View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002087 | The Dark Mod | Models | public | 06.01.2010 05:03 | 26.03.2010 07:36 |
Reporter | Ishtvan | Assigned To | Ishtvan | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | closed | Resolution | fixed | ||
Target Version | TDM 1.01 | Fixed in Version | TDM 1.01 | ||
Summary | 0002087: Proguard Helmet CM Covers Too Much | ||||
Description | If you look at the proguad with g_showcollisionmodels 1 on, you'll see that the nose piece of the helmet has a CM that extends out way beyond the visible nose piece. In the CM, the top of the helmet and the bottom of the nose piece kind of make one big triangle, covering up the eyes and most of the upper face. Whereas the visible nose piece just comes down between the eyes. This makes melee with proguards particularly difficult, because you can't stab them in the eye or cheek, when you should be able to. You'll hit that invisible CM and you can only really hit the lower third of their face. Is there any way we could fix this helmet CM? Is it explicitly a separate CM or is it being auto-created by D3 from the visible mesh? It's technically a func_static, so we should be able to go wild with the polies and concavity without worrying about any of the moveable constraints. | ||||
Tags | No tags attached. | ||||
Date Modified | Username | Field | Change |
---|---|---|---|
06.01.2010 05:03 | Ishtvan | New Issue | |
06.01.2010 09:23 | Ishtvan | Note Added: 0002851 | |
06.01.2010 09:23 | Ishtvan | Status | new => resolved |
06.01.2010 09:23 | Ishtvan | Resolution | open => fixed |
06.01.2010 09:23 | Ishtvan | Assigned To | => Ishtvan |
29.01.2010 09:51 | greebo | Target Version | => TDM 1.01 |
29.01.2010 09:53 | greebo | Fixed in Version | => TDM 1.01 |
26.03.2010 07:36 | greebo | Status | resolved => closed |