HLMV create hitboxes: Difference between revisions
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The easiest way to create new hitboxes or hitbox sets is to simply cut or copy & paste the lines in the .qc that refer to a hitbox on the bone you'd like to add the hitbox to. | The easiest way to create new hitboxes or hitbox sets is to simply cut or copy & paste the lines in the .qc that refer to a hitbox on the bone you'd like to add the hitbox to. | ||
You can create a new hitbox set by adding <code>$hboxset "your_set_name_here"</code> and then cutting or copy & pasting the .qc commands for an existing hitbox below. | <p>You can create a new hitbox set by adding <code>$hboxset "your_set_name_here"</code> and then cutting or copy & pasting the .qc commands for an existing hitbox below. | ||
Once you've finished adding the all the hitboxes and sets you need, save the file and recompile the model. | <p>Once you've finished adding the all the hitboxes and sets you need, save the file and recompile the model. | ||
== Modifying your hitboxes with HLMV == | == Modifying your hitboxes with HLMV == | ||
Once you have a base set of hitboxes and, using a combination of HLMV and old school text editing is the fastest way to modify your hitboxes to your needs. | Once you have a base set of hitboxes and, using a combination of HLMV and old school text editing is the fastest way to modify your hitboxes to your needs. |
Revision as of 16:39, 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's a good idea to format the pasted commands into something more legible, especially if you plan on modifying the hitboxes. It should look something like this:
Creating new hitboxes and hitbox sets
The easiest way to create new hitboxes or hitbox sets is to simply cut or copy & paste the lines in the .qc that refer to a hitbox on the bone you'd like to add the hitbox to.
You can create a new hitbox set by adding $hboxset "your_set_name_here"
and then cutting or copy & pasting the .qc commands for an existing hitbox below.
Once you've finished adding the all the hitboxes and sets you need, save the file and recompile the model.
Modifying your hitboxes with HLMV
Once you have a base set of hitboxes and, using a combination of HLMV and old school text editing is the fastest way to modify your hitboxes to your needs.