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Adding hitbox models to custom xmodels

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Created 11 years ago
by mini0013xx
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So, I was creating a lot of custom xmodels for my map that I'm currently working on, and I've created a completely working functioning bathroom! Sad thing is, I can walk right through everything, and shoot through them too. The models have no collision. I can walk right through the toilet, through the sink, and even straight through the shower. While I could just clip the areas, the fact that the bullets go through the xmodels isn't helpful either.

If you want a video or something, just let me know and I'll post one. I could also send off a picture of what I have in asset manager. I just assumed that it'd be in "hitbox model" because that piece in asset manager is empty. But, typically my hunches are wrong when it comes to this sort of thing and even so I don't know what a hitbox model is, so please help me out here haha. Thank you for your time.
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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Hit box model - is for "bullet collision", so things like AI

What your thinking of is a COL (collision) map, which is more trouble than its worth in all honestly

just drag out a brush and apply the "clip" texture. Will be invisible in game - but also impassable. Its more advised to so people can get on top of things to get out of zombies detection and pathing, or somehow climbing models to get to places they shouldnt be
Last Edit: July 20, 2015, 05:29:08 am by Harry Bo21
Marked as best answer by mini0013xx 11 years ago
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Also if you want bullet impacts on custom models, set the hitbox model in asset manager as the same model and set the collision lod to high.
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Also if you want bullet impacts on custom models, set the hitbox model in asset manager as the same model and set the collision lod to high.

Hitboxmodel is not needed, just set collisionLOD to high and it does the job
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Hit box model - is for "bullet collision", so things like AI

What your thinking of is a COL (collision) map, which is more trouble than its worth in all honestly

just drag out a brush and apply the "clip" texture. Will be invisible in game - but also impassable. Its more advised to so people can get on top of things to get out of zombies detection and pathing, or somehow climbing models to get to places they shouldnt be
if you want to do col maps the way treyarch does... open any of the .maps found in root/raw/colmaps (something like that)
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if you want to do col maps the way treyarch does... open any of the .maps found in root/raw/colmaps (something like that)
no, you need to "make" one for the model in question, otherwise the clip will be completely wrong?
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Thanks! I'm still having a couple of models not responding to my bullets and grenades, but the majority do just what I want them to do. I won't need to make them have player collision anyway, as I was planning on clipping them so the zombies couldn't get to them.

Now, I don't know if this is against the policy or not to ask a completely different question on the same thread, but even though I'm decently experienced with mapping (though I've never finished a map, I've created huge singleplayer maps that just due to the lack of knowledge in scripting I was unable to complete) I'm not good with this creating new xmodels thing, as it is new grounds for me. The textures I'm placing on most of these are splitting in half, for some odd reason. They don't apply right, either. Same goes for the green texture I put on the wall.

These are assets from MW2, extracted using Tom's IWI extractor tool and Tom's Lime.


^Here you can see the split in half textures.


Here you can see, especially on the wall (and a little bit on the sink below) not only the split in half but also how it's pixelated. The actual texture isn't like this, so I don't understand why it's doing this.

If you can help me with this problem as well, then I would greatly appreciate it as well. Thank you. :)
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I cant see the pictures, so im "winging" it lol, but i assume you need to either lightmap or natural your textures

select the brush, SHIFT + N ( or press S to open surface editor )

As for the second post, yes generally speaking if you ask another question we request you start another topic, unless the question is just further inquiries into the original.

The reason for this, is after you have received a sufficient answer, you are supposed to mark that answer by clicking the "best answer" option beside it. So that others with the same issue, will easily find your identical question, and thus the answer that helped you. If two are in one topic, then one will go by unnoticed

We can split your topics anyway if need be, no harm on this one ;)
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I cant see the pictures, so im "winging" it lol, but i assume you need to either lightmap or natural your textures

select the brush, SHIFT + N ( or press S to open surface editor )

As for the second post, yes generally speaking if you ask another question we request you start another topic, unless the question is just further inquiries into the original.

The reason for this, is after you have received a sufficient answer, you are supposed to mark that answer by clicking the "best answer" option beside it. So that others with the same issue, will easily find your identical question, and thus the answer that helped you. If two are in one topic, then one will go by unnoticed

We can split your topics anyway if need be, no harm on this one ;)

Did not know that! But I will gladly select the best answer for this one and create another post. They both had to do with xmodels so I thought it was relavent but they had nothing to do with hitbox models. Thank you!
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Lighting issue is caused by messed up normals, either make your own or dont use ones that comes with Lime

 
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