Altimor Posted February 2, 2016 Author Posted February 2, 2016 Oh yeah, objects probably have an angle field I'm not accounting for. I'll take a look.
SoWL Posted February 2, 2016 Posted February 2, 2016 Guns are actually long-ranged weapons? Who would've thought.
jedpossum Posted February 2, 2016 Posted February 2, 2016 You forgot scale/stretch as well. addr + 0x258 One, is little eddie's dust not me editing the size which does effect the boxes. The other is actually editing Zato's size to show that value does attach to collision as well.
daymendou Posted February 4, 2016 Posted February 4, 2016 Why are there hitboxes displayed during recovery here? In this update of the mod, they are hollow but they were filled in previous versions. Also, is there a way to mod the game to freeze movement in the air? It would also allow us to make good GIFs of air moves without the background, camera, and/or character moving. Right now, it's a bit annoying to capture long air moves since the camera movement sometimes prevents boxes from lining up correctly.
Coffeeling Posted February 4, 2016 Posted February 4, 2016 On 2.2.2016 at 3:15 AM, Nyaa said: I want to share some hitboxes. tldr; Elphelt was a mistake and Arcsys didn't release hitboxes so people wouldn't see how they fucked up her hitboxes. .__. Red is a beautiful color, what do you have against it???
Nyaa Posted February 4, 2016 Posted February 4, 2016 On 1.2.2016 at 8:37 PM, Altimor said: Updated, now supports projectiles and shows inactive boxes as hollow  4 hours ago, daymendou said: Why are there hitboxes displayed during recovery here? In this update of the mod, they are hollow but they were filled in previous versions. Â
daymendou Posted February 4, 2016 Posted February 4, 2016 5 hours ago, Nyaa said:   To be specific, this is during recovery on whiff so these inactive hitboxes show up after active frames are over, which was very confusing in previous versions of the mod where it gave the impression that certain moves had extra active frames compared to the frame data. It's still confusing to see inactive hitboxes like this and most of the moves that I've checked don't have these inactive hitboxes on recovery.
Altimor Posted February 5, 2016 Author Posted February 5, 2016 It's probably because they reuse animation frames from startup for their recovery frames. They have the same hitboxes, they just go inactive.
Altimor Posted February 7, 2016 Author Posted February 7, 2016 Update: Now accounts for objects' angle and size http://images.akamai.steamusercontent.com/ugc/322374420289698008/8AD87218D5BEA4DF6E6D636C21E03B1D41368777/
9:02 PM Posted March 29, 2016 Posted March 29, 2016 Thanks so much for all the hard work, this has been pretty amazing. Is there any way to get this to display grab vulnerability/grab-able hurtboxes as opposed to the normal hurtboxes?
Altimor Posted April 12, 2016 Author Posted April 12, 2016 On 3/29/2016 at 5:14 PM, 9:02 PM said: Thanks so much for all the hard work, this has been pretty amazing. Is there any way to get this to display grab vulnerability/grab-able hurtboxes as opposed to the normal hurtboxes? Yes Pushboxes act as hurtboxes for throws btw
Altimor Posted April 13, 2016 Author Posted April 13, 2016 Added GIF mode, toggle with F1 EDIT: There's one last bug to fix and it's pretty weird, player models stretch horizontally the higher they go in GIF mode
larouleluffy Posted June 28, 2016 Posted June 28, 2016 Hi Altimor, Thx for the job ! I'm trying to download it from this link https://mega.nz/#!RsBzBZJD!kf03isc1ZU0BNikg1uqmuoJndKZCmpeZLKh3KcOduL but it asks to enter the decryption key. What is the key ?
Altimor Posted July 15, 2016 Author Posted July 15, 2016 My bad, the link was missing a character from the end
larouleluffy Posted July 22, 2016 Posted July 22, 2016 Thank you for your reply and update for the link Altimor !
Tong Posted December 17, 2016 Posted December 17, 2016 Hmm didnt work for Xrd Revelator, but I'm sure it wont take a lot of work to get around this right?
Altimor Posted December 31, 2016 Author Posted December 31, 2016 On 12/17/2016 at 5:34 PM, Tong said: Hmm didnt work for Xrd Revelator, but I'm sure it wont take a lot of work to get around this right? Almost done
Finestep Posted January 4, 2017 Posted January 4, 2017 Seeing stun done by each hit and the total stun a character is at would be tremendously helpful - as is, labbing stun combos is mostly trial and error.
Altimor Posted January 4, 2017 Author Posted January 4, 2017 9 hours ago, Finestep said: Seeing stun done by each hit and the total stun a character is at would be tremendously helpful - as is, labbing stun combos is mostly trial and error. Certainly doable. I'll try to make it show the minimum and maximum stun a combo can do, since I believe Xrd has randomized stun.
HolyBadSanta Posted February 1, 2017 Posted February 1, 2017 Can't wait for this, still don't understand why this feature isn't part of the game.
Coffeeling Posted March 5, 2017 Posted March 5, 2017 Do you have a compiled file of the Revelator-compatible version available? The one on first page doesn't seem to work :/
coldnegative Posted June 22, 2017 Posted June 22, 2017 Altimor is working on Rev2 version instead of rev1.
HorribleStubs Posted June 23, 2017 Posted June 23, 2017 updated files + source code https://mega.nz/#!vAsljSIb!-KCorfEbNCBENg1w2Ct26xUJlozYM13sFs12oYlaLNQ ggxrd_hitbox_overlay.zip
AnBi2199 Posted June 23, 2017 Posted June 23, 2017 (edited) edit: nvm Edited June 23, 2017 by AnBi2199
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