NS Hitbox Viewer

MrMakaveliMrMakaveli Join Date: 2004-05-06 Member: 28509Members
Is there any way I can view the hitboxes of the aliens/marines in NS? A live program would be great, but screenshots would be nice as well. I would like it to test some things, mainly skulks and how their hitboxes change with their movement.

Comments

  • puzlpuzl The Old Firm Join Date: 2003-02-26 Member: 14029Retired Developer, NS1 Playtester, Forum Moderators, Constellation
    Look for "Jed's half-life model viewer" you can render hitboxes and activate any of the animation sequences in the model.
  • tigersmithtigersmith Join Date: 2004-11-11 Member: 32749Members, Constellation, Reinforced - Supporter
    <!--quoteo(post=1575127:date=Nov 9 2006, 08:14 AM:name=puzl)--><div class='quotetop'>QUOTE(puzl @ Nov 9 2006, 08:14 AM) [snapback]1575127[/snapback]</div><div class='quotemain'><!--quotec--> Look for "Jed's half-life model viewer" you can render hitboxes and activate any of the animation sequences in the model.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Here is one of the links
    <a href="http://www.slackiller.com/hlprograms.htm" target="_blank">http://www.slackiller.com/hlprograms.htm</a>
  • BiG-SergeBiG-Serge Join Date: 2006-10-31 Member: 58112Members
    A movie demonstrating a bhopping skulk, a constantly "wigglewalking" lerk, a glidejumping marine and a blinking fade would be awesome.
  • ExploderExploder Join Date: 2006-11-02 Member: 58202Members
    <!--quoteo(post=1575184:date=Nov 9 2006, 06:44 PM:name=BiG-Serge)--><div class='quotetop'>QUOTE(BiG-Serge @ Nov 9 2006, 06:44 PM) [snapback]1575184[/snapback]</div><div class='quotemain'><!--quotec-->
    A movie demonstrating a bhopping skulk, a constantly "wigglewalking" lerk, a glidejumping marine and a blinking fade would be awesome.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Cool, but what for? Are you just interested in watching it or maybe use it as an avatar?
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    So we know where to shoot to actually do damage.
  • ExploderExploder Join Date: 2006-11-02 Member: 58202Members
    <!--quoteo(post=1575222:date=Nov 9 2006, 09:22 PM:name=Underwhelmed)--><div class='quotetop'>QUOTE(Underwhelmed @ Nov 9 2006, 09:22 PM) [snapback]1575222[/snapback]</div><div class='quotemain'><!--quotec-->
    So we know where to shoot to actually do damage.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Aha, so basically you want improved hitbox models?

    Some of them are being reworked in 3.2.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    <!--quoteo(post=1575250:date=Nov 9 2006, 04:51 PM:name=Exploder)--><div class='quotetop'>QUOTE(Exploder @ Nov 9 2006, 04:51 PM) [snapback]1575250[/snapback]</div><div class='quotemain'><!--quotec-->
    Aha, so basically you want improved hitbox models?

