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[public] Protruding neck hitbox and walk sequences #947

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dysphie opened this issue Apr 9, 2018 · 4 comments
Closed

[public] Protruding neck hitbox and walk sequences #947

dysphie opened this issue Apr 9, 2018 · 4 comments
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Priority: Normal These issues should be fixed by the next release. Review before next release. Status: Completed Type: Assets

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@dysphie
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dysphie commented Apr 9, 2018

The neck hitbox on zombies is abnormally large and blocks headshots.
Severity varies with walk sequences and it's most noticeable in realism mode.

walk1 to walk7 are ok in most scenarios:
https://imgur.com/a/56y6O

walk8 and walk9 cause trouble:
https://imgur.com/a/6Taur

walk10 makes it impossible to headshot zombies from the back:

walk10

Video (realism enabled): https://www.youtube.com/watch?v=_xKE54oWEtc

Another album by Ryan: https://imgur.com/a/Tfa3R

Suggestion: Since resizing the hitbox likely requires recompiling all models I'd suggest simply preventing zombies from using walk8, walk9 and walk10, or at the very least just walk10.

@Bubka3 Bubka3 added Status: Reviewed Type: Assets Priority: Normal These issues should be fixed by the next release. Review before next release. labels Apr 13, 2018
@Bubka3
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Bubka3 commented Apr 13, 2018

We probably have the source of the models so it can be fixed. Disabling the sequences is just a band aid.

@dysphie
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dysphie commented Jun 8, 2018

I tried simply resizing the hitbox and it didn't translate properly across all sequences. This is because the current neck hitbox is linked to ValveBiped.Bip01_Head's bone which is too far away from the neck.

E.g. for Julie.mdl, removing Hitbox 0 from ValveBiped.Bip01_Head and adding a new hitbox to ValveBiped.Bip01_Neck01 with an origin of 0.000; -1.500; 0.000 and a size of 5.000; 4.000; 4.000 (X;Y;Z) fixes this problem

Here's a comparison:

photoshop_2018-06-08_17-39-38
photoshop_2018-06-08_17-48-32

@dysphie
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dysphie commented Sep 22, 2018

In case this ever gets done, I have gone ahead and tweaked every zombie hitbox individually.
This involved doing what I mentioned before, removing Hitbox 0 from ValveBiped.Bip01_Head and adding a new hitbox to ValveBiped.Bip01_Neck01. Origins vary per model.

Here are the updated hitbox sets to be used in the QC files:
molotov_infected.txt
national_guard.txt
officezom.txt
roje_infected.txt
runner.txt
tammy.txt
toby.txt
wally_infected.txt
zombiekid_boy.txt
zombiekid_girl.txt
badass_infected.txt
bateman_infected.txt
berny.txt
butcher_infected.txt
casual_02.txt
herby.txt
hunter_infected.txt
jive_infected.txt
jogger.txt
julie.txt
lisa.txt
maxx.txt

All required files but the QC can be extracted from existing models without problems.

@dysphie
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dysphie commented Dec 25, 2018

Fixed in src-r4686

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Labels
Priority: Normal These issues should be fixed by the next release. Review before next release. Status: Completed Type: Assets
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