Installation guide - Mesa setup - Project setup - Ressources Structure - Manually install Mesa shelf - Mesa_config help - Environnement variables - Issues and common errors - Uninstall MESAHow to update - update from 2.0.1 to 2.1 - Update from 1.1 to 2.0.1 - Update from 1.0.1 to 1.1Export Guide - Preparing the scene - Shading - Layering - Collision and Ragdoll model - Cleaning the scene - Export the assetsTutorials - Maya Settings for Source Engine - Import SMD mesh and skeleton - MESA install video - MESA export videoSource Engine - HitBoxes and HitGroups - Create a Source Engine Mod - Decompile the Models and animations - Extract Content from VPK files - StudioMDL common ErrorsDota Items Creation Guide - Workspace for Dota 2 HitBoxes and HitGroups The HitBoxes are used to define if an attack touch the player or a NPC. The code execute a TraceAttack() to define where the bullet or a “blugeon based”(melee weapons) weapon hits a special part of the body, of an NPC, to apply the Flinch Animations. The Death Activities can be defined and properly selected by the code , when the npc is dying in different situation. It could depends of the hit groups that has been hitted, by the player or an enemy of the npc. This is simple example for a cube model. $hboxset "default" $hbox 0 "cube" -5.00 -5.00 -5.0 0.00 0.00 0.00 Hitboxes creation The best way to create the hitboxes, use the HLMV and go on the Bone Tab. HitGroups 0 = HITGROUP_GENERIC 1 = HITGROUP_HEAD 2 = HITGROUP_CHEST 3 = HITGROUP_STOMACH 4 = HITGROUP_LEFTARM 5 = HITGROUP_RIGHTARM 6 = HITGROUP_LEFTLEG 7 = HITGROUP_RIGHTLEG 10 = HITGROUP_GEAR Example : $hboxset "default" $hbox 1 "ValveBiped.Bip01_Head1" -1.25 -6.50 -3.19 8.25 3.50 3.31 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.00 -2.75 -2.75 12.51 1.75 2.25 $hbox 4 "ValveBiped.Bip01_L_Forearm" 0.00 -2.19 -2.38 13.00 1.81 1.62 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2.00 -1.50 4.06 1.00 2.50 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.00 -3.00 -2.25 12.39 2.00 2.75 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.50 -2.20 -1.55 12.50 1.80 2.45 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2.00 -2.50 4.06 1.00 1.50 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0.00 -3.75 -3.25 17.85 3.75 3.25 $hbox 6 "ValveBiped.Bip01_L_Calf" 0.00 -3.51 -3.28 15.64 3.49 2.72 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2.00 -2.84 5.04 5.00 2.16 $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.50 -3.00 -2.19 2.50 0.00 2.46 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0.00 -3.75 -3.25 17.85 3.75 3.25 $hbox 7 "ValveBiped.Bip01_R_Calf" 0.00 -3.51 -2.82 15.64 3.49 3.18 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72 $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.50 -3.00 -2.60 2.50 0.00 2.10 $hbox 3 "ValveBiped.Bip01_Pelvis" -7.50 -5.50 -6.00 7.50 8.50 5.00 $hbox 2 "ValveBiped.Bip01_Spine2" -2.50 -2.50 -7.00 14.50 7.50 7.00 The Result :
HitBoxes and HitGroups The HitBoxes are used to define if an attack touch the player or a NPC. The code execute a TraceAttack() to define where the bullet or a “blugeon based”(melee weapons) weapon hits a special part of the body, of an NPC, to apply the Flinch Animations. The Death Activities can be defined and properly selected by the code , when the npc is dying in different situation. It could depends of the hit groups that has been hitted, by the player or an enemy of the npc. This is simple example for a cube model. $hboxset "default" $hbox 0 "cube" -5.00 -5.00 -5.0 0.00 0.00 0.00 Hitboxes creation The best way to create the hitboxes, use the HLMV and go on the Bone Tab. HitGroups 0 = HITGROUP_GENERIC 1 = HITGROUP_HEAD 2 = HITGROUP_CHEST 3 = HITGROUP_STOMACH 4 = HITGROUP_LEFTARM 5 = HITGROUP_RIGHTARM 6 = HITGROUP_LEFTLEG 7 = HITGROUP_RIGHTLEG 10 = HITGROUP_GEAR Example : $hboxset "default" $hbox 1 "ValveBiped.Bip01_Head1" -1.25 -6.50 -3.19 8.25 3.50 3.31 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.00 -2.75 -2.75 12.51 1.75 2.25 $hbox 4 "ValveBiped.Bip01_L_Forearm" 0.00 -2.19 -2.38 13.00 1.81 1.62 $hbox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2.00 -1.50 4.06 1.00 2.50 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.00 -3.00 -2.25 12.39 2.00 2.75 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.50 -2.20 -1.55 12.50 1.80 2.45 $hbox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2.00 -2.50 4.06 1.00 1.50 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0.00 -3.75 -3.25 17.85 3.75 3.25 $hbox 6 "ValveBiped.Bip01_L_Calf" 0.00 -3.51 -3.28 15.64 3.49 2.72 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2.00 -2.84 5.04 5.00 2.16 $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.50 -3.00 -2.19 2.50 0.00 2.46 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0.00 -3.75 -3.25 17.85 3.75 3.25 $hbox 7 "ValveBiped.Bip01_R_Calf" 0.00 -3.51 -2.82 15.64 3.49 3.18 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72 $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.50 -3.00 -2.60 2.50 0.00 2.10 $hbox 3 "ValveBiped.Bip01_Pelvis" -7.50 -5.50 -6.00 7.50 8.50 5.00 $hbox 2 "ValveBiped.Bip01_Spine2" -2.50 -2.50 -7.00 14.50 7.50 7.00 The Result :