> > > > 5) For display, the client uses a number of different methods to
> > override
> > > > the model is shows for any given player, most commonly through
> something
> > > > like: "m_pRenderModel =
> > > IEngineStudio.SetupPlayerModel( m_nPlayerIndex );".
> > > > As a test, you should elimiate
> > > 5) For display, the client uses a number of different methods to
> override
> > > the model is shows for any given player, most commonly through
something
> > > like: "m_pRenderModel =
> > IEngineStudio.SetupPlayerModel( m_nPlayerIndex );".
> > > As a test, you should elimiate these override
> > 5) For display, the client uses a number of different methods to
override
> > the model is shows for any given player, most commonly through something
> > like: "m_pRenderModel =
> IEngineStudio.SetupPlayerModel( m_nPlayerIndex );".
> > As a test, you should elimiate these overrides and change
> 4) For all hitbox calculations, the SERVER uses the model referenced by
the
> players server side pev->model variable, and nothing else.
On the server it says pev->model os models/player/garg/garg.mdl, which is
correct and pev->modelindex = 244
> 5) For display, the client uses a number of dif
>> 1) The model the client is displaying has no effect on hitbox-traceline
>> intersection calculations (i.e. shooting the player).
>>
>> 2) The model (and specific pose) the client draws to represent the player
>> can be and is often a very different from the one the server uses.
>I did not know
> 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, i
I'm still not exactly sure what the problem is you're having, so here's some
basics:
1) The model the client is displaying has no effect on hitbox-traceline
intersection calculations (i.e. shooting the player).
2) The model (and specific pose) the client draws to represent the player
can be and
> 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
>
rthBobo.
> -Original Message-
> From: Jeff Fearn [mailto:[EMAIL PROTECTED]]
> Sent: 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 play
rly in the UK 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
PROTECTED]]
Sent: Thursday, January 17, 2002 9:31 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
;[EMAIL PROTECTED]>
Sent: Thursday, January 17, 2002 11:31 PM
Subject: RE: [hlcoders] Hull3?
> There are two models to consider. The first is the model the server uses
to
> compute traceline hits, and the second is the model the client is
> displaying. These don't have to be the sam
riptions back into your QC file and
adjust their sizes as needed.
-Original Message-
From: Jeff Fearn [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, January 16, 2002 7:26 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Hull3?
Ok, still have not resolved this :(
Basically when we try an
TECTED]>
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 players with their gaitsequence always
> set to 0 and see where their model is draw. Where they a
, a flying 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 ga
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 th
ublic 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 i
ng you (the engine'll just be using default hulls), so
you 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
We certainly have hitbox issues with hull 3. The player type that uses hull
3 cannot duck, so that problem is eliminated. However, the hitboxes only
appear to cover about 80% of the model size. They *appear* as normal if you
do a r_drawentities 3, but the top, bottom and side 10% don't register an
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