Re: [hlcoders] Hitbox calculation and sizes?

2013-07-03 Thread m...@tobiasbaumann.net
Already try that and it only shows the local hitboxes for me. I mean it displays
the proper hitboxes the same way they're displayed in the modelviewer. However
these are totally ignored for actual hit detection when I fire on the player. :(

Check this screenshot: http://i.imgur.com/KGJ1Kys.jpg

Thats with sv_showhitboxes 1. If I fire on the model with another client the
bullets go right trough the model until about half the vertical size of it. Or
in other words if I fire at the base/lower part I get hits and everything above
is ignored. Since the model is pretty large/high I'm guessing that there might
be some maximum height value for the hitbox? Or for the collision box? A
standard playermodel reaches until about the middle of the cactus.

Best regards,
Tobias


Didrole didr...@gmail.com hat am 1. Juli 2013 um 22:58 geschrieben:

  Try sv_showhitboxes
 
 
  2013/7/1 m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net
 m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net 
 Hi everyone,
  
 Does anyone of you know where/how hitboxes for players are being
  calculated/set in the code and if there is a max value for its size?
  
 I'm having troubles where I'm using a larger then average model for the
  player without any bones and where the engine always uses a smaller (looks
  like a default sized) hitbox.
  
 I've tried setting hitboxes in the qc file and they show up correctly in
  the modelviewer yet in the game they're not being used. Any ideas why?
  
 Also is there a way to display/debug hitboxes for other players?
  
 Thanks in advance and have a nice day,
 Tobias
  
  
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[hlcoders] Hitbox calculation and sizes?

2013-07-01 Thread m...@tobiasbaumann.net
Hi everyone,

Does anyone of you know where/how hitboxes for players are being calculated/set
in the code and if there is a max value for its size?

I'm having troubles where I'm using a larger then average model for the player
without any bones and where the engine always uses a smaller (looks like a
default sized) hitbox.

I've tried setting hitboxes in the qc file and they show up correctly in the
modelviewer yet in the game they're not being used. Any ideas why?

Also is there a way to display/debug hitboxes for other players?

Thanks in advance and have a nice day,
Tobias
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Re: [hlcoders] Help! Where's my reloading animation?

2013-06-05 Thread m...@tobiasbaumann.net
Thanks for your help.

We're using the orange box version (source 2007).

This whole networking stuff is pretty new to me so I try to understand it by
looking at how the other weapons are programmed. Here's why this confuses me as
I can't find a difference between how the animation is called compared to other
animations or other weapon scripts.

I tried to follow the whole thing and apparently
CHL2MPPlayerAnimState::DoAnimationEvent never gets told to do the animation.
Additionally the function: bool CWeaponBook::Reload( void ) gets only called on
the server in: CWeaponBook::ItemPostFrame
This makes fits as DoAnimationEvent never gets told to do an animation on the
client.

Now here is whats confusing me. In the same function CWeaponBook::ItemPostFrame
we have another call thats written the same way but this time its inside a
switch statement: switch( m_AttackPaused )
m_AttackPaused is a CNetworkVar so I figured ok, lets try and code a new
CNetworkVar and write an if statement for it so the reload animation only gets
called when needed. And voila it worked!

So while I think I understand this I still have one last question:

Is this update/linking on all clients whenever we use a CNetworkVar something
Valve has written or is this something C++ does on its own?

I mean its pretty convenient but it confused the hell out of my because it
wasn't coded explicitly (or instantly visible for that matter). :)

Cheers,
Tobias


Psy_Commando psycomma...@gmail.com hat am 5. Juni 2013 um 06:50 geschrieben:

  I might be wrong, but my guess is that by not sending a message and instead
 calling directly the message associated method, you're leaving the client
 unaware that it should play that anim.
 
  Though its been a while since I played with that. Are you using Alien swarm
 or the orange box ?
 
 
  On Tue, Jun 4, 2013 at 9:57 AM, m...@tobiasbaumann.net
 mailto:m...@tobiasbaumann.net m...@tobiasbaumann.net 
 mailto:m...@tobiasbaumann.net
  wrote:
 Hi everyone,
  
 I've been trying to solve a very simple problem in the past days and I'm
  hoping someone of you can help me.
  
