Hitbox: Difference between revisions
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== Creating Hitboxes == | == Creating Hitboxes == | ||
There are a couple ways of creating hitboxes. You can create them manually from scratch through the .qc commands | There are a couple ways of creating hitboxes. You can create them manually from scratch through the <code>.qc</code> commands or allow [[Model Viewer|HLMV]] to auto-generate a set for you and then modify them from there. If your QC file is getting cluttered, the best way to keep your QC files organized is to create a <code>hitbox.qci</code> file which contains your hitbox data. You can link to it from your model's primary QC file with <code>$include hitbox.qci</code>. | ||
Click through to learn to [[HLMV create hitboxes|Create and Modify hitboxes with HLMV]]. | Click through to learn to [[HLMV create hitboxes|Create and Modify hitboxes with HLMV]]. | ||
== Console | == Console Commands == | ||
{{IO|sv_showhitboxes|param=int|Displays the server-side hitboxes of the specified player index, bypassing any <code>net_fakelag</code>. Generates a lot of traffic, so should only be used on local servers. | {{IO|sv_showhitboxes|param=int|Displays the server-side hitboxes of the specified player index, bypassing any <code>net_fakelag</code>. Generates a lot of traffic, so should only be used on local servers. | ||
: This has been removed from Valve's games due to the confusion it causes with regard to | : This has been removed from Valve's games due to the confusion it causes with regard to lag compensation, but is still in the mod SDK.}} | ||
== See | == See Also == | ||
* | * {{ent|$hbox}} | ||
* | * {{ent|$hboxset}} | ||
* [[Lag | * [[Lag Compensation]] | ||
[[Category:Modeling]] | [[Category:Modeling]] | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 08:03, 4 May 2022
A hitbox is an invisible box (or more often a series of boxes) which define the rough shape of a model for purposes of damage-based collision detection. A typical model within a game is much too high-poly to perform real-time hit calculations on, so hitboxes are used instead.
A hitbox is different from a bounding box in that it is more complex and closer to the model's visible shape. The bounding box is used for movement-based collision detection, and is usually literally a single box.
Creating Hitboxes
There are a couple ways of creating hitboxes. You can create them manually from scratch through the .qc
commands or allow HLMV to auto-generate a set for you and then modify them from there. If your QC file is getting cluttered, the best way to keep your QC files organized is to create a hitbox.qci
file which contains your hitbox data. You can link to it from your model's primary QC file with $include hitbox.qci
.
Click through to learn to Create and Modify hitboxes with HLMV.
Console Commands
- sv_showhitboxes <integer >
- Displays the server-side hitboxes of the specified player index, bypassing any
net_fakelag
. Generates a lot of traffic, so should only be used on local servers. - This has been removed from Valve's games due to the confusion it causes with regard to lag compensation, but is still in the mod SDK.