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Floating models (Forums : Coding & Scripting : Floating models) Locked
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Gryx
Gryx Gwaaaah?!
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?

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"Well, I usually charge 5 bucks for these, but since it's YOU man... it's 10."

leilei
leilei The person who doesn't like anything
Nov 9 2004 Anchor

Are you using the player's animations, or barney/sci's?

Player's anims go further down in position btw.

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Gryx
Gryx Gwaaaah?!
Nov 10 2004 Anchor

I tried to move the model down manually using milkshape but it just snaped back to its orginal position.

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"Well, I usually charge 5 bucks for these, but since it's YOU man... it's 10."

Gryx
Gryx Gwaaaah?!
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?

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"Well, I usually charge 5 bucks for these, but since it's YOU man... it's 10."

BigBird
BigBird Mod DB Pilot
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

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BigBird

Mod DB Guy
Play Something Different

Stuffie
Stuffie Mod DB Star * !
Nov 10 2004 Anchor

may i suggest just altering the model origins by adding $origin 0 0 0 changing the 0's by trial and error to get your model to sit right ? Its easier than coding :\

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Stuffie
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Gryx
Gryx Gwaaaah?!
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)

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"Well, I usually charge 5 bucks for these, but since it's YOU man... it's 10."

Stuffie
Stuffie Mod DB Star * !
Nov 13 2004 Anchor

cos it uses hitboxes from "player.mdl" not the ones in the multiplay models

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Stuffie
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BigBird
BigBird Mod DB Pilot
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

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BigBird

Mod DB Guy
Play Something Different

Gryx
Gryx Gwaaaah?!
Nov 14 2004 Anchor

The only problem with coding the new hulls is that I haven't coded using c++ before.

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"Well, I usually charge 5 bucks for these, but since it's YOU man... it's 10."

Gryx
Gryx Gwaaaah?!
Nov 15 2004 Anchor

Ok, to mod using c++ what programs will I need?

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"Well, I usually charge 5 bucks for these, but since it's YOU man... it's 10."

ShortCutMan
ShortCutMan ♥ Pure ♥ Bred ♥ Geek ♥
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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