hje hje hje, ragdolls!!


pedroleum
11-29-2005, 12:35 PM
ok, since i had to get into ragdolls (cow) i thought of something last evening. it was such a great idea ;)

here's what came out :/



slow as hell and probably as ugly.
i don't think it has any potential. i made one with about 64 bones and it still looked like paper... (that one was much, much slower.

it's fun to play with, but nothing serious...
you can try it out. i made a testlevel. it's ready to play.

testlevel (http://www.yourfilelink.com/get.php?fid=18560)

Maxey
11-29-2005, 12:40 PM
Dunno if it is already implemented on the engine and accessible by the SDK, but it would be cool if Valve introduced some sort of cloth simulation into the engine.

It was pretty cool to see it on Splinter Cell.

Trp. Jed
11-29-2005, 03:26 PM
Wowski. LOL

Actually Waldo and I had been talking about cloth simulation and how it could be done with Source. There are some elements in the engine that could be used but it is very expensive in terms of CPU needs, especially with bones.

You could just about simulate say a hanging sheet if you used a very limited number but really its only beneficial in say a single player game. Multiplayer it would just generate too much network lag if it was server side and might chew up too much CPU clientside.

pedroleum
11-29-2005, 04:04 PM
Originally posted by Trp. Jed
You could just about simulate say a hanging sheet....

hmm... how about those long banners at german buildings? that could work! if i would do it with like 10 bones each banner, that shouldnt be a very big performance problem!

only thing: how do you lock them in a specific place? i havent found any doku on that....

i had once a bone error in the cow where a part of the cow just stayed where it was and the rest was ragdolled...but that ragdolled part jumped around like mad...

i'll try that out ;) thanks for the tip!

Trp. Jed
11-29-2005, 05:11 PM
10 is too much even, seriously. The subject came up a while ago and basically the smallest you can get away with is best.

As for locking bones, I can't remember the command but you set the limits for each bone in the QC. The SDK male05 sample QC's and QCI's show how its done.

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