Re: [hlcoders] Hull3?

2002-01-20 Thread Jeff Fearn
I'm still not exactly sure what the problem is you're having, so here's some basics: When using large models for player models the hitboxes are located as per a normal sized player, not in the loactions specified for the large model. Large non-player models perform correctly in all regards,

Re: [hlcoders] Hull3?

2002-01-19 Thread _Phantom_
Lets try sending this again :} ah, I follow you, and the SetObjectCollisionBox() takes the boxes values from pev-mins and pev-maxs (in CBaseEntity at least, which is what CBasePlayer uses). So, if the models hull box is correct (ie it's colliding with world object correctly) but

Fw: [hlcoders] Hull3?

2002-01-18 Thread Jeff Fearn
Lets try sending this again :} ah, I follow you, and the SetObjectCollisionBox() takes the boxes values from pev-mins and pev-maxs (in CBaseEntity at least, which is what CBasePlayer uses). So, if the models hull box is correct (ie it's colliding with world object correctly) but the

RE: [hlcoders] Hull3?

2002-01-17 Thread Ken Birdwell
:31 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Hull3? Correct me if I'm wrong, but, this email implys that hull size (should) have no effect on hit boxes as long as the are defined right and the client and server are both running the same model

Re: [hlcoders] Hull3?

2002-01-17 Thread _Phantom_
and for once I'm tried, bed I think :)) - Original Message - From: Ken Birdwell [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Friday, January 18, 2002 6:26 AM Subject: RE: [hlcoders] Hull3? Yes, sort of. You'll still have problems with hitbox collisions if the hitboxes extend outside

Re: [hlcoders] Hull3?

2002-01-17 Thread Jeff Fearn
: 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

Re: [hlcoders] Hull3?

2002-01-16 Thread Jeff Fearn
PM Subject: RE: [hlcoders] Hull3? You may have bugs with the animations that are being hidden by the gait sequence. As a test case, run your players with their gaitsequence always set to 0 and see where their model is draw. Where they are drawn is the location the server is using

Re: [hlcoders] Hull3?

2002-01-15 Thread Jeff Fearn
Gargantua, lol. DarthBobo. - Original Message - From: Ken Birdwell [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, January 15, 2002 3:46 PM Subject: RE: [hlcoders] Hull3? You may have bugs with the animations that are being hidden by the gait sequence. As a test case, run your

Re: [hlcoders] Hull3?

2002-01-14 Thread Jeff Fearn
CPointEntity Is this only useable on static entities? Thanks, DarthBobo. - Original Message - From: Robin Walker [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Tuesday, December 18, 2001 5:38 AM Subject: RE: [hlcoders] Hull3? Yahn and I found a bug in the SDK when we were helping out

RE: [hlcoders] Hull3?

2002-01-14 Thread Ken Birdwell
. If these are radically different from where they appear when the gaitsequence is active, you'll have problems. -Original Message- From: Jeff Fearn [mailto:[EMAIL PROTECTED]] Sent: Monday, January 14, 2002 8:45 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Hull3? I am still having trouble getting the hit

RE: [hlcoders] Hull3?

2001-12-17 Thread Robin Walker
don't need to fix it. -Original Message- From: Neale Roberts [mailto:[EMAIL PROTECTED]] Sent: Sunday, December 16, 2001 11:33 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Hull3? We certainly have hitbox issues with hull 3. The player type that uses hull 3 cannot duck, so that problem

Re: [hlcoders] Hull3?

2001-12-16 Thread Neale Roberts
any hits. Very bizarre. - Original Message - From: Matthew Lewis [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, December 17, 2001 4:03 AM Subject: [hlcoders] Hull3? There are still issues with the hit boxes left over from the previous release. Basically, the hit boxes don't work