 So I've created a new weapon based upon the Frag grenade code. Its
  basically the same thus far with a few changes. So far it works as intended
  except there is no reload animation on the player model even tough I'm
  telling the game to play one. My character model has the reload animation
  and it works when I try it in the modelviewer. However when I use this line
  in the code:
  
 ToHL2MPPlayer(GetOwner())-DoAnimationEvent( PLAYERANIMEVENT_RELOAD );
  
 Which is getting called in the reload function nothing happens. My first
  guess was that maybe another animation cancels out this animation so I tried
  to see whats going on by using anim_showstate in the console and I noticed
  that only the server is doing a layered animation of the reload animation.
  Which is correct I'm assuming because we also want walking/crouching
  happening while reloading. Now here's my question:
  
 Why is the animation only executed in the server?
 Am I missing some reference or did I forgot a sequence inside the the qc
  file? (I've got my acttable_t setup correctly.)
  
 I've looked at other weapons code to see how they trigger the reload
  animation and its the same line of code. What am I missing? Is there some
  other place in the code that handles reloading depending on what weapon the
  player has equipped? I'm asking because I noticed the default frag grenade
  doesn't have a reload animation as well.
  
 Viewmodel animations are working correctly tough.
  
 Thank you for any help on this.
  
 Best regards,
 Tobias
  
  
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[hlcoders] Help! Where's my reloading animation?

2013-06-04 Thread m...@tobiasbaumann.net
Hi everyone,

I've been trying to solve a very simple problem in the past days and I'm hoping
someone of you can help me.

So I've created a new weapon based upon the Frag grenade code. Its basically the
same thus far with a few changes. So far it works as intended except there is no
reload animation on the player model even tough I'm telling the game to play
one. My character model has the reload animation and it works when I try it in
the modelviewer. However when I use this line in the code:

ToHL2MPPlayer(GetOwner())-DoAnimationEvent( PLAYERANIMEVENT_RELOAD );

Which is getting called in the reload function nothing happens. My first guess
was that maybe another animation cancels out this animation so I tried to see
whats going on by using anim_showstate in the console and I noticed that only
the server is doing a layered animation of the reload animation. Which is
correct I'm assuming because we also want walking/crouching happening while
reloading. Now here's my question:

Why is the animation only executed in the server?
Am I missing some reference or did I forgot a sequence inside the the qc file?
(I've got my acttable_t setup correctly.)

I've looked at other weapons code to see how they trigger the reload animation
and its the same line of code. What am I missing? Is there some other place in
the code that handles reloading depending on what weapon the player has
equipped? I'm asking because I noticed the default frag grenade doesn't have a
reload animation as well.

Viewmodel animations are working correctly tough.

Thank you for any help on this.

Best regards,
Tobias
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Re: [hlcoders] Issues with player entity rotation

2013-03-25 Thread m...@tobiasbaumann.net
Thanks a lot everyone. We solved it! :)

Here's how in case someone else runs into the same problem.

The problem was that if we started the game with a prop model the function
SetupPoseParameters failed because the model doesn't have any poses.
Interestingly the function ComputePoseParam_AimYaw seems to have fallback which
simply used for the case that the model doesn't have any poses. :)

Thanks again and have a good week.
Tobias



Ryan Kistner azuisl...@gmail.com hat am 24. März 2013 um 21:54 geschrieben:
 You likely need to take a look at the animation system. If the player's
 model is not a player rig, then it won't have all the pose parameters
 the animation code likes to do calculations on. Check out the logic
 m_bForceAimYaw does in PlayerAnimState.

 On Sunday, March 24, 2013 12:01:55 PM, m...@tobiasbaumann.net wrote:
  Thank you :)
  And no it isn't. Its the same result with any other mdl except if we
  use a proper player model.
  Does this have something to do with the fact that prop models don't
  have any bones?
  We're also doing a switch to thirdperson on Team change. Not sure if
  this might be relevant.
  Best regards,
  Tobias
 
  Michael Zehnich twincan...@gmail.com hat am 24. März 2013 um 16:27
  geschrieben:
  Is the model compiled with $staticprop? That can cause them to stop
  responding to stuff like that via code in my experience.
  Also Suicide Survival is a lot of fun. :)
 
 
  On Sun, Mar 24, 2013 at 10:42 AM, Roman Schmid bummz...@gmail.com
  mailto:bummz...@gmail.com wrote:
 
  Hello HL coders
 
  We're working on a Source SDK 2007 mod (called Suicide Survival) and
  came across a problem we're unable to solve.
 
