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Hitbox Localization

Hitbox

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#41 Nothing Whatsoever

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Posted 22 August 2014 - 08:34 PM

Great Work!

Thank you!

#42 Zoeff

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Posted 22 August 2014 - 09:26 PM

Very nice! Been following this thread since I saw it linked on r/OutreachHPG.

Thanks for your hard work! Mods, sticky plox?

#43 Dolph Hoskins

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Posted 25 August 2014 - 04:50 AM

Glad to see someone made this public. Nice job.

#44 Thoummim

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Posted 25 August 2014 - 05:03 AM

Thank you for continuing the work of rainbow, very usefull.


View PostModo44, on 10 August 2014 - 06:08 AM, said:

The display in the previous mechlab did not conform to actual mech hitboxes. This information was not removed from the client, it was never there in the first place.



Actually you could see hitboxes in the mechlab in UI 1.5, not gonna explain the "how to" now since its not usefull anymore but you could.

#45 IraqiWalker

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Posted 25 August 2014 - 12:34 PM

View PostThoummim, on 25 August 2014 - 05:03 AM, said:

Thank you for continuing the work of rainbow, very usefull.





Actually you could see hitboxes in the mechlab in UI 1.5, not gonna explain the "how to" now since its not usefull anymore but you could.

That's the thing, we saw the outline of sections, but in many cases it actually didn't conform with the hitboxes.

#46 Tahribator

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Posted 25 August 2014 - 12:39 PM

View PostThoummim, on 25 August 2014 - 05:03 AM, said:

Actually you could see hitboxes in the mechlab in UI 1.5, not gonna explain the "how to" now since its not usefull anymore but you could.


Basically the game rolled a hit detection to determine which part of the mech you selected every click. You could click spam and figure out the hitboxes.

#47 Koniks

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Posted 25 August 2014 - 01:10 PM

View PostThoummim, on 25 August 2014 - 05:03 AM, said:

Actually you could see hitboxes in the mechlab in UI 1.5, not gonna explain the "how to" now since its not usefull anymore but you could.

As has been explained upthread, while UI 1.5 highlighted components when you selected them in the MechLab, they weren't the same as the in-game hitboxes.

#48 John80sk

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Posted 25 August 2014 - 09:57 PM

The old UI did not display proper outlines, but when you clicked something it would select the component through the hitbox. So with some clicking around you could find where the boundaries of each hitbox was.

Nice guide, but I think some of those cockpits are a little off. On a lot of them I'm pretty sure it's not the entire pane of glass, but instead the middle area of the pane. Exaggeration might be there to help people see it better, but just thought I'd throw that out there.

#49 Tamerlin

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Posted 26 August 2014 - 08:25 PM

View PostJohn80sk, on 25 August 2014 - 09:57 PM, said:

Nice guide, but I think some of those cockpits are a little off. On a lot of them I'm pretty sure it's not the entire pane of glass, but instead the middle area of the pane. Exaggeration might be there to help people see it better, but just thought I'd throw that out there.


Thanks, John80sk. I think the only mechs that have the cockpit as more that a single pane are the Commando, Jenner and Raven, and that is how I mapped them. But when I dive into this again I'll talk another look.

#50 Lily from animove

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Posted 26 August 2014 - 11:21 PM

Very nice.

I wish PGi would fix the Front CT not being able to be hit from behind by being shot at the balls of a mech. It makes no sense.

#51 Tamerlin

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Posted 27 August 2014 - 08:45 PM

View PostLily from animove, on 26 August 2014 - 11:21 PM, said:

Very nice.

I wish PGi would fix the Front CT not being able to be hit from behind by being shot at the balls of a mech. It makes no sense.


Now, I've only learned this from this "hitbox mapping" exercise while using a Raven. A lot depends on the angle of your shot. If you are behind and below the other mech aiming up, the shot may go past the "hips" and hit the front CT at its bottom. And obvious example would be a Dragon, with its very long front CT.

#52 John80sk

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Posted 27 August 2014 - 10:43 PM

View PostTamerlin, on 26 August 2014 - 08:25 PM, said:


Thanks, John80sk. I think the only mechs that have the cockpit as more that a single pane are the Commando, Jenner and Raven, and that is how I mapped them. But when I dive into this again I'll talk another look.

Sorry if I was a little unclear. I meant that I believe some of the hitboxes displayed on the cockpits are actually smaller than what you have up. Mostly the clan mechs and those that aren't on the testing grounds, so it's a bit harder for me to confirm.

The difference is pretty minute though I think. I'm just being nitpicky because I'm nitpicky.

#53 Tamerlin

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Posted 29 August 2014 - 08:16 PM

Added links to PowerPoint files in the original post.

#54 Not Bob

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Posted 30 August 2014 - 12:40 AM

Awesome stuff Tam :P


Congrats on getting Stickied! :angry:

Edited by Not Bob, 30 August 2014 - 12:40 AM.


#55 Tamerlin

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Posted 30 August 2014 - 10:06 AM

View PostNot Bob, on 30 August 2014 - 12:40 AM, said:

Congrats on getting Stickied!


Now I feel all dirty...

#56 IraqiWalker

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Posted 30 August 2014 - 03:07 PM

View PostTamerlin, on 30 August 2014 - 10:06 AM, said:


Now I feel all dirty...


Posted Image

#57 Gorgo7

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Posted 31 August 2014 - 09:53 AM

Thank you for your hard work!

#58 Angry Kylo Ren

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Posted 31 August 2014 - 06:34 PM

Interesting...thanks for posting. Summoner looks right...that's why it's so easy to live to the last few % of armour on that thing.

#59 Jalthibuster

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Posted 03 September 2014 - 11:54 AM

Thanks a lot for your great work! :)

I just wondered if the Griffin from behind is correct. Do you really hit the CT if you hit the missile tube from behind or did you by chance miss that part with ST color?

#60 CoffiNail

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Posted 03 September 2014 - 12:13 PM

This is an excellent thread. I have linked it, and the two powerpoints in CGBI's Sibkin Resources. Thank you for taking the time and effort to continue with this visual ID of the hitboxes.





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