Thread: Custom Hull Size Tutorial

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  1. #1
    Nutcracker A1win's Avatar  
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    Custom Hull Size Tutorial

    In SC 3.0, a new feature was introduced for the mappers: The ability to change the custom hull size of monsters. Hull size is the collision box of the monster, which defines how close to a wall, player or any other object the monster can walk, how narrow gaps it can pass, what's the maximum height of a room it fits in and so on.

    There are two settings to change the size of this box: Custom Min Hull Size and Custom Max Hull Size. They could be named a bit more descriptively, but it's not that complicated once you know what it means.

    The hull box of a monster is centered around the origin of the monster entity, which is usually at the feet of the monster. Min hull size defines the size towards one of the sides, backwards and downwards from the origin, and max hull size towards the other side, forwards and upwards from the origin (X and Y sizes might be the otherway round, but it doesn't really matter because they should be same values on all monsters). The first value in the Custom Max/Min Hull Size key is the X coordinate, second is Y and third Z, relative to the origin. Here's a picture that might give a better idea:



    With all monsters, the Z value of min hull size is 0. This means the monster is standing on the ground. If the Z value of custom min hull size is increased to 32, the monster will walk 32 units above the ground and if it's decreased to -32, the monster will walk 32 units in the ground.

    For example, if a monster has a collision box sized 32x 32y 64z and the origin is at the bottom of the box, but otherwise centered, the hull size would look like this:
    Min Hull Size: -16 -16 0
    Max Hul Size: 16 16 64

    Some tips:

    - The collision box only affects the monster's collisions with other objects. It has nothing to do with clipping (colliding with world geometry).

    - The collision box does not turn during the game, it only moves with the monster.

    - The collision box has nothing to do with the monster's hit boxes.

    - Players have a hull size of 32x 32y 72z, but unlike with monsters, their origin is at the center of the model (not that it matters here, since you can't alter the player's hull size anyway).

    - If you change a monster's max hull size Z value to 48 or lower, a player can jump above the monster (with default gravity). However, if the monster's model is higher than that, the player will be standing inside the monster when he jumps on it. This might also cause problems with the monster's AI - with any luck it might even be able to hit the player.

    - If you change a monster's min hull size Z value to -48 (for example), the monster will be walking 48 units inside the floor. However, if you put a 48 units high func_monsterclip on the floor (and enable the monster's "Monsterclip" flag), the monster looks like it's walking on the floor, but players can crouch under the monster and monsters with 47 or lower max hull size Z value can walk under it.
    Last edited by A1win; 10-05-2009 at 06:23 PM.

  2. #2
    QPU-aligned Silencer's Avatar  
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    Re: Custom Hull Size Tutorial

    Nice tutorial, but isn't it common sense to know this?

  3. #3
    Nutcracker A1win's Avatar  
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    Re: Custom Hull Size Tutorial

    Not for everyone

    The point was mostly to just give those hints and have the rest of the theory in the same post.

  4. #4
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    Re: Custom Hull Size Tutorial

    I'm a bit confused, don't the hull sizes have to be specially compiled into the map with a hullfile? And your only allowed 3 of them?

  5. #5
    Nutcracker A1win's Avatar  
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    Re: Custom Hull Size Tutorial

    Uh, I guess not in SC. I haven't had any problems with these.

  6. #6
    QPU-aligned Silencer's Avatar  
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    Re: Custom Hull Size Tutorial

    Quote Originally Posted by g1l View Post
    I'm a bit confused, don't the hull sizes have to be specially compiled into the map with a hullfile? And your only allowed 3 of them?
    That is something completely different.

  7. #7
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    Re: Custom Hull Size Tutorial

    Quote Originally Posted by Silencer View Post
    That is something completely different.
    Actually your right, that is only for player hull sizes. Carry on, nothing to see here...

  8. #8
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    Re: Custom Hull Size Tutorial

    Quote Originally Posted by A1win View Post
    Some tips:
    ...
    - The collision box has nothing to do with the monster's hit boxes.
    ...
    Just a clarification. It does not affect the hitboxes (which are model-dependent), but it DOES affect whether crossbow bolts, hornets, snarks, RPG's etc can hit the monster. Basically, the hullsize affects hits by weapons whose projectiles are themselves objects too. Only hitscan weapons (i.e. bullet weapons) aren't affected.

  9. #9
    Still learning wolf-3d's Avatar  
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    Re: Custom Hull Size Tutorial

    - The collision box only affects the monster's collisions with other objects. It has nothing to do with clipping (colliding with world geometry).
    Quote Originally Posted by Uncle View Post
    Just a clarification. It does not affect the hitboxes (which are model-dependent), but it DOES affect whether crossbow bolts, hornets, snarks, RPG's etc can hit the monster. Basically, the hullsize affects hits by weapons whose projectiles are themselves objects too. Only hitscan weapons (i.e. bullet weapons) aren't affected.
    Interesting Info - Thanks.

    Some more Qs on Quote:
    - Have noiced that "Collision Boxes" and "Monster Hulls" are often used interchangeably in A1Win's original post, are they the same thing ?

    - What is the "clipping hull" and can it be modified ?

    - How is "hitscan weapon" damage detected, is it based on collision with some other box/hull or the model itself like render or mesh ?
    Regards
    Wolf-3D

  10. #10
    Winner Sence's Avatar  
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    Re: Custom Hull Size Tutorial

    thanks. i will clip my maps with a null model now d.

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