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Re: unlimited ragdolls 2, yay im back!
[Re: Darkyyes]
#158987
10/08/07 16:44
10/08/07 16:44
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
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Joined: Feb 2006
Posts: 2,185
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honestly dennis i think you should sell it for 15, it's worth all the hard work you put in it, ragdolls aren't that easy to program, even with a good physics engine, so i think you should sell it for 15, i'd buy it if i had pro, and if i am correct, the physics from a6.60 to a7 hasn't changed, so it should already work with a7....
- aka Manslayer101
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Re: unlimited ragdolls 2, yay im back!
[Re: mpdeveloper_B]
#158988
10/08/07 18:05
10/08/07 18:05
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
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OP
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Posts: 3,023
The Netherlands
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Quote:
Question: Do you plan to release it as a dll or as the code that one can freely change depending his needs?
Because, if the first is the case, then you have to consider which functions you offer to the costumer, to give him as much options as possible.
as a script release, not a DLL. but believe me the script has MANY functions and options to adapt all that anyway 
Quote:
honestly dennis i think you should sell it for 15, it's worth all the hard work you put in it, ragdolls aren't that easy to program, even with a good physics engine, so i think you should sell it for 15, i'd buy it if i had pro, and if i am correct, the physics from a6.60 to a7 hasn't changed, so it should already work with a7....
that's freat news, shouldnt take me ages to fix it then  thanks for the feedback!
i'll be continueing writing my ragdoll actor update code then (i fixed the leg bug).
regards,
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Re: unlimited ragdolls 2, yay im back!
[Re: Scorpion]
#158990
10/09/07 00:41
10/09/07 00:41
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Quote:
the physics from a6.60 to a7 hasn't changed, so it should already work with a7....
in fact, unless u are using fluid physics as well (which i assume u aren't), it will work with any edition of a7.
looks really cool dennis i've been thinking about ragdolls lately but haven't had the time to sit down and do any programming for a while.
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: unlimited ragdolls 2, yay im back!
[Re: JibbSmart]
#158991
10/09/07 06:58
10/09/07 06:58
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
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Posts: 3,023
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Quote:
gimme infos! how many lines does the script have got already? and what for options do you offer to the customers?
it's currently at ~~300, BUT that includes some junk, like mouse pointer definitions, mouse events.. bla bla bla
if i strip down to the hardcore ragdoll its ~~150 lines then there's the spawn function (which takes most size) that's ~~100 lines and main function crap + mouse defs 
so yeah, it's quite small 
what i offer, well nothing NEW actually, but the system is (gonna be) written down in a manual/tutorial. i didnt write a custom DLL thing with enhanced functions, it's all done with the current syntax, just made some functions that you can call to make the process easier (though i wont deny it c an still be a B*TCH sometimes ).
Quote:
Quote:
the physics from a6.60 to a7 hasn't changed, so it should already work with a7....
in fact, unless u are using fluid physics as well (which i assume u aren't), it will work with any edition of a7.
looks really cool dennis i've been thinking about ragdolls lately but haven't had the time to sit down and do any programming for a while.
julz
ragdolls (like stated) can be a bitch, but when done correctly (and LOTS of practice on them) you can create some real nice ones. And im so relieved about the syntax hardly changing in A7 
when my A6 version is done (which is allmost actually, one last feature i think and it's done) im so gonna update this to lite-c, and then i can sell it in one package 
thanks everyone! regards,
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Re: unlimited ragdolls 2, yay im back!
[Re: Helghast]
#158992
10/09/07 16:44
10/09/07 16:44
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Joined: Mar 2006
Posts: 2,503
SC, United States
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[spam] I started on (basically) the same thing yesterday. I wanted to give ragdoll physics a go, so I'm trying to create a system that can automatically create the bone structure for you. I'm trying it with 3DGS ODE right now, but I may move to Newton. I've just started, so I'm not sure if my idea is possible. But I'm waiting to see yours so we can compare  [/spam]
xXxGuitar511 - Programmer
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Re: unlimited ragdolls 2, yay im back!
[Re: Slin]
#158994
10/10/07 07:18
10/10/07 07:18
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
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Posts: 3,023
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Quote:
Quote:
I started on (basically) the same thing yesterday. I wanted to give ragdoll physics a go, so I'm trying to create a system that can automatically create the bone structure for you.
I realised that about two months ago, it is very easy and comfortable. So I`ll have to change the constraints from ph_ball to ph_hinge to get better looking physiks. My only problem is the movement of the bones with the physikentities. I`m quite shure that you will come to the same point I am at... If you find a solution it would be awsome if you could share it. At least I will if I get something good looking working .
Helghast, your ragdoll looks as I may already told you some weeks ago very realistic and good. It is very slow on the computer I`m actually at, but this one is full off viruses and stuff and very outdated. As I see, you haven`t found a better solution for your ent_next problem yet? I`m looking forward to a final version and hope that you get many sales, though I`m not going to buy it 
Slin
yeah, im at that point as well. though i figured out how it all SHOULD work, the rotation of the bones never matches up XD but basically the rest is build in (spawn actor around ragdoll, update position and pan, get bonestructure, etc etc). uses a LOT of handles though, and im not sure about FPS impact for a full skeleton in a full game with shaders etc etc. we'll find out when my demo is done ^_^
and yeah, the ent_next problem is still there with the wait. but i think i know how to resolve that, just was too busy on other parts (and maybe even lazy:P).
regards,
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Re: unlimited ragdolls 2, yay im back!
[Re: Helghast]
#158995
10/11/07 14:54
10/11/07 14:54
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Well, I figured out how to do it... in theory  If I set the skeleton of the model to an easy to use pose, then I can subtrace the phy-ent angle, from the base angle, and then locally rotate the bone (after resetting it) to that angle. It should work, but.... IDK, we'll see....
xXxGuitar511 - Programmer
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