > > but
> >    > > none on the actual positioning of the model in the world.
> >    > >
> >    > > I've also tried to modify the origin values using SetLocalOrigin. But
> >    > > again
> >    > > this
> >    > > didn't seem to have any effect whatsoever.
> >    > >
> >    > > Could anyone of you more experienced developers help me out here?
> >    > >
> >    > > How can I set an offset to the model before its collisions boxes get
> >    > > compiled?
> >    > > Is it even possible to change the $origin value before it gets
> >    > > accessed
> >    > > everywhere else in the code?
> >    > > Is that value even accessed or do I have to approach this some other
> >    > > way?
> >    > >
> >    > >
> >    > > Thank you for any light on this and best regards,
> >    > > Tobias
> > 
> >    _______________________________________________
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> > 
> >  > 
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