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Unlimited Ragdolls v.3
#183545
02/12/08 18:34
02/12/08 18:34
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
OP
Expert
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OP
Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
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it's this time of year again, i finally have taken the time to finish up my ragdoll script as good as possible... now, before an confusion starts, this isn't the source-code release yet! I'm throwing at you a final demo, i am in the state of converting this to lite-c and after that it is gonna be made available for free to everyone! (hurray, finally). for those that cant wait any longer, have fun with the brand new demo (and ugly test level compiled for this... completely made out of a single model ). Download Ragdoll_full_demo.rar from this link I hope you have as much fun playing as i had developing and testing! known issues: - ragdoll bone update function seems ro randomly flip around (gimbal lock maybe?) - *note, this is no issue, just a reminder* when spawning more then 5 ragdolls, the first one is removed, though the actor still remains on the world (passable), this may make it seem to fly mid-air! - arms rotate in a strange way sometimes, i didnt really setup the arm hinges correct, will be fixed in final UC! from here, all i can say, LEAVE FEEDBACK and let me know what to improve regards,
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Re: Unlimited Ragdolls v.3
[Re: ulf]
#183547
02/12/08 19:34
02/12/08 19:34
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Joined: Jul 2007
Posts: 959 nl
flits
User
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User
Joined: Jul 2007
Posts: 959
nl
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looks a litle bit of horror but i like it
"empty"
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Re: Unlimited Ragdolls v.3
[Re: Helghast]
#183550
02/12/08 20:27
02/12/08 20:27
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Quote:
now, before an confusion starts, this isn't the source-code release yet! I'm throwing at you a final demo, i am in the state of converting this to lite-c and after that it is gonna be made available for free to everyone! (hurray, finally).
Will you release the source-code of the version in c-script, too? I don't use lite-c at the moment.
Maybe, others get ideas how to solve the issues, when they can have a look at the code. Maybe, someone will find a way to rebuild it with Newton's physic?
All in all, it looks good and usable for instance in a fps, IMO!
It is like always with special effects, one shouldn't show it too long, only a few seconds, then switch it off! When the model found its position, the physics should be removed and the model set to passable.
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Re: Unlimited Ragdolls v.3
[Re: Pappenheimer]
#183552
02/12/08 20:32
02/12/08 20:32
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
Will you release the source-code of the version in c-script, too? I don't use lite-c at the moment.
I'd love an updated c-script version too, if only so I can see what you did to fix the old problem.
Cheers
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Re: Unlimited Ragdolls v.3
[Re: Pappenheimer]
#183554
02/12/08 21:41
02/12/08 21:41
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
OP
Expert
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OP
Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
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yes, i forgot to explain XD i use Joozey's script to spawn an entity at the position you click, this means if it's inside a wall, your screwed it was just a simple hack, and in no way is ment to be used in any final game like this! also, the problem with the twitching isnt about the complexity of a model, i could even use paper plane models there it's just an issue with the bones rotating script, i think it's an error in the engine (or maybe even gimbal lock, i am gonna mail JCL about this). and ofcourse there will be a c-script version, but ALSO a lite-c version anyway, thanks so far for the feedback, keep em comin! regards,
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