Edited Weapon Model - BBox not used correctly by server
1 replies, posted
Hey there, for some reason my server doesnt do what i want from him - maybe someone can help me.
I tried to change the BBox from "machete" from M9K Weapons, because its way to big on one side (causing a funny effect where you can throw it pretty close to an other player without injuring him and on the other side you can kill him by throwing it a half meter away from him ;) )los auf einen halben Meter Abstand tötet ;) )
So i took the model, decompiled by using Crowbar, defnied the BBox kinda smaller and compiled it again.
To make completely sure it took the right model, i changed the modelname:
$ModelName "weapons\w_machete_bla.mdl"
In the weapon script i changed the model that is set when you start throwing the machete:
self:SetModel("models/weapons/w_machete_bla.mdl")
If i stop doing things at this point and join to the server it seems to be all fine. The missing model shows me he is using the new Model - and i dont have it. Adding the model to the resources show me the model also in the client. But - the BBox is the old. Visible with the nit hitbox-renderer-sript also as by realizing, that you can reproduce the effects described in the beginning - so the old collisions.
Inside the ModelViewer it looks completely fine and shows me also the new BBox for my model
Any ideas?
Okay, i finally found the problem:
The model was defined to use the physics model for collisions:
self.Entity:PhysicsInit(SOLID_VPHYSICS)
self.Entity:SetSolid(SOLID_VPHYSICS)
So far so good, but for some reason the creator of the model didnt realize, that the physics model was flipped by 90°. The result looked first like the problem was the BBox - which was on the same side for some reason created too big, but truely the problem was the wrong direction of the physics. Maybe this sometimes helps some other guys. ;)
For me was the solution to decompile the model, open the physics in blender, fix it and recompile the model.
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