Source Vehicles: WHY DO THEY HATE ME SO!?

As a few of you may know, I have been working on getting this DeLorean to be a proper vehicle. (Not some dumb SCar)

http://i.imgur.com/GqFoZ.jpg[/thumb]
(Yes, it’s the BTTF DeLorean from the Telltale games, originally ported by Ilwrath/Nirrti)
In the last couple of days I finally got it driving properly, got it looking good, got it driving decently, added new sounds, etc.
The only thing in my way is, of course, adding a hitbox to make the entrance animation work. For whatever god damn reason, no matter where I put the hitbox, or how big I make it, I can NOT get in the car without noclipping inside of it. I can remove the hitbox but I’ll lose the entrance animation and…yeah.
Does anyone have any idea how I’d be able to get this to work properly?
My .qc:


$modelname "DeLorean_Drivable.mdl"
$cdmaterials "models\Nirrti\BTTF\DeLorean"
$surfaceprop "metal"
$scale 0.9
$origin 0 0 0 90
$model "DeLorean" "DeLorean.smd"
$model "RightDoor" "rightdoorclosed.smd"
$model "LeftDoor" "leftdoorclosed.smd"
$opaque
$mostlyopaque
$keyvalues
{
	"vehicle_entry"
	{
		// Entries are: Key = enter animation, Value = Hitbox group
		"enter1"	"1"
	}
}

$hboxset "entryboxes"

$hbox 1 "Body"	   -27.00  -67.50  -40.50    27.00   67.50   40.50

$bodygroup wheel
{
	studio wheel.smd
}
$bodygroup wheels
{
	studio normal.smd
	studio flying.smd
}
//$bodygroup leftdoor
//{
//	studio leftdoorclosed.smd
//	studio leftdooropen.smd
//}
//$bodygroup rightdoor
//{
//	studio rightdooropen.smd
//	studio rightdoorclosed.smd
//}
$bodygroup Fusion
{
	studio closed.smd
	studio open.smd
}
$bodygroup FluxSwitch
{
	studio off.smd
	studio on.smd
}
$texturegroup skinfamilies
{
	{ "DeLorean03" }
	{ "DeLorean03_warp" }
}
$attachment wheel_fl "LFwheel" 0 0 0
$attachment wheel_fr "RFwheel" 0 0 0
$attachment wheel_rl "LBwheel" 0 0 0
$attachment wheel_rr "RBwheel" 0 0 0
$attachment "vehicle_driver_eyes" "view" 10.00 1.00 0.00 rotate -0 -0 -90
$attachment "vehicle_engine" "Body" 10.00 50.00 0.00 rotate -0 0 0
$attachment "headlight_right" "Body" -6.00 -108.00 32.00 rotate 0 -90 0
$attachment "headlight_left" "Body" -6.00 -108.00 -32.00 rotate 0 -90 0
$attachment "rearlight_right" "Body" 0.00 82.00 20.00 rotate 0 90 0
$attachment "rearlight_left" "Body" 0.00 82.00 -20.00 rotate 0 90 0
$attachment "vehicle_feet_passenger1" "Body" -29.00 8.00 16.00 rotate 0 -90 -90
$attachment "vehicle_feet_passenger2" "Body" -29.00 8.00 13.00 rotate 0 -90 -90
$attachment "vehicle_feet_passenger0" "Body" -25.00 11.00 -18.00 rotate 0 -85 -90

$poseparameter "vehicle_steer" -1 1
$poseparameter "vehicle_wheel_fl_height" 0 1
$poseparameter "vehicle_wheel_fr_height" 0 1
$poseparameter "vehicle_wheel_rl_height" 0 1
$poseparameter "vehicle_wheel_rr_height" 0 1
$poseparameter "vehicle_wheel_fl_spin" -180 180 wrap
$poseparameter "vehicle_wheel_fr_spin" -180 180 wrap
$poseparameter "vehicle_wheel_rl_spin" -180 180 wrap
$poseparameter "vehicle_wheel_rr_spin" -180 180 wrap
$poseparameter "door_right_openclose" 0 1
$poseparameter "door_left_openclose" 0 1


