HLMV create hitboxes: Difference between revisions
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== Modifying your hitboxes with HLMV == | == Modifying your hitboxes with HLMV == | ||
Once you have a base set of hitboxes, using a combination of HLMV and good ol text editing is the fastest way to modify your hitboxes to your needs. |
Revision as of 16:22, 27 June 2012
If you are starting from scratch, you can use HLMV to create a base set of hitboxes, and then modify them to fit your models needs. This page will take you step by step through the process of creating a base set, and then modifying it for your models needs. In order for this to work, you will need a model that compiles properly and has a least 1 bone that the geometry is skinned to.
Auto Generating hitboxes
The first thing we'll do is get HLMV to to create a set of hitboxes for us. When it does this it will create a hitbox for every bone that has geometry skinned to it, and will fit the hitbox around that geometry.
- Open HLMV and load your model. From the Render tab press
CTRL+H
or select theHit Boxes
checkbox to view the hitboxes - Select the
Bones
tab. If you did not create hitboxes in your.qc/.qci
file(s) then theAuto-Generate Hitboxes
checkbox should be ON. If you have specified some hitboxes, turning on the auto-generation will do nothing. - With the auto-generated hitboxes visible, click
Generate QC
button. This will copy the .qc commands needed to create the auto-generated hitboxes into your clipboard. - Open your model's
.qc
or create a newhitbox.qci
file with your favorite text editor.CTRL+V
to paste the autogenerated .qc lines into the file, save it, and recompile your model. It should look something like this:
You can now leave the model as is, or use HLMV to edit the boxes depending on your needs.
Modifying your hitboxes with HLMV
Once you have a base set of hitboxes, using a combination of HLMV and good ol text editing is the fastest way to modify your hitboxes to your needs.