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 > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > <https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders> > > > > >
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