New ragdolls


BERSERK3R
03-18-2007, 07:06 PM
I just made new "ragdolls" for the player models.
But I like someone to test it besides me.
Let me know if you got a good eye for this.

EDIT: I have added the physics as attatchement to this post.
These are ONLY for testing purposes, and not meant for further disrtibution.

So please profide me with any feadback, even the smallets things you notice or like to be improved.

Vash
03-18-2007, 08:23 PM
I'm hip. I love tweaking the phys weight settings to get more realistic ragdolls, and I'm always paying attention to how bodies fall when shot.

Sabre
03-19-2007, 12:00 PM
Same here, fire them this way... I'm always open for new ragdoll physics.

BERSERK3R
03-19-2007, 12:11 PM
*Update*

I have added the ragdolls as atatchment to my first post.
- ONLY testing purpose and not meant for further distribution.
- Please let me know what you think, negative of positive.

pedroleum
03-19-2007, 12:32 PM
i like them a lot! they fall quite realistic. much less flying around :)

BERSERK3R
03-19-2007, 12:57 PM
i like them a lot! they fall quite realistic. much less flying around :)
Thank you.
I did some things to one or more to one of the classes which differs from the others, and it is noticable, but I like the ones who try them out to find out what it is and let me know if you like it or not ;)
(This sound like a job for......Wile ;) )

Orilus
03-19-2007, 02:03 PM
Very nice, BERSERK3R :cool:. I think they are much better than the CSS ragolls, which I have actually installed. For a comparison I will test them against the default ones tomorrow.

BERSERK3R
03-19-2007, 02:32 PM
Very nice, BERSERK3R :cool:. I think they are much better than the CSS ragolls, which I have actually installed. For a comparison I will test them against the default ones tomorrow.
Thanks a lot.
It seems that it's liked a lot.
But are there some things I could do to make it more realistic?
Like heavier, lighter, more "raggy" ?
I was quite pleased myself also.
It was my first try on the physics, and first try was good ;)
But there can always be some changes made that will make it a bit better :P

Sabre
03-19-2007, 03:38 PM
I honestly can't see a difference. I thought I hadn't installed them properly, but I checked and I have. Anyway, based on what I did (or really did not notice):

Make them heavier. Much heavier, if there is some kind of weight unit you can put in make it comparable to a normal person carrying a fairly heavy rucksack: 11/12 stone? See if you can make it less effected by bullets too, for instance, a shot through the head with a K98 should leave a proned body practically as he was when alive, rather than the default's tendancy to do a really unrealistic backflip to land several meters behind on his back, or sitting up.

Think to war films you see (yes, I know they aren't the best example for realism). When someone gets shot, they never fly across the room/field like they do in DoDS, even if hit by a MG or strafed by fighter plane. Try to get them to fall where they were killed.

BERSERK3R
03-19-2007, 03:44 PM
I honestly can't see a difference. I thought I hadn't installed them properly, but I checked and I have. Anyway, based on what I did (or really did not notice):

Make them heavier. Much heavier, if there is some kind of weight unit you can put in make it comparable to a normal person carrying a fairly heavy rucksack: 11/12 stone? See if you can make it less effected by bullets too, for instance, a shot through the head with a K98 should leave a proned body practically as he was when alive, rather than the default's tendancy to do a really unrealistic backflip to land several meters behind on his back, or sitting up.

Think to war films you see (yes, I know they aren't the best example for realism). When someone gets shot, they never fly across the room/field like they do in DoDS, even if hit by a MG or strafed by fighter plane. Try to get them to fall where they were killed.

I know what you mean about the weight.
I'm not sure about making them much heavier though, but I'll have a look at it.

I'm not sure, but I don't think the engine can tell where the bullet came from like a sniperrifle, smg, etc., exept for the rocket exposion, but thats treated as explosion.

I think the engine just knows then a player is dead and then all "control" is lost and falls down no matter which impact it had.

I did make them how I felt it was real.
Not flying through the air like in some movie, but just fall down instantly like a sack of potatoes, and not limbs flying everywhere.

But thanks for the feedback, that's what I needed, I'll look into it!
But I like to have more feedback from others also.

Pinecone
03-19-2007, 04:07 PM
Very nice, BERSERK3R :cool:. I think they are much better than the CSS ragolls, which I have actually installed. For a comparison I will test them against the default ones tomorrow.

They're actually the same. When DoDS came out, CSS adopted them.

