Abandoned Question for the model guys

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OREO

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Hi guys,

This is an area I know almost nothing about so this might be a stupid/easy question to answer (I hope so).

Sometimes I come across models that have bounding box problems which make the model and hit box not line up.

A recent example I had was with mvr_Imp.o3d model. The bounding box for this model is a lot lower than the actual model when it's in animation (I think because its idle and walking animation has it flying slightly off the ground) so the upper half of the imps torso does not register if you click on it.

My current "fix" for these issues is to manually modify the bounding box when the models are loaded from the resource for this example:

CModelObject::LoadElement(LPCTSTR szFileName, int nParts)
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So my question for all you model wizards is - how easy is it to adjust the model bounding box so that I don't have to hardcode it like this?
 
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I believe you are already using the simplest "solution"

I'm not sure if this is the case with Flyff, but I think that changing the position/size of the boundingbox will also affect the physics that is already broken in Flyff.
In your specific case, I think the wizards would sink into the ground, since the boundingbox would be higher up.So I would only change m_vMax.y for parts of wizard models.
 
You could also check CMover::UpdateParts( BOOL bFakeParts ) or CMover: DoEquip( CItemElem* pItemElem, BOOL bEquip, int nPart ).
It would be easier to filter by move type/class and update m_vMax.y/m_vMin.y before calling UpdateBoundBox().
 
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