hl2 hitboxes capabilities questions

so does this mean that the physics only apply to the hit boxes as well which then shape the mesh???
 
hmph. I would've thought it would be easier to implement the polygon collision system...
 
Man, I am disapointed they are going to still use hit boxs. But, I'm guessing they will be perfecting it, so it's right on the arm and it won't stick out. So, you shoot the guy in the arm, you shoot him, but you shoot next to the arm you won't hit him. Hopefully. lol.
 
I'm glad

I'm glad my question has generated so much attention, however my important questions remain unanswered. For a certain weapon I want players to be able to hit an exaggerated hitbox of the players, making it easier to use. While I could be doing auto aim, I have my reasons for doing it this way. The problem is, can I actually have the normal hitboxes(with collision detection) and then the special hitboxes over that, whic don't have collision detection. I wish to know if the hl2 engine is capable of such a thing.
 
Originally posted by Tredoslop
Hey )[eVo]( Para, do you know a guy called )[eVoo]( Silly Hats? I met him in a Wolfenstein ET match.

He's in the RTCW division, I haven't talked to him but yes he is in eVo :)

And Cerberus, if I understand correctly you're asking for a second layer of hitboxes for a certain weapon for instance a precision marksman rifle right? to make headshots more deadly or more precise?

I don't think there is a need to create two sets of hit-boxes for each player and NPC model, that would be tedious. I'm sure they have worked very hard on the hit-detection: for example there could be 8 boxes for the head and neck instead of just two. And so forth.
 
Originally posted by Chris_D
I'd like to see some proof saying whether they will or won't.

I don't get why, if an object is physically simulated in the world, like all bodies will be, there would be any need for hit boxes. It's simple, the object has a presence in the engine, why do you need to tell the engine where it is? It's there.

Obviously in HL1 and other games, there were no physical simulation so hit boxes were needed. Why would Source need hitboxes and where does it say there will or won't be?

Look at the Valve info-thread, there's your proof. I do hope it's not like in HL1 though...
 
Originally posted by Chris_D
There won't be any hit boxes. All the player models will be physically simulated and I think Gabe mentioned per pixel hit detection too.

All the damage location stuff in HL1 was hitbox based wasn't it? So this time around it should be more accurate.

hahaha wtf are you talking about. that's the biggest difference between doom III and half-life 2... it's been mentioned a million times. come on chris_d, you've been here all this time too ;\
 
I don't remember exactly where the quote is, but I do remember Gabe saying that the way they're implementing Half-Life 2's hitbox system will give virtually the same results as per-polygon collision detection but will consume considerably less system resources than the latter. To the average player, there will be little if any noticable differences between the two techniques.
 
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