Razarti May 12 @ 5:25pm
Fixing hitboxes for scaled objects
Hey,

As we know, in case you scale an object under certain angle it might dissaper in camera. Ppl around the web say that it has something to do with hitboxes and that if you delete those hitboxes from .qc file then everything will work. So, there is no problem to decompile a peice of asset and get our hands on .qc file but can anyone please explain what exactly needs to be added/deleted/altered to fix this hitbox thing (spent some time at Valve's dev wiki - can't understand what needs to be done).

Thank you in advance, unknown stranger, for helping out ;)
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SamSpielberg May 12 @ 5:46pm 
I think an easy fix to that was to just resize the pelvis bone instead of the roottransform.
Source: http://steamcommunity.com/app/1840/discussions/0/648817377529293103/
Now that I think about it, I haven't had any problems with scaling models leading to dis-functional hitboxes.
Pte Jack May 12 @ 9:24pm 
That's the ticket. Scale the bip_pelvis and things should work fine. As for your SFMPhys problem, this may be your problem. Appearently the SFMPhys uses hitboxes as it's collision marker. If your model doesn't have hitboxes, it may just fall through the collision plain you're using. So, hitboxes.... danged if you do and danged if you don't.
Razarti May 13 @ 9:42am 
Originally posted by SamSpielberg:
I think an easy fix to that was to just resize the pelvis bone instead of the roottransform.
Source: http://steamcommunity.com/app/1840/discussions/0/648817377529293103/
Now that I think about it, I haven't had any problems with scaling models leading to dis-functional hitboxes.

Yeah, I've seen those topic (thx anyway Sam) but my problem is that I'm scaling table http://gyazo.com/f7c369e3ec9e8236a11486f18ac6c0cb. It doesn't have pelvis bone ;)

Also, how can you scale a bone? When we apply "Add Scale Control to Model" it only adds one controller for RootTransform, so it's not obvious for me, what exactly they mean by "scale pelvis bone".

Originally posted by Pte Jack:
That's the ticket. Scale the bip_pelvis and things should work fine. As for your SFMPhys problem, this may be your problem. Appearently the SFMPhys uses hitboxes as it's collision marker. If your model doesn't have hitboxes, it may just fall through the collision plain you're using. So, hitboxes.... danged if you do and danged if you don't.

Jack, I'm trying apply physics for one objects and having issues with visability with others. But if I would see both topics of mine I would probably think the same ;)
Last edited by Razarti; May 13 @ 10:25am
SamSpielberg May 13 @ 11:52am 

Originally posted by Razarti:
Originally posted by SamSpielberg:
I think an easy fix to that was to just resize the pelvis bone instead of the roottransform.
Source: http://steamcommunity.com/app/1840/discussions/0/648817377529293103/
Now that I think about it, I haven't had any problems with scaling models leading to dis-functional hitboxes.

Yeah, I've seen those topic (thx anyway Sam) but my problem is that I'm scaling table http://gyazo.com/f7c369e3ec9e8236a11486f18ac6c0cb. It doesn't have pelvis bone ;)

Also, how can you scale a bone? When we apply "Add Scale Control to Model" it only adds one controller for RootTransform, so it's not obvious for me, what exactly they mean by "scale pelvis bone".


Ah. I believe that props like that have a second "bone" (for lack of a better word) called "static prop". Right click on this "bone" in the Animation Set Editor and select "Add Scale Control to Bone." (You'd do the same thing with the pelvis or head or anything else on any other model.) That will open up a slider that controls the scale of the bone. Doing this to the static prop bone should still resize the table, but without the glitch.
Last edited by SamSpielberg; May 13 @ 11:56am
Razarti May 13 @ 12:12pm 
Originally posted by SamSpielberg:
Originally posted by Razarti:

Yeah, I've seen those topic (thx anyway Sam) but my problem is that I'm scaling table http://gyazo.com/f7c369e3ec9e8236a11486f18ac6c0cb. It doesn't have pelvis bone ;)

Also, how can you scale a bone? When we apply "Add Scale Control to Model" it only adds one controller for RootTransform, so it's not obvious for me, what exactly they mean by "scale pelvis bone".


Ah. I believe that props like that have a second "bone" (for lack of a better word) called "static prop". Right click on this "bone" in the Animation Set Editor and select "Add Scale Control to Bone." (You'd do the same thing with the pelvis or head or anything else on any other model.) That will open up a slider that controls the scale of the bone. Doing this to the static prop bone should still resize the table, but without the glitch.

Holy crap, it works. Thank you Sam!
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Date Posted: May 12 @ 5:25pm
Posts: 5