Re: [hlcoders] Hull3?

2002-01-20 Thread _Phantom_
> > > > 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

Re: [hlcoders] Hull3?

2002-01-20 Thread Jeff Fearn
> > > 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

Re: [hlcoders] Hull3?

2002-01-20 Thread _Phantom_
> > 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

Re: [hlcoders] Hull3?

2002-01-20 Thread Jeff Fearn
> 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

RE: [hlcoders] Hull3?

2002-01-20 Thread Ken Birdwell
>> 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

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, i

RE: [hlcoders] Hull3?

2002-01-20 Thread Ken Birdwell
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

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 >

Re: [hlcoders] Hull3?

2002-01-17 Thread Jeff Fearn
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

Re: [hlcoders] Hull3?

2002-01-17 Thread _Phantom_
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

RE: [hlcoders] Hull3?

2002-01-17 Thread Ken Birdwell
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

Re: [hlcoders] Hull3?

2002-01-17 Thread _Phantom_
;[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

RE: [hlcoders] Hull3?

2002-01-17 Thread Ken Birdwell
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

Re: [hlcoders] Hull3?

2002-01-16 Thread Jeff Fearn
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

Re: [hlcoders] Hull3?

2002-01-15 Thread Jeff Fearn
, 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

RE: [hlcoders] Hull3?

2002-01-14 Thread Ken Birdwell
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

Re: [hlcoders] Hull3?

2002-01-14 Thread Jeff Fearn
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

RE: [hlcoders] Hull3?

2001-12-17 Thread Robin Walker
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

Re: [hlcoders] Hull3?

2001-12-16 Thread Neale Roberts
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