Player´s eye position in game Created 9 years ago2015-07-24 23:20:44 UTC by abbadon abbadon

Created 9 years ago2015-07-24 23:20:44 UTC by abbadon abbadon

Posted 9 years ago2015-07-24 23:20:44 UTC Post #326551
Hi, I wanto to modify the eye position of the player so it will be a bit lower than the original. I changed DEFAULT_VIEWHEIGHT in cl.dll and zwc.dll but with no results. Any ideas?
Posted 9 years ago2015-07-25 04:15:41 UTC Post #326558
I don't know but I'm looking forward to a midget edition of Half-Life.
Posted 9 years ago2015-07-25 12:55:24 UTC Post #326559
The next cs_rats_room installment; now in Half-Life format!
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 9 years ago2015-07-25 13:13:19 UTC Post #326560
Ok, ok, but, how can I make so I can change view height?, something similar to the view from the eyes of the tiny alien of Natural Selection.
Posted 9 years ago2015-07-26 02:43:31 UTC Post #326567
clipbrush the floor? You could also slightly scale-up z, making everything a tad unnaturally tall.
I do this in my own maps, because I like the look of tall/skinny doorways
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-07-26 06:41:52 UTC Post #326569
Good point!.But... remember that my MOD is also in thirdperson, sooooo, the player model will appear chopped in two. I´ve heard that it could be done via code, but I was a bit lost, aniway I´m still investigating it, but I´ll take your method to do further things. ;)
Posted 9 years ago2015-07-26 20:04:46 UTC Post #326570
If it's going to be in third person, why do you want to change the view height in first person? :quizzical:
Posted 9 years ago2015-07-26 20:20:14 UTC Post #326571
Because the player model is the APU mech from Matrix, and, when modelled, I got rid of the "head", so the POW is about at he height of the neck, instead of the POV you´ll have looking from your eyes. Aniway, I have meditated about this problem and I have found an alternative solution.

This problem I have comes because I have resized the player model, about an 80% of its real size in HLMV, but I have found too many problems with the model itself. The model was smaller, but the POV was the original, and I cannot make it to fit the new size of the resized model.

In the other hand, comes the problem explained here:

http://twhl.info/forums.php?thread=18778

And, worst of all, comes the extrange problem, no matter what I did to fix it (code, modelling, modifying the QC file of the model, etc.) of the player model floating one meter from the floor!!!.

Finally I decided to REDO all the zion map, a 25% bigger, so I got rid of the problem of resizing and screwing a working model and many parts of the sourcecode of the MOD.

Thanks to all for your replies!! ^_^
Posted 9 years ago2015-07-26 23:02:30 UTC Post #326573
There is one weird thing about player size in hl, the shape is specified when compiling or something, in some kinda "hulls" file or something... not sure, but ESF (earth's special forces) mod has smaller player models, so u gotta use special values for that otherwise youre floating one meter from the floor or smth as well... vluzacns tools have an entity for this thing, but im not sure really

heres passage from zhlt.info:

"-hullfile file

Load a custom hullfile.

Loads a custom set of hulls for the collision hull generation. The file is composed of 3 lines of 3 whitespace delimited numbers. Each line is an X Y Z size of the bounding box it is for. Only specific mod authors and their mapping teams should ever worry about this feature."

http://zhlt.info/command-reference.html

like so:

8 8 18
24 24 24
8 8 12
Posted 9 years ago2015-07-26 23:22:36 UTC Post #326574
Nice info, Bruce!! :P

Also I found this in my loved backup CD from 2004 where I´ve started the MOD:

http://articles.thewavelength.net/268/
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