modelling along the hitboxes


gabagoo
09-08-2003, 01:05 PM
i fired up dod after 3 months of no play and of course the first thing that happened was ? ---->L AG :mad:

so i had to use the lowpolys i made :P

and i decided to take a look at them in HLMV i came up with a little idea:D but im not sure if its possible

basically if im already using low poly why not make them as close to the hitboxes as possible, so i looked in the qc and the hitboxes look something like this
$hbox 3 "Bip01 Pelvis" -5.000000 -5.000000 -7.000000 1.500000 6.000000 7.000000 which looks to me very close to i think it a .obj code or something

so i was wondering if some one knows how to make make a model by using the hit box code ?

Trp. Jed
09-08-2003, 01:23 PM
Look at the numbers in a reference SMD and then apply good old logic and creativity.

- Jed

gabagoo
09-08-2003, 01:26 PM
:confused:

Trp. Jed
09-08-2003, 01:34 PM
Originally posted by Trp. Jed
Look at the numbers in a reference SMD and then apply good old logic and creativity.

Originally posted by gabagoo
:confused:

Someone call a medic, I think we're losing this one...

- Jed

FIGUUR
09-08-2003, 01:37 PM
LoL

gabagoo
09-08-2003, 01:46 PM
i looked into the lsd *ehem* i mean smd
and theres like 30,000 different lines O_o

i guess this means its not possible ?

or am i really lost
:confused:
:confused: :confused:
:confused: :confused: :confused:

Trp. Jed
09-08-2003, 02:19 PM
Ok Gab,

Look at this way, people (for some reason beyond me) think I do some cool stuff with DoD. Stuff like HLMV.

Truth is, most of the time I'm as much in the dark as you, but I think about the problem, experiement a little, bit of logic, trial and error and come up with something.

You've cottoned on to something about the hitboxes but what I'm trying to say is now you've got an idea, run with it. Try stuff, think logically, analyse the problem and try and come up with a solution.

Hitbox's have six numbers. Hmm, how would you make a box out of six numbers? I know! top left, bottom right!

So with those numbers you can derive through logic the other numbers to get the XYZ co-ordinates for the 8 corners that make up the box.

Models are made up of faces, a face has 3 sides and 3 vertices. To make a square you need two triangles. A box has 6 sides so at 2 triangles a square that means you need 12 triangles to make one and 8 vertices.

Now, make a simple box in Milkshape and make a note of the size and position of it using the co-ordinates shown at the bottom as you move the mouse.

Stick a bone in and assign all the vertices in the box to that bone, slap a texture on the box, then export it as an SMD.

Now open the SMD in notepad and look at the numbers carefully....

You may notice that while there are a lot of numbers that seem kind of tricky to work out a lot of the numbers will be relevant to the size and position of your box....

Now, if you can work out the relationship between the numbers in the SMD and the box you have just figured out how, with a bit of editing how to make a model that matches the hitboxes.

Now this is NOT the easiest way, but sometimes learning to do it the hard way first makes you a better person and makes you appreciate the easier ways of doing it.

I'm not trying to be a smartarse or egotysical when I post messages here - I'd just rather teach people to think for themselves than just do it for them.

You'll get more satisfaction and learn something doing it this way than just having someone else do it.

Heck, I remember when Ska_Warz was a n00b here and couldn't find his ass from his elbow vertices. ;)

Stick with it...

- Jed

Ska Wars
09-08-2003, 04:26 PM
Originally posted by Trp. Jed

Heck, I remember when Ska_Warz was a n00b here and couldn't find his ass from his elbow vertices. ;)

What you mean 'was'? lol

SKa

Doug the Head
09-10-2003, 08:12 PM
If you make this model, you have to make the skin using MSPaint. That would make it 20x cooler.

gabagoo
09-10-2003, 10:16 PM
no dice

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