$sequence idle01 "collision" 
$sequence "enter1" "enter1" fps 25 snap
$animation neutral "DeLorean" frames 0 0 


$weightlist front_wheels { "LFwheel" 1.0 "RFwheel" 1.0 "Wheel" 2.0 }
$animation turn_left "delorean_turn" frame 0 0 subtract neutral 0 weightlist front_wheels 
$animation turn_right "delorean_turn" frame 2 2 subtract neutral 0 weightlist front_wheels 
$sequence turning { turn_left turn_right blend vehicle_steer -1 1 } weightlist front_wheels delta autoplay 

// front right
$weightlist wheel_fr { "RFwheel" 1.0 }
$animation wheel_fr_low "delorean_suspension" frame 2 2 subtract neutral 0 weightlist wheel_fr 
$animation wheel_fr_high "delorean_suspension" frame 0 0 subtract neutral 0 weightlist wheel_fr 
$sequence wheel_fr_suspension { wheel_fr_low wheel_fr_high blend "vehicle_wheel_fr_height" 0 1.0 } weightlist wheel_fr delta autoplay 

$animation wheel_fr_spin0 "delorean_revolution" frame 0 0 subtract neutral 0 weightlist wheel_fr 
$animation wheel_fr_spin120 "delorean_revolution" frame 3 3 subtract neutral 0 weightlist wheel_fr 
$animation wheel_fr_spin240 "delorean_revolution" frame 6 6 subtract neutral 0 weightlist wheel_fr 
$sequence wheel_fr_spin { wheel_fr_spin0 wheel_fr_spin120 wheel_fr_spin240 wheel_fr_spin0 blendwidth 4 blend "vehicle_wheel_fr_spin" -180 180 } weightlist wheel_fr delta autoplay 

// front left
$weightlist wheel_fl { "LFwheel" 1.0 }
$animation wheel_fl_low "delorean_suspension" frame 2 2 subtract neutral 0 weightlist wheel_fl 
$animation wheel_fl_high "delorean_suspension" frame 0 0 subtract neutral 0 weightlist wheel_fl 
$sequence wheel_fl_suspension { wheel_fl_low wheel_fl_high blend "vehicle_wheel_fl_height" 0 1.0 } weightlist wheel_fl delta autoplay 
$animation wheel_fl_spin0 "delorean_revolution" frame 0 0 subtract neutral 0 weightlist wheel_fl 
$animation wheel_fl_spin120 "delorean_revolution" frame 3 3 subtract neutral 0 weightlist wheel_fl 
$animation wheel_fl_spin240 "delorean_revolution" frame 6 6 subtract neutral 0 weightlist wheel_fl 
$sequence wheel_fl_spin { wheel_fl_spin0 wheel_fl_spin120 wheel_fl_spin240 wheel_fl_spin0 blendwidth 4 blend "vehicle_wheel_fl_spin" -180 180 } weightlist wheel_fl delta autoplay 

// rear right
$weightlist wheel_rr { "RBwheel" 1.0 }
$animation wheel_rr_low "delorean_suspension" frame 2 2 subtract neutral 0 weightlist wheel_rr 
$animation wheel_rr_high "delorean_suspension" frame 0 0 subtract neutral 0 weightlist wheel_rr 
$sequence wheel_rr_suspension { wheel_rr_low wheel_rr_high blend "vehicle_wheel_rr_height" 0 1.0 } weightlist wheel_rr delta autoplay 
$animation wheel_rr_spin0 "delorean_revolution" frame 0 0 subtract neutral 0 weightlist wheel_rr 
$animation wheel_rr_spin120 "delorean_revolution" frame 3 3 subtract neutral 0 weightlist wheel_rr 
$animation wheel_rr_spin240 "delorean_revolution" frame 6 6 subtract neutral 0 weightlist wheel_rr 
$sequence wheel_rr_spin { wheel_rr_spin0 wheel_rr_spin120 wheel_rr_spin240 wheel_rr_spin0 blendwidth 4 blend "vehicle_wheel_rr_spin" -180 180 } weightlist wheel_rr delta autoplay 

