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Physics using md5

by Adqe on 11/04/2009 14:25, 3 messages, last message: 11/05/2009 14:24, 1280 views, last view: 03/23/2024 17:05

I am a little new to model-making, so this may seem a silly question to those veterans here, here goes;
Is it possible to simulate physically-active mapmodels by making them as md5? Let us say, for example, a box. we make the mesh, give it a box-shaped set of bones (i dont really know if you can), and then give it a health of 1 or something so that when its shot it ragdoll's around. I guess the health would have to regenerate, and sauer would have to stop it from becoming 'dead' and disappearing. But, is there any element of the existing ragdoll system we can use in this manner? or does the entire physics system need to be re-written in order to have (better) physics on mapmodels?

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#1: ..

by SheeEttin on 11/04/2009 20:54

There are ragdolls in the Syntensity engine, I believe. I don't know how it's written, but I imagine one could backport it to Cube 2.

As it is, though, mapmodels are pretty static. If you wanted to, I suppose the code handling grenades and gibs (a.k.a. bouncers) might be useful for Source engine-style boxes and barrels.

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#2: ..

by WakeField on 11/04/2009 22:52

hmm, why would you need to give it health in the first place? just give it a physics system...

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#3: ..

by Adqe on 11/05/2009 14:24

I surmised giving it health because that way it would act like a character - albeit one that doesnt shoot, move etc. - and so when shot, sauer's existing ragdoll system would take over as it does for a dead character. Again, that health would need to regenerate (to bring it 'alive' again thus preparing it for ragdoll once more), and the object would have to avoid the 'dead' state wherein the model slowly disappears.

I thought about the 'bouncers', but I think they treat the object as a sphere and bounce it around accordingly. Also, they do not react to being shot.

Wakefield, that may be the answer. I think this idea of mine may be a bit unnecessary, as sauer already has collision detection. The problem is that models ('box' or 'barrel') dont rotate on all axes, and they have a somewhat unrealistic flight pattern. I think for sauers gameplay this is relevant, look at the level 'lost' which has heaps of explosions. How cool would it be to have those boxes flying and rolling around properly? The reason I personally haven't begun integrating a physics system is that
A) Lots of work
B) Doesn't comply to 'minimalist' source code ideal.

I thought my crazy ragdoll idea could agree to these points, if it were possible.

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