Silent_night
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All those amazing physics and effects that HL2 has would be awesom on a realistic shooter, any1 know if they are gonna work on a CS2 in the Hl2 engine?
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Six Three said:Im very sure CS2 will become a reality, but not until HL2 is released. It's not in the works atm.
that's what happens when u have helmet and kevlar.....Headwires said:i would love a CS2. hmm wonder if they are gonna make it even more realistic with being shot by 1 bullet and diein. i hate shooting some 1 8 times with an MP5 and they don't die :/
Silent_night said:any1 know if they are gonna work on a CS2 in the Hl2 engine?
why not? once hl2 goes out hl1 will be kinda put aside no? cs2 in hl2 engine would be kewl...i guess...but i cant really see the big diference in cs1 and a possible cs2... OH NO, ALL MY HYPE IS GONE!!! THAT MAKES ME AFenric said:Oh god I hope not.
im almost positively sure that u wont be able to electric shock anyone..but i might be wrong thoughbgesley426 said:CS2 will make competing SO much harder. Now that textures have physical properties then you can really use the environment to your advantage. Like, some guy crouches behind a box, then I'll just shoot the lamp above him and watch him die General Electric style.
I believe I read that gooseman was working on CS2 and a new Mp5 model on csnation. Was a little over a year ago I think
Fenric said:whats the big deal about textures having physical properties, it was a misquote and ill explained, all it means is textures make different sounds and different sparks and will generate different looking decails depending on the 'material' its supposedly made of... just like HL1 did.
unlikely, otherwise you'd be able to make jello maps and wobbly brushes, which I don't think you can do.. Friction though yeah, cause HL1 had that also, I'd forgotton Friction in my original post.Brian Damage said:Well, I'm pretty sure I heard that it also takes material density and material toughness into account...
oh in that case they had those in HL1 aswell, so still nothing new ;(Brian Damage said:Wobbly brushes? How's that take toughness into account? I meant the "health" of the object (Not the way it breaks, though, I believe that has to be modeled.).
Toughness: How many times you have to shoot it before it breaks.
Density: Probably used in the calculations for floating.
Perhaps the information is within the .vmt file along with the textures. But it makes little difference on the 'material' what your texture looks like. Just because a texture looks like Brick wont have any effect on it, you'll still have to code it in somehow to tell it what its supposed to be, no way could Source or any engine guess it just by looking at the textureBrian Damage said:Yes, but in HL1 they were defined specifically for each object, in the code, weren't they? From what I'm hearing the properties are tied in to materials and textures in HL2.
Brian Damage said:Well, if the brick material has a set of preset global variable properties (Density, toughness, friction, and, perhaps, elasticity.), then there's no code needed apart from the bit that translates them into physics behaviours.
They way I understand it, giving an object the material property "brick" will cause it to be a dense, tough, non-bouncy object with medium friction. If you give it the property "rubber", then it will behave as a less dense, semi-tough, bouncy object with high friction.
No specific code is needed, the engine just parses the material details and works out how any objects using that material will behave. I think.
They are going to make CS2 but wont be out during hl2 release...maybe year or couple laterSilent_night said:All those amazing physics and effects that HL2 has would be awesom on a realistic shooter, any1 know if they are gonna work on a CS2 in the Hl2 engine?
PvtRyan said:I think what Fenric means is that an engine can't look at a picture and say 'ah that's defintely steel, with rust so it has more friction and higher density' and create a texture out of it. You can tell the engine 'this is steel and has high friction and high density and should have sparks when hit' by editing parameters, but that's nothing new from HL.
PvtRyan said:For DoD I see a number of possibilities, DoD probably has the best infantry feel of all games, but imagine adding vehicles to that! You will have BF1942 but WITH awesome infantry 'physics' (unlike bf1942 I must admit as a bf1942 fanboy).
But I would like to see less massive maps than bf1942, keeping the close quarters fighting of DoD. Only one or two tanks per side, which take 3 people to fully mount.
A gunner, a driver and a commander.
you need a new engine ever played any cs maps that have vehicle's in them (starwars) if so you'd know that the vehicles clip threw eachother killing ppl and you'll randomly die just by starting to drive the vehicle or jumping while it's movingAnd I don't think vehicles fit the cs style. Maybe they should make an onslaught mode (like in ut2k4) for cs, for the vehicle fanboys and still keep the old cs style gameplay, but for that you don't need Source.
PvtRyan said:I think what Fenric means is that an engine can't look at a picture and say 'ah that's defintely steel, with rust so it has more friction and higher density' and create a texture out of it. You can tell the engine 'this is steel and has high friction and high density and should have sparks when hit' by editing parameters, but that's nothing new from HL.
bgesley426 said:CS2: He either explodes due to the massive shrapnel, or he just flies into the air along with several other boxes that were effected by the blast radius of the box. His body will then bend and conform to the boxes. Some boxes might shatter and splint and there will probably be some blood on the ground where the nade blew up. The bomb will be on a roof sliding down, slowly.