Requesting Hitbox Correct Models.

I_Gorged_Your_MomI_Gorged_Your_Mom Join Date: 2003-10-01 Member: 21361Banned, Constellation
Can someone make models that are literally the actual hit box of the player? I mean like boxes that accurately show where you can actually damage something or collide with something. Or is there a way I could see the actual hitbox in comparison to the original model? I don't care how it looks, as long as it accurately portrays the hit boxes.

Comments

  • RatonetwothreetwooneRatonetwothreetwoone Join Date: 2004-03-23 Member: 27504Members
    that would look weird...

    i dont like it when people go for like... winning over fun.... if you know what i mean... u see that alot in cs...

    meh i can understand tho since hitboxes are... or at least were so messed up...

    ur sig is neat
  • StarStarGrizzlyStarStarGrizzly Join Date: 2004-02-06 Member: 26139Members
    I think you could simply make a bunch of boxes that are in the form of the hitboxes. It shouldnt be too hard but I would think it would be tough to find somebody willing to do it.

    Hehe i like your sig too
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    where are we supposed to find the hitboxes?
  • Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
    Open the model in HLMV and click "show hitboxes".
  • ZeroByteZeroByte Join Date: 2002-11-01 Member: 3057Members
    But.. those hitboxes aren't the hitboxes the game uses.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    And unless the SERVER has the model with the hitbox you want, your model does squat.
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Dorian Gray+Jun 4 2004, 08:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dorian Gray @ Jun 4 2004, 08:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Open the model in HLMV and click "show hitboxes". <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    like zerobite said, hlmv makes hitboxes where it sees fit, not show preset ones
  • DemiguiseDemiguise Marks Servers Reg Join Date: 2004-01-19 Member: 25462Members
    it would be a good training tool for noobs to get used to and help them out
  • Billy_SilverfishBilly_Silverfish Join Date: 2003-04-20 Member: 15688Members
    <!--QuoteBegin-ZeroByte+Jun 5 2004, 03:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ZeroByte @ Jun 5 2004, 03:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> But.. those hitboxes aren't the hitboxes the game uses. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It displays the correct hitboxes for the default models, because those are the models the server uses.

    (this is assuming that they did manage to fix the hitbox isue with NS 3.0 - I still haven't tried it)
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-BlackPanther+Jun 5 2004, 03:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPanther @ Jun 5 2004, 03:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And unless the SERVER has the model with the hitbox you want, your model does squat. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Huh?
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Align+Jun 5 2004, 06:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Jun 5 2004, 06:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BlackPanther+Jun 5 2004, 03:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPanther @ Jun 5 2004, 03:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And unless the SERVER has the model with the hitbox you want, your model does squat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Huh? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    hitboxes are a server-side thing, i believe
  • comradecomrade Join Date: 2003-11-30 Member: 23774Members
    The hitboxes in NS just seem to be the same as the default models but they cover things like little gaps between the skulks claws etc and they certainly don't make any difference at all while aiming.

    If you're not killing bug men then it's either your aim or their hitbox is bugged, which you can't do anything about.
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    My biodome shroom tree is hitbox-accurate (yea, i didnt think the hitbox was that small either o.O [plus you can build inside structures for some odd reason/bug with that oc <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->])
  • SRT_RabbSRT_Rabb Join Date: 2004-01-31 Member: 25808Members
    answer to your problem, that low low LOW LOOOOOw poly model pack...lol
  • I_Gorged_Your_MomI_Gorged_Your_Mom Join Date: 2003-10-01 Member: 21361Banned, Constellation
    ...so, can anyone make them? And are you trying to say that because the hitboxes are server side that a server can alter them, so that hitboxes are diffenet for every server? I just think it would be interesting to see the actual hitboxs of ns things, for example a marine rt hitbox looks nothing like its model, and when an onos ducks, not only does its vertical size decreases, but its width decreases also. Is there anywhere I could see the NS hitboxes, or any suggestion?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-BAshh+Jun 5 2004, 03:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BAshh @ Jun 5 2004, 03:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Align+Jun 5 2004, 06:54 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Jun 5 2004, 06:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BlackPanther+Jun 5 2004, 03:48 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackPanther @ Jun 5 2004, 03:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And unless the SERVER has the model with the hitbox you want, your model does squat. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Huh? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    hitboxes are a server-side thing, i believe <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    What? Of course they are, he's asking for a model that fills those hitboxes, not a model with new hitboxes...
  • ZinCZinC Join Date: 2004-03-30 Member: 27607Members
    I dont see the point of this... the hitbox (which is a server side thing) lags behind the player model (which is rendered client side.) If you replaced the client side model with a big box about the size of the hitbox it still wouldnt help you in terms of aim because the hitbox would still be lagging behind the model your seeing.