    Some of them are being reworked in 3.2.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    No, they just want to know where to aim
  • NikonNikon Join Date: 2003-09-29 Member: 21313Members, Constellation
    <!--quoteo(post=1575252:date=Nov 9 2006, 02:00 PM:name=BOBDolol)--><div class='quotetop'>QUOTE(BOBDolol @ Nov 9 2006, 02:00 PM) [snapback]1575252[/snapback]</div><div class='quotemain'><!--quotec-->
    No, they just want to know where to aim
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    unfortunately, the model viewer wont help with that unless you can somehow program it to correctly adjust for your connection in relation to HL1 netcode.
  • MrMakaveliMrMakaveli Join Date: 2004-05-06 Member: 28509Members
    The main hitbox I want to check is the skulk hitbox when it's strafing left and right.
  • MrMakaveliMrMakaveli Join Date: 2004-05-06 Member: 28509Members
    It doesn't have skulk strafing animations. Wouldn't matter anyway. Looks like the only thing that would work for what I want to do would be a hack. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
  • MrMakaveliMrMakaveli Join Date: 2004-05-06 Member: 28509Members
    There's a lot of unused animations that are really cool. I especially like the onos devour animation.
  • DarknsDarkns Join Date: 2004-09-05 Member: 31402Members, Constellation
    <!--quoteo(post=1575315:date=Nov 9 2006, 08:42 PM:name=MrMakaveli)--><div class='quotetop'>QUOTE(MrMakaveli @ Nov 9 2006, 08:42 PM) [snapback]1575315[/snapback]</div><div class='quotemain'><!--quotec-->
    It doesn't have skulk strafing animations. Wouldn't matter anyway. Looks like the only thing that would work for what I want to do would be a hack. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    That's because it's not an animation. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    In HLMV, in the Body Parts tab, play with the Controller and Value controls. Turn them all the way to one side, and that's what makes strafing look how it does. (I believe)
  • MrMakaveliMrMakaveli Join Date: 2004-05-06 Member: 28509Members
    I can't get it to work correctly. I can get the skulk's body to bend a little bit, but it can still only be made to walk forward.
  • Heavy_DHeavy_D Join Date: 2002-12-14 Member: 10816Members
    edited November 2006
    If you want to inspect the model hitboxes ingame, you can set r_drawentities to 3 or 4. This will render the hitboxes either instead of the models, or overlayed on top of them. As far as I know they are accurate to how the game calculates hits. Also r_drawentities 2 draws the skeleton for each model, and 5 draws something I can't figure out. Anyway, it's worth a look
  • DarknsDarkns Join Date: 2004-09-05 Member: 31402Members, Constellation
    Though I don't know if it works with NS, with HL, you can add '+map stalkyard +thirdperson +cam_idealyaw 180 +cam_idealdist 100' to the launch options and it'll start you facing yourself in third-person mode. From there, just turn the hitboxes on and move around...
    (if it doesn't work with NS, just copy the half-life/ns/models/player/alien1 folder to half-life/valve/models/player/ and start up HL, using the 'model alien1' command to change your model to skulk. Also, keep in mind that HL has a different set of animations, so the animations will usually not match the action...)
  • ultranewbultranewb Pro Bug Hunter Join Date: 2004-07-21 Member: 30026Members
    Don't trust it too much. (see mine pic attached)
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    <!--quoteo(post=1575401:date=Nov 10 2006, 12:48 AM:name=Heavy_D)--><div class='quotetop'>QUOTE(Heavy_D @ Nov 10 2006, 12:48 AM) [snapback]1575401[/snapback]</div><div class='quotemain'><!--quotec-->
    If you want to inspect the model hitboxes ingame, you can set r_drawentities to 3 or 4. This will render the hitboxes either instead of the models, or overlayed on top of them. As far as I know they are accurate to how the game calculates hits. Also r_drawentities 2 draws the skeleton for each model, and 5 draws something I can't figure out. Anyway, it's worth a look
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    It does? I just tried it in-game and nothing changed at all..
  • EosEos Join Date: 2002-06-08 Member: 738Members
    <!--quoteo(post=1575746:date=Nov 10 2006, 09:02 PM:name=Underwhelmed)--><div class='quotetop'>QUOTE(Underwhelmed @ Nov 10 2006, 09:02 PM) [snapback]1575746[/snapback]</div><div class='quotemain'><!--quotec-->
    It does? I just tried it in-game and nothing changed at all..
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    I believe that command only works with sv_cheats 1 on. So unless you're an admin on a server with bhopping skulks or know good bots, you're sol.
  • MrMakaveliMrMakaveli Join Date: 2004-05-06 Member: 28509Members
    Nice one ultranewb. I noticed mines are screwed up like that from the few times I have gorged.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    <!--quoteo(post=1575863:date=Nov 11 2006, 06:18 AM:name=Eos)--><div class='quotetop'>QUOTE(Eos @ Nov 11 2006, 06:18 AM) [snapback]1575863[/snapback]</div><div class='quotemain'><!--quotec-->
    I believe that command only works with sv_cheats 1 on. So unless you're an admin on a server with bhopping skulks or know good bots, you're sol.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    I tried it on a local server with bots and sv_cheats 1, still nothing...
  • scaryfacescaryface Join Date: 2002-11-25 Member: 9918Members
    I tried this this morning after reading this topic and it worked for me (vs bots).
    First, before creating a game, you have to set sv_cheats 1, then r_drawentities 4 (or 3).
    Then when you set up the game, you have to check the allow cheats option.
    I created a lan game (against bots) but I think it works for internet games as well. Of course, its useless to watch hitboxes in a pingless lan game against bots since they will (almost) always be accurate. If anyone wants to set up a server, we can try it online.
  • Heavy_DHeavy_D Join Date: 2002-12-14 Member: 10816Members
    I don't think it would help you see the "true" hitboxes online, I assume it would just draw them in the same point that it draws the model - reflecting the best knowledge of the position of the players that your client has. The problem is that you're actually shooting at the hitboxes on the server rather than the predictions on your client, and the disparity between the two is due to lag that can't be compensated for.
  • NikonNikon Join Date: 2003-09-29 Member: 21313Members, Constellation
  • SloppyKissesSloppyKisses omgawd a furreh&#33; Virginia Join Date: 2003-07-05 Member: 17942Members, Constellation
    <!--quoteo(post=1575222:date=Nov 9 2006, 03:22 PM:name=Underwhelmed)--><div class='quotetop'>QUOTE(Underwhelmed @ Nov 9 2006, 03:22 PM) [snapback]1575222[/snapback]</div><div class='quotemain'><!--quotec-->
    So we know where to shoot to actually do damage.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    rofllmfao QFT
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    its not working for my NS works for my Hl tho w would have to arange and set up a game / server to see how it goes

    i think it would still bluff us tho we would see the model laggying hit boxes behid the model and no matter what we shoot at we will still miss you will see
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    i couldnt get ns with sv cheats to do the r draw entites and i got hl to do and thrid person it but with out the sulk modle

    maybe we can pre arange a game to have a look

    one thing i really wanna sugest is where the sulk camera is located in the alien modle it seam like i am veiw the ride from some where ints its bowels cos every time i got to look around a courner i get blown to peices

    but the other thing was also, why can a rine still cope me with rounds thru what apears to be the edges of certain chamber / WOL's : (, why cant u run all over the alien res node, jstu a few questions that plague me

    questions that have always plagued me
  • DarknsDarkns Join Date: 2004-09-05 Member: 31402Members, Constellation
    <!--quoteo(post=1578641:date=Nov 19 2006, 06:52 AM:name=NEX9)--><div class='quotetop'>QUOTE(NEX9 @ Nov 19 2006, 06:52 AM) [snapback]1578641[/snapback]</div><div class='quotemain'><!--quotec-->
    i couldnt get ns with sv cheats to do the r draw entites and i got hl to do and thrid person it but with out the sulk modle<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo(post=1575676:date=Nov 10 2006, 05:10 PM:name=Darkns)--><div class='quotetop'>QUOTE(Darkns @ Nov 10 2006, 05:10 PM) [snapback]1575676[/snapback]</div><div class='quotemain'><!--quotec-->
    ...just copy the half-life/ns/models/player/alien1 folder to half-life/valve/models/player/ and start up HL, using the 'model alien1' command to change your model to skulk.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
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