Orilus
03-20-2007, 04:16 AM
They're actually the same. When DoDS came out, CSS adopted them.
Thx, good to know ;)

@BERSERK3R: Ragdolls are always a question of taste, I can remember a lot of fruitless discussions about some ragdolls I made for R6: Ravenshield. Some people like them to be more cinematic or even 'comic style', others (including me) aim for more realistic ragdoll physics. But the measure for realism is often enough the cinema and not experience in the field. So maybe you should try to find some kind of balance between action-driven and authentic ragdolls ;).

Vash
03-20-2007, 05:35 PM
So far seems to be a good start, I will just echo the need to find a way to weight the models more so they drop more than flop about.

I really like how I had the CS:S ragdolls and weight settings set, it really had that "drop like a sack of potatoes" feel, but the only thing was sometimes the limbs would hit the ground at weird angles and end up locking up fully straight. Hopefully these ones can achieve the same coolness in time. :D

BERSERK3R
03-24-2007, 04:44 PM
I spoke about some classes to have different physics.
I'm not sure but I think it was the rifleman and another, that have quite noticable different physics.
But it hard to tell mostly I think.

If anyone can make a test map for me and defs for this use and maybe other use like skin testing.
So for example make a small map with a wall and a small hill for example and then I can put some bots in it.

And it might be handy to place spawn locations within a area with a fence or something so the bots can't go far so they are like sitting ducs ;)

That will help me a bunch, and won't take much time for a good mapper I presume.

Kerberos
03-25-2007, 11:47 AM
Where I must instal this?

BERSERK3R
03-25-2007, 03:01 PM
Where I must instal this?
Remember that these files are only meant for testing purposes only.
I will release this when it's satisfactory.
I will get these files packedup and put em on fpsbanana.

They go in to "models\player"

Kerberos
03-26-2007, 05:14 AM
Thx^^

BERSERK3R
03-27-2007, 12:00 PM
One note:

For those who like to check out the difference between some classes.

These 3 classes each have different physics, and the rest of the classes have the same.

- German Sniper
- German Support
- American Assault

Let me know if you like "rest" or Ger.Sniper, Ger.Support or Am. Assault best.

grecco_diego
03-30-2007, 04:40 AM
Much better ragdolls compared to the default ones. GJ.

Guyver
05-05-2007, 03:47 PM
Are you still working on these? I hope so.

[BREAD]Toaster
06-28-2007, 01:30 PM
any updates?

Guyver
07-04-2007, 05:55 PM
Any updates?

BERSERK3R
07-05-2007, 10:32 AM
No, I'm spending my little time I have currently with PLAYING games and not modifying for it, what I have done for a long time.

But I got a week off next week and will do some modding then, and will look into this.

Btw, I recently discovered that it's possible to "fix" the ragdolls not colliding with eachother.
So I'll see if I can fix that also.

BERSERK3R
07-10-2007, 07:14 PM
Can someone please tell me how to the X,Y,Z coords work.

For example:
Is Z always from the "inside" of the bone.
Is X always to front
Is Y always to the back

And not Z is front, and X is center of bone.

When I'm looking at the current values it's those values that confuses me, cause it doesn't always looks like it has a "system".

Example:

$jointmassbias "valvebiped.bip01_r_foot" 0.75
$jointrotdamping "valvebiped.bip01_r_foot" 7.00
$jointconstrain "valvebiped.bip01_r_foot" x limit -10.00 22.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" y limit -19.00 25.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" z limit -17.00 24.00 0.00



EDIT:

Just added the physics file for the American Assault class.
I havnt' tested the effects yet,but I'll do that now.
I just did some more "advanced" changes than my first ones.

So check out the attachment and try the physics for yourself and let me know what you think.

Trp. Jed
07-10-2007, 09:22 PM
Are you doing this all by hand in the QC?

You can set/test bone constraints directly in HLMV and use the button to copy the relevant code to the clipboard to post into your QC.

Woland
07-11-2007, 06:20 AM
Make them like Insurgency mod ragdolls and I'll be your b**ch. :)

BERSERK3R
07-11-2007, 12:51 PM
Are you doing this all by hand in the QC?

You can set/test bone constraints directly in HLMV and use the button to copy the relevant code to the clipboard to post into your QC.

Sweet, trying now!
I'll keep you update on the progress.

Make them like Insurgency mod ragdolls and I'll be your b**ch. :)
Have not tried that mod yet.
So how are those then?

Watevaman
07-11-2007, 12:59 PM
Have not tried that mod yet.
So how are those then?

They're awesome. They fall so smoothly, and don't flop around at all.

Guyver
07-11-2007, 01:01 PM
So how are those then?

The ragdolls are very realistic looking:
http://www.youtube.com/watch?v=-fTCO7ZE-uE

Woland
07-11-2007, 04:49 PM
Have not tried that mod yet.
So how are those then?

Those are propably the most realistic ragdolls to date.

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