// rear left
$weightlist wheel_rl { "LBwheel" 1.0 }
$animation wheel_rl_low "delorean_suspension" frame 2 2 subtract neutral 0 weightlist wheel_rl 
$animation wheel_rl_high "delorean_suspension" frame 0 0 subtract neutral 0 weightlist wheel_rl 
$sequence wheel_rl_suspension { wheel_rl_low wheel_rl_high blend "vehicle_wheel_rl_height" 0 1.0 } weightlist wheel_rl delta autoplay 
$animation wheel_rl_spin0 "delorean_revolution" frame 0 0 subtract neutral 0 weightlist wheel_rl 
$animation wheel_rl_spin120 "delorean_revolution" frame 3 3 subtract neutral 0 weightlist wheel_rl 
$animation wheel_rl_spin240 "delorean_revolution" frame 6 6 subtract neutral 0 weightlist wheel_rl 
$sequence wheel_rl_spin { wheel_rl_spin0 wheel_rl_spin120 wheel_rl_spin240 wheel_rl_spin0 blendwidth 4 blend "vehicle_wheel_rl_spin" -180 180 } weightlist wheel_rl delta autoplay 

// right door
$weightlist door_right { "door_right" 1.0 }
$animation closed_right "doors_anim" frame 1 1 subtract neutral 0 weightlist door_right
$animation open_right "doors_anim" frame 0 0 subtract neutral 0 weightlist door_right
$sequence door_r_openclose { closed_right open_right blend "door_right_openclose" 0 1.0 } weightlist door_right delta autoplay 

// left door
$weightlist door_left { "door_left" 1.0 }
$animation closed_left "doors_anim" frame 1 1 subtract neutral 0 weightlist door_left
$animation open_left "doors_anim" frame 0 0 subtract neutral 0 weightlist door_left
$sequence door_l_openclose { closed_left open_left blend "door_left_openclose" 0 1.0 } weightlist door_left delta autoplay 

$collisionmodel "collision.smd"
{
     // Mass in kilograms
     	$Mass 800
     	$concave
}

Hitbox in HLMV (as I have it right now - don’t mind the missing materials)
[thumb]http://i.imgur.com/7sq2P.png

Hit box is for detecting hitscans and such.

I know this, but it is also used on vehicles to determine which animation will be played when entering the vehicle, depending on where the player is at.

It’s very simple, to enter the vehicle the player has to be able to get inside the enter hitbox to be able to use it. If you are making the car so it can be entered from both sides then you will need two hitboxes, one on either side of the car.

http://img17.imageshack.us/img17/6140/leftbox.th.jpghttp://img560.imageshack.us/img560/1449/rightboxx.th.jpg

Also you shouldn’t have “$mostlyopaque” and “$opaque” in the same model

It’s nice to finally See someone actually working on a Vehicle using a rigged model with animations, standered source vehicles I’ve always found to be much more stable to drive in then an Scar.

Good luck with your DeLorean, Source has lost most of it’s animator’s with Garry’s mod having to rely on Lua coders to make vehicles with unfrozen wheel’s, so I’m glad to see someone making a vehicle the way the engine developer’s intended.

Well I hate to blow my own trumpet but I’ve rigged quite a few vehicles for Garrys Mod, including the Dodge Charger in the images I provided. Here’s a link to the pack if you’re interested: http://www.facepunch.com/threads/918163-Master-Chris-s-Vehicle-Pack

Heh… I stand corrected. Some pretty impressive work you’ve done with that pack, I’ll probably download the Svn myself a little later.

http://www.facepunch.com/threads/1111246-Drivable-Back-to-the-Future-DeLorean
Released it…
Thanks MC for the hitbox thing