Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

Custom maps, mods, skins & campaigns
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Hit Box Adjustment
Hello.

How to change actual hit box of a monster entity?
The closet thing i've found is bbox, and to be exact, is "Forced bbox". As i can understand it overrides current bounding box size.
But no matter how i change x,y,z parameters, monsters hit box stays the same.

What should i do?

Thank you in advance!
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Showing 1-8 of 8 comments
Ryason55 29 7 Nov, 2024 @ 9:04pm 
Collision editor, from the dropdown box in the bottom-left of the viewport.

Forced bbox is for rendering (the one script function is unrelated), for cases where the model's animations move parts of the model outside of the default bounding box, where they might get culled if viewed in certain ways.
Thank you! I really overlooked that one.
Hello!

I have a question regarding HitBoxes:

It seems every monster entity has simple capsule with fixed size not attached to any body part.
As i tried to adjust kleer Collision, to shorten its vertical hitbox as it goes way over its head, which as expected led to the situation where in its leap animations head goes beyoud new hitbox and has no collision.
When i tried to attach this capsule to Pelvis bone to make it follow skeleton movement, it leads to Kleer being wirdly rotated in game.and half sunked into the ground.

It is possible to make proper hitbox in fusion which properly follows modes current location whithout shenanigans such as making its size by monsters widest animation(in case of Kleer - leap)?

Also its possible to implement in fusion complex hit box with multiple shapes, as used for ragdoll for example, for monsters default one?

Thank you in advance!
Ryason55 29 29 Nov, 2024 @ 6:45am 
Moving collision parts (not to be confused with collision shapes) *must* be aligned to the bone that they're following; Can do this with the part selected, and doing "Align to bone" under the Common tools on the right bar (or B by default). Additionally, the part will follow all rotations of the bone, so conjoining the regular capsule collision (especially the Character Hull, necessary for stepping up and down ledges) to something like the Pelvis won't work right. Maybe you could add a standalone bone with a shorter capsule collision part paired with it that moves upwards when doing the jump attack.

In theory you can convert an existing Ragdoll mechanism (or even one generated by doing "Generate default mechanism" in a blank mechanism) to follow bones during animations, just pretty much getting rid of all the joints and bodies (and possibly also setting "Disable motion handler") on the bone-following parts outside of the root (which still needs all the usual stuff).

For either case, the puppet itself also needs to have "Bones move parts" set in the Body parameters.

The T-Mechs in Serious Sam 2 do have bone-following parts for their legs and body done in a slightly different way, though it's hard to visualize without edit data. You can do Ctrl+Alt+Shift+C to toggle code mode, and take a look at the mechanism parameters through the model editor though.
Last edited by Ryason55; 29 Nov, 2024 @ 6:51am
Really thank you for your answer!

Sadly i cant test everything right now, but i see a one point that i can ask more about. You mean an original SS2 T-Mech, so i need to use SS2 editor, or a ported one in fusion?

Thank you again!
Ryason55 29 29 Nov, 2024 @ 2:33pm 
SS2 editor, yes.
Your instruction were correct i could convert a ragdoll to a default hitbox, but as always not without issue. For some reason monsters with such hitboxes display odd behavior:
Some of them, as reptiloid T-Posing after receiving damage.
The rest usually when spawning in he world appear to be hovering in air without ability to move. They still has the ability to attack thought, but cant turn, an can do so when they are facing the player.

Also for some reason editor crashes when i cope Gnaar ragdoll mechanism.

Regarding child parts, when i try to create new child in existing part, i set same parameters as the rest childrens have, except placement and hull type, but it doesnt appear as part of hitbox in game, as when i try to check monster collision via crosshair, place appears to be empty and projectiles do pass trough it.
Well, i've done some research.

1)HybridBody and LinearMotionJoint are crucial parameters which must be applied to a root part to make thing work, move and not T-pose after every action.

2)But the old problem remains, after this adjustments monsters in game are wierdly rotated, as i can tell there is no problem in bode and joint parameters as i thought before.

Thre reason why this happens is because engine rotate root part to according to bone it attached, I've noticed it when in quake test map reptiloid with this collision model looked fine, but kleer was rotated on upside down and red walker was "lying" on its back.
And it seems to corelate on the fact that pelvis bone of reptiloid has almoust no q rotation, as kleer has 0 89 0 and Red Walker has 180 89 0, and this inherit by root collision part.
And when i set everything to 0 in root part of collision mechanism it changes its orientation to what corresponding monster has in game.
For testing i've created test bone with no parent and 0 0 0 rotation, and attached root part to it, and monster appear fine in game, of course the only problem here is now collision model follow bone whichs doesnt follow any of animations.

So there is the question is there an easy way to set pelvis bone orientation to 0 0 0, and not change other bones positions instead of painfully placing every bone to their places after, because they are depending on pelvis bone initial placing? Or better way to do this? As alternative i can think of creting a new bone with 0 0 0, no parent bone and same animation pattern to follow the pelvis bone, not having wierd positioning problem.

3)Besides that with such collision mechanism any miniscule slope in impassible for puppet, as it uses primitive hulls instead of character, so there is no climb height attribute.

4)Also i've noticed that explosion checking every part collision for damage, and deal damage for every collision part with which it collides. Its quite interesting discovery with some possibilities, but is there the way to prevent this, if it not needed?
Last edited by ♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥; 10 Dec, 2024 @ 4:10pm
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