I noticed that in all pics, for perspective reasons (fire come a bit from bottom), the mini-cylinder lines are not totally accurate. my apologies for this.
this is an empirical but accurate (errors ± 1 pixel) study about hitbox and how it fits to standard models:
lets see frontal view of keel:
the hitbox on the models is excessively on the right.
this is why many BELIEVE that an hit on the right side (while enemy moving to the left) is due to lag/ping.
look how much space on the mini cylinder and the head !!!!
frontal view of tankjr:
tankjr fits better the big cylinder except the arms.
the head has same height of mini cylinder (at the least the fin) .... but still space.
keel looking to the right:
again too much space on the right, the head really unfits the mini-cylinder
tankjr looking to the right:
damn, there is some (a bit) out to the left, once again the right side has the void.
the head fits on the left.
better would be to move the hitbox z-axis to the left.
keel looking left:
there is NOTHING to the right !!!! NOTHING !!!!
even the right foot is pretty far by right....
LOOK NOW WHERE YELLOW TRIANGLE POINTS .... OMG !!! the head at right
3d effect ... that is back the head, the centrer of keel is on the back (remember first picture)
tankjr looking left:
yeah, it's almost perfect, if the hitbox be 3-5 pixels to the left would be best.
the upper corners on mini-cylinders look very far by head, sad.
the yellow triangle points in the right way.
keel lateral view
[IMG] http://img651.imageshack.us/img651/4...eellateral.jpg [/IMG]
NO WAY !!
this is the proof, the evidence that keel has bad hitbox axis!!!
look the yellow triangle, it points back the head!
see how much empty space there is back the model....
this is why people says that netcode provide a lag help for railshots (confronted to q3a), so its better shoot a bit later
hence it is not true, it's not netcode issue, it's model-hitbox bad coupling !!!!!
now look how should look a better hitbox space:
[IMG] http://img858.imageshack.us/img858/3...ateral20pi.jpg [/IMG]
I manually moved 20 pixel to the left the drawing hitbox.
now the axis pass through the head at perfect center.
isn't it ?
a comparison pic: the hitbox position as it is now and the proposal one.
i did the same for frontal view:
[IMG] http://img21.imageshack.us/img21/641...frontal7px.jpg [/IMG]
7 pixel to the left ... (more than 7 can be better IMHO)
now you see the centerline passing over the keel's nose, as should be.
the body looks more centered on the hitbox, no doubt.
this pic compare versions on frontal view
tankjr lateral view:
wow is almost perfect, but there is more space ahead than back, something on the back is out of hitbox
the mini has that as weel, one fin is pretty out, where forward the head there is nothing.
even here we can move the hitbox a bit forward compared to model, i moved 30 pixel the box:
the twos confronted:
i think its perfect, don't you?
all angles for models
visor fits good in most cases except when he looks to the left, but always better then keel in same position.
OMG, sorlag is so big, but not so bad... may be when g_playerModelScale 1.05 would be better.... dunno.
this is Sarge:
no way. this is out of hitbox center in any angle view but when he's looking left.
http://img40.imageshack.us/img40/9563/urielall.jpg (fixed link)
oh, Uriel looks centered on his hitbox, may be should be more large like g_playerheadScale 1.15
this model is thin and a bit off-center.
and now the horrible Orbb:
it's absolutely scandalous, outrageous and shameful
may be nobody noticed that original developer was drunk
now, one of the mostly successful model, Grunt:
look how he fits very good, and how he looks no small in his cylinder,
although he could be a bit enlarged, till shoulders touch the hitbox line.
I hope for Grunt soon a bright version
oh! that is good, a little small, but good!
enlarging till the shoulders touch the big cylinder would be very good.
no, off-center and small.
thin model, but well centered
same as Major
a bit placed to the left in frontal view, it fits good elsewhere
I would move the hitbox a bit forward
That's all folks
I hope ID Software will review models alignment at least for keel-tankjr-visor.
another wonderful, easy and fast solution can be a new cvar:
cg_hitboxOpacity 0 - 255
variable from 0 (full transpacerncy) to 255 (full opacity) or
(rgb+alpha, e.g. 0x00FF00FF for a green opaque and so on)
think about this.
------------ r_lodbias -----
r_lodbias = level of details bias, ( 0 = no bias, 2 = max bias )
on the next jpg i placed
model at 0 r_lodbias, model at 2 r_lodbias, model superimposed (!!!!),
this is keel frontal view:
look the superimposed one, no big differences
omg tankjr fits better with r_lodbias 2
here the superimposition effect is more visible.
rofl keel looks lost weight
definitively if there is tankjr must be r_lodbias 2
visor is ok