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best hitbox methode #447548
12/19/14 16:32
12/19/14 16:32
Joined: Feb 2010
Posts: 886
Random Offline OP
User
Random  Offline OP
User

Joined: Feb 2010
Posts: 886
What would be an accurate and fast way to make hitboxes?
I was thinking about mask based hits (skins), or invisible boxes, which connected to bones (the bodyparts).

Are there any more ideas?

Greetings Random.



Re: best hitbox methode [Re: Random] #447549
12/19/14 17:34
12/19/14 17:34
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
look at the TUST hitbox source code:
it provides hitboxes aligned to bones or vertices, depending on the animation style you use.


Visit my site: www.masterq32.de
Re: best hitbox methode [Re: MasterQ32] #447550
12/19/14 17:36
12/19/14 17:36
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
Serious User
Ch40zzC0d3r  Offline
Serious User
C

Joined: Oct 2011
Posts: 1,082
Germany
Using second method for my game and I have to admit that its very accurate.
But it might be slow if you have many players/enemies due to many _bone calls.

Re: best hitbox methode [Re: Ch40zzC0d3r] #447551
12/19/14 17:42
12/19/14 17:42
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
Expert
alibaba  Offline
Expert

Joined: May 2008
Posts: 2,113
NRW/Germany
Well i use the Hitzone method provided by superku. I tweaked it a bit.
I have the hitzone model with < 500 vertices and a detailed ghost model as the seen model, so updating the polygonal collision hull doesnīt take so long.
Otherwise it takes always around a second to update the collision hull.
Itīs way more accurate than the hitbox method, faster and easier to implement.


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Re: best hitbox methode [Re: alibaba] #447592
12/20/14 23:15
12/20/14 23:15
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
@alibaba: Nice, that's how you do it! Sadly the c_updatehull() call is the biggest disadvantage of that system and I highly suggest (to other users) to only use low poly (I'd even say notably less than 500 polygons) models for said collision detection.


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Re: best hitbox methode [Re: Superku] #447609
12/21/14 21:58
12/21/14 21:58
Joined: Feb 2010
Posts: 886
Random Offline OP
User
Random  Offline OP
User

Joined: Feb 2010
Posts: 886
Superku's hitboxsystem works the best for me personaly.

Thank you very much!




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