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Alec_85 said:Cloth simulation is quite hard I think. Heck, even the guys behind the 2 latest Star Wars movies had problems with it :E That's quite clear if you check the behind-the-scenes on the DVDs.
And the vortigaunt is more convincing than Jar-jar binks and much less annoying.urseus said:The difference here is Half Life 2's story doesnt rely on computer generated effects nearly as much as George Lucas.
ZING!!
Well, if you're making a mod like this, I MUST PLAY IT! :naughty:bAbYhEaDcRaB said:5. Physically simulated projectiles.. bullet comes down after you shoot it? I know it is discussed that you can pick between actually projectiles or hitscan and you can make them actual objects.. so if you did do this would they have colision detections and such.. so like could I make a live chicken launcher.. that would make the chicken shoot sqeal really load and have feathers realisticly float down as the chicken ragdolled dead?
6. physically simulated hail or "x" for instance could I have it raining toads? or toads that actually are still alive and run around and croak! and have the objects break dissapear or physically affect other non static objects (break surfaces) or otherwise.
Alec_85 said:Cloth simulation is quite hard I think. Heck, even the guys behind the 2 latest Star Wars movies had problems with it :E That's quite clear if you check the behind-the-scenes on the DVDs.
2. localized ragdoll effects (for example, you can get a dead arm if you get shot in the shoulder) and bone level blending of key-framed animation with physics.
They are possible using Havok 2 physics (as are detachable limbs), but I think that HL2 uses a modded Havok 1 engine. I don't know if Valve is using this new technology.
Devilphish said:I don't get this feature, why would anyone want this? Say you shoot a combine in both shoulders and his arms go limp, whats he gonna do now? Fling his ragdoll arms at you? Or just run away with his limbs flapping about? Sounds like a useless feature. Maybe I'm missing something, pls someone explain it to me.
Devilphish said:I don't get this feature, why would anyone want this? Say you shoot a combine in both shoulders and his arms go limp, whats he gonna do now? Fling his ragdoll arms at you? Or just run away with his limbs flapping about? Sounds like a useless feature. Maybe I'm missing something, pls someone explain it to me.
I think it has more to do with enemys sustaining injurys that dont necasarily kill them, but still fighting on to get the job done. Think a combine who gets his leg shot and goes down, but crawls to some cover and keeps firing at you.
Devilphish said:Sustaining injury is a good idea, but maybe it should have a less dramatic effect. Like the combine is slowed or limps, or his aim is less accurate, or left on his own he dies within a few minutes from his injuries. But having extremities go limp is taking it too far IMO. I really don't want to see combine hopping after me on one leg just because I nailed him in the foot. What happens if the combine sustains injury to all four limbs, does he try to bite your toes as you walk past him on the ground? At some point you have to draw the line.
brink's said:Source should have cloth phyics, because MP2 had them and used Havok as well. Plus Vampire -Bloodlines will have them and it uses source.
A brand-new cloth system was likewise implemented to realistically render the movement of fabric and clothing.
I doubt it. Why would Troika say they had to specifically add cloth physics if Source already had it for HL2.W4E said:i quite sure HL2 will have cloth sim.
blahblahblah said:PC Gamer (US) September 2003
An article about Vampire: Bloodlines
:dozey:
Styloid said:I'm pretty sure I've seen Valve say they have cloth physics in HL2 (at least the faked kind). I'm also sure that what Troika did for Bloodlines is they added the ability for characters to take-off and put on their clothes that are physically simulated.
Chris_D said::|
I got mixed up. It's cloth physics that are the easy ones. The water physics is the difficult one to do.
Murray_H said:Limp arms would be cool, but i agree that the severity of it should be reduced. Maybe the person gets shot in the shoulder, shoulder recoils, weapon drops out of the hand, person picks up weapon in other hand, aiming reduced by 30% (using a worser aiming aim + pain) , when running the person holds the hand with the gun in up to the wound.
I dunno how it would work for 2 dead arms though, maybe it would look a little silly :/