  We have a player entity, that refuses to rotate into the
  direction the
  player is looking.
  Interestingly enough, when we switch the entity to another .mdl file
  (one from the source SDK), it works fine. That lead us to the
  conclusion, that something might be wrong with our .mdl file...
  however, if the player changes team (and gets another .mdl file
  assigned) and then switches team again (to get the troubelsome .mdl
  assigned), it works fine, even with the .mdl that previously didn't
  work.
 
  So we're kinda baffled there and would appreciate some hints what
  might be the cause for this?
 
  Thanks in advance and best regards
  Roman
 
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Re: [hlcoders] Issues with player entity rotation

2013-03-24 Thread m...@tobiasbaumann.net
Thank you :)

And no it isn't. Its the same result with any other mdl except if we use a
proper player model.

Does this have something to do with the fact that prop models don't have any
bones?

We're also doing a switch to thirdperson on Team change. Not sure if this might
be relevant.

Best regards,
Tobias

Michael Zehnich twincan...@gmail.com hat am 24. März 2013 um 16:27
geschrieben:

  Is the model compiled with $staticprop? That can cause them to stop
 responding to stuff like that via code in my experience.
 
  Also Suicide Survival is a lot of fun. :)
 
 
  On Sun, Mar 24, 2013 at 10:42 AM, Roman Schmid bummz...@gmail.com
 mailto:bummz...@gmail.com  wrote:
  Hello HL coders
  
 We're working on a Source SDK 2007 mod (called Suicide Survival) and
 came across a problem we're unable to solve.
  
 We have a player entity, that refuses to rotate into the direction the
 player is looking.
 Interestingly enough, when we switch the entity to another .mdl file
 (one from the source SDK), it works fine. That lead us to the
 conclusion, that something might be wrong with our .mdl file...
 however, if the player changes team (and gets another .mdl file
 assigned) and then switches team again (to get the troubelsome .mdl
 assigned), it works fine, even with the .mdl that previously didn't
 work.
  
 So we're kinda baffled there and would appreciate some hints what
 might be the cause for this?
  
 Thanks in advance and best regards
 Roman
  
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Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?

2012-10-08 Thread m...@tobiasbaumann.net
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 fuzzz...@gmail.com 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 m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net
 m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net 
 Care to elaborate on where you put that code?
  
 Thank you,
 Tobias
  
 edman747  edman...@gmail.com mailto: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 mailto:m...@tobiasbaumann.net 
  m...@tobiasbaumann.net mailto: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
  
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Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?

2012-10-08 Thread m...@tobiasbaumann.net
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___
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Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?

2012-10-08 Thread m...@tobiasbaumann.net
Ok that worked. Thank you! :)

I'm assuming I can ignore the part inside: CViewVectors g_DefaultViewVectors in
the file: shared/gamerules.cpp

I made my changes in: HL2MPViewVectors g_HL2MPViewVectors in the file:
shared/hl2mp/hl2mp_gamerules.cpp and it worked but I'm still a bit confused as
to why it shows up twice in the solution. I'm assuming the hl2mp definition
overwrites the other one?

Now where would I put a code to do this fix only on certain models? Can I even
change this value after it's been defined/initialized?


Thanks again and best regards,
Tobias


Tony \omega\ Sergi omegal...@gmail.com hat am 8. Oktober 2012 um 15:39
geschrieben:

 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
 mailto:m...@tobiasbaumann.net m...@tobiasbaumann.net 
 mailto: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 mailto: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 mailto:m...@tobiasbaumann.net 
  m...@tobiasbaumann.net mailto:m...@tobiasbaumann.net  wrote:
   Care to elaborate on where you put that code?
  
   Thank you,
   Tobias
  
   edman747  edman...@gmail.com mailto: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 mailto:m...@tobiasbaumann.net 
   m...@tobiasbaumann.net mailto: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
  
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  --
  -Tony
 
 
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Re: [hlcoders] Help! How to change the $origin of a model without access to the QC file?

2012-08-24 Thread m...@tobiasbaumann.net
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___
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[hlcoders] Help! How to change the $origin of a model without access to the QC file?

2012-08-23 Thread m...@tobiasbaumann.net
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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