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Nov 9 2004 Anchor | |
Hi, I've just made my first mod and hit a snag... When I run HL my new player model runs around in mid air. How can I fix it so the models feet are on the ground? -- "Well, I usually charge 5 bucks for these, but since it's YOU man... it's 10." |
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Nov 9 2004 Anchor | |
Are you using the player's animations, or barney/sci's? Player's anims go further down in position btw. -- < insert subject games here >
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Nov 10 2004 Anchor | |
I tried to move the model down manually using milkshape but it just snaped back to its orginal position. -- "Well, I usually charge 5 bucks for these, but since it's YOU man... it's 10." |
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Nov 10 2004 Anchor | |
Also, I notice that if I shrunk models, they also stood some distance above the ground. The models must have a preset box in which they sit and are automatically aligned to the centre point. That's just a guess, but if it's true than how can I change the dimensions of the box so that smaller or larger than usual models sit properly? -- "Well, I usually charge 5 bucks for these, but since it's YOU man... it's 10." |
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Nov 10 2004 Anchor | |
You'll probably need to resize the model's hit boxes in subs.h There is a somewhat decent tutorial on manipulating hulls at The Wavelength... Here's the tutorial : Articles.thewavelength.net -- BigBird Mod DB Guy |
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Nov 10 2004 Anchor | |
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Nov 13 2004 Anchor | |
Thanks "Stuffie", your idea worked! Unfortunately the hit boxes are still in the old locations. If I shoot above the models head, he still gets hit. Can I shift the hit boxes down as well? (I should add that the hit boxes that are in their right locations when I look at them using Half-Life model viewer but when I play against the bots in multiplayer the hit boxes aren't in the right place) -- "Well, I usually charge 5 bucks for these, but since it's YOU man... it's 10." |
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Nov 13 2004 Anchor | |
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Nov 13 2004 Anchor | |
which is why you should just code in different hulls... and compile your maps with the an appropriate hull file that represents the numbers coded in -- BigBird Mod DB Guy |
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Nov 14 2004 Anchor | |
The only problem with coding the new hulls is that I haven't coded using c++ before. -- "Well, I usually charge 5 bucks for these, but since it's YOU man... it's 10." |
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Nov 15 2004 Anchor | |
Ok, to mod using c++ what programs will I need? -- "Well, I usually charge 5 bucks for these, but since it's YOU man... it's 10." |
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Nov 15 2004 Anchor | |
Please don't bump up topics/double post. Also, lots of people have raised the topic of coding for Half Life with C++, so I suggest you use the search function of the forum and see what other people had to say. |
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