makeing HL2 vehicles

|Link|

Newbie
Joined
May 16, 2004
Messages
226
Reaction score
0
I was just wondering how much harder it will be to make vehicles in HL2? and if there will be tutorials on how to make vehicles work once u have the model?


(thank u) :eek: :eek: :eek:
 
You'd probably have to create some animations for the vehicle. (duh)

And, there's most likely going to be some sort of documentation or tutorial that comes with the SDK.

Otherwise, you're just gonna have to look at the code and find out.
 
Difficulty will depend on the type of vehicle, I'd guess. Simple hovercraft-types will probably be simpler than multi-legged or fully-simulated independently tracked vehicles.
 
I will be making hammer 2 vtm's when the SDK is released. Don't worry :D I am planning on making a vtm for each entitie, its only a ickle plan atm, but still.
 
rah im gunna make a peddle bike and then get someone to mod some 3rd person thing so i can mr freeman riding around running peeps over on his bike!!
 
IchI said:
I will be making hammer 2 vtm's when the SDK is released. Don't worry :D I am planning on making a vtm for each entitie, its only a ickle plan atm, but still.

You won't be making vehicles in Hammer.
 
I thought it was only basic programming, I don't think you will even have to know any programming to be able to find out the code for a default vehicle.
 
Yes, but if your vechicle isn't a copy of a default one then the amount of code will vary depending on how different it is - I can't see it being any other way.
 
I'd like to know wether decals are shown on vehicles, like bullet holes... in the videos there was no sign of that yet :/ anyone knows?

how boring can it get if you're firing eighthundred rounds into a car and nothing indicates that it's hit...? what could be more beautiful than a completely 'holed' car...? :D

(guess what movie i'm refering to :p)
 
hmm..... if u can't have decals. how would the cars be damaged? do u think hl2 can't handle vehicle damage.... man that sucks :O
 
If an NPC can have decals, then so can a vehicle model. In addition to that, you could have animations for damage (dents etc), as long as you're prepared to rig and animate the model to that extent.
 
seemed so in the videos, ichi :/

pimurho, were there scenes of npc-decals in any videos?
 
Really? Could you tell me where? :) Didn't notice them...
 
Barricade video - you can see bullet/blood marks on some of the NPCs.
 
What about a drivible exoskeleton? Do you guys think it's possible without coding? I don't know anything about coding, but I want to make one similar to "Aliens" one... Woulid it be possible?
 
Valve said that they'd experimented with making the Strider into a drivable object, just to test that very idea. So, yes, you can have walking vehicles.
 
Slight clarification: Valve said they made the strider a drivable vehicle (aka it worked), but it won't be in the game.
 
Think mech's would be easy or difficult ( espescially if you want to implement physics)
 
A walking vehicle is possible. We already did it in HL - so it'll be a damn sight easier in HL2.
 
With the strider, i wonder how the controls would of been done if it was a drivable vehicle. You would need to duck under bridges, etc and you would also need to be able to step over tall buildings, would the legs be that easy to control?

A standard 2legged mech would be pretty simple to do, well, a lot easier then the strider.
 
Think you could make the physics allow it to tip? So that the physics would calulate when it would tip over. I'm imagining something where the animation and IK would be done normally (keyframed). But the entire thing could be treated like a big block. Would it be right to state that the object that is physically computed could be different than the object that is displayed?

With the right animation you could fake it computing all aspects of the physics, especially it actually know when it falls over.
 
Back
Top