    Arent models like this considered "cheating" anyway?
  • kuperayekuperaye Join Date: 2003-03-14 Member: 14519Members, Constellation
    ROFL trying to get correct hitbox models would screw you over really bad. it would give you false information of skulks.

    Its a steam problem with LAGGY hit boxes not an ns one.

    problems you would encounter you would see a skulk 10 ft away when he really was 2-3 feet away biting you.
  • I_Gorged_Your_MomI_Gorged_Your_Mom Join Date: 2003-10-01 Member: 21361Banned, Constellation
    Maybe you don't quite understand, so I will try to explain it again.

    I do not care if the models don't accurately show the hitbox when moving because of steam lagging or whatever.

    I wont be actually using the model when I play, I just want information on exactly the size of the hitboxes and how they change when ducking.

    It seems from my experience that no one is quite sure exactly what some of the hitboxes looks like.

    In short, this was a REQUEST for something. I want to know everything about ns hitboxes, and I came to see if anyone would help. I don't care about your opinion about it, your take on ns hitboxes, if you think I want them to improve my aim, or whatever. I just want to know if someone will make them for me.

    Thank you.
  • ZinCZinC Join Date: 2004-03-30 Member: 27607Members
    I'm sure some of the mappers would know what the dimensions of the various hitboxes are, seeing as they have to design their maps with those dimensions in mind, maybe ask around the mapping forum?
  • JUDGE_DeagleJUDGE_Deagle Join Date: 2004-05-28 Member: 28966Members
    Hm i think mappers have to use a different "box".
    That "collision checkin box" is smaller than the hitbox eventually, as you can shoot aliens through thin walls as their hitboxes penetrate em.

    there is a thread around here about that "hitbox shows through wall" topic with the thin wall with the unbreakable glass window near that hive in (dang whats the map name?.. ?)

    am i Right?

    Regards
    Deagle
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Yes, mappers have to set the collision boxes during compile of the map by using the nshulls.txt file:
    Skulk: 32x32x36 units
    Marine: 32 32 72 units
    Onos: 64 64 108 units
    Failure to do use nshulls.txt means the onos clipping hull is wrong, and he gets stuck (see 2.0 Nancy).

    Technically the compilers create a seperate clipping hull for each of these sizes (and a 0 size 4th hull) by "moving the faces of the geometry inwards". The engine can then treat the players as dots to see if they collide with the geometry.

    Back on the hitbox topic: I don't know how they are exactly determined, but do know it's very hard to establish what they really are. You'd basically have to try it out in game and then try to create a model that follows to the real hitbox shape, which is a lot of work, so don't count on anyone doing it.
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    <!--QuoteBegin-Rat12321+Jun 5 2004, 12:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rat12321 @ Jun 5 2004, 12:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that would look weird...

    i dont like it when people go for like... winning over fun.... if you know what i mean... u see that alot in cs...

    meh i can understand tho since hitboxes are... or at least were so messed up...

    ur sig is neat <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes it's very CS alike. I just use the current ones <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    And for the sig, he copied from me, and i got it from the Iron Lotus(Warcraft 3 clan) forums where one of the admins have it.

    <a href='http://www.artofclam.com/goat/modules.php?name=Forums' target='_blank'>Iron Lotus forum</a>
  • I_Gorged_Your_MomI_Gorged_Your_Mom Join Date: 2003-10-01 Member: 21361Banned, Constellation
    Are you joking? I didn't copy my Sig from you. Fortunately, I have never seen you or heard about you before. The Sig was made by Danasoft, you used to have to pay for it but then they made it free. Please, next time to you speak at least attempt to have some sort of grasp of what you are talking about.

    <a href='http://www.danasoft.com' target='_blank'>http://www.danasoft.com</a>

    Back on to the subject, to the guy who posted the dimension of the hit boxes, could you tell me the hitbox size for a ducking onos? And would it be better for me to go the mapping customization forum for my questions?

    Thank you.
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