change the hull so that the bounding box's min.z isn't 0.. ie: like goldsrc.
-16 -16 -32 16 16 32 or whatever. I can't remember the size, but that will make the origin of the player in the middle instead of at the bottom (feet). -Tony On Mon, Oct 8, 2012 at 10:34 PM, m...@tobiasbaumann.net <m...@tobiasbaumann.net>wrote: > ** > I don't want to use a third-party tool to do this. I want to change the > actual game code so it'll always work. > > Best regards, > Tobias > > > edman747 <edman...@gmail.com> hat am 25. August 2012 um 05:49 > geschrieben: > > I put that in the entity file for the map. Then used ripent -import > > > > the entity > > "classname" "monster_generic" > > > > On 8/24/12, m...@tobiasbaumann.net <m...@tobiasbaumann.net> wrote: > > > Care to elaborate on where you put that code? > > > > > > Thank you, > > > Tobias > > > > > > edman747 <edman...@gmail.com> 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, m...@tobiasbaumann.net <m...@tobiasbaumann.net> 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 > > > -- -Tony
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