Posted by parakeet on Mon Jun 4th at 10:47pm 2007
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Posted by Stadric on Tue Jun 5th at 12:10am 2007
You could do that by tracing perpendicular lines to the surface and whichever intersects an object's center of mass first would get dibs.
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Posted by Bewbies on Tue Jun 5th at 12:26am 2007
I think I've got a good idea of how this can be pulled off with hl2.. even as a mod. (Especially looking at portal..)
Certain surfaces could be surrounded by a bush entity, like a trigger, that direct applied gravity and view. Doing this gives the mapper control over where, when, and how extreme the force is. Hell, just associating the player's view with gravity could make for some really cool sequences.. like if some device is pulling the player toward it, it would plant the player on his back or belly, making him helpless unless he finds something to grab onto.
A "hold player to surface" brush would direct this force to the face normal that the player is touching.. (i think that's the right terminology? im no coder.) It would look at the face's angle in relation to "0 0 0", and apply it to the player. I hope I'm making sense.
Anyway, using a brush entity.. the mapper could build this aspect into surfaces to.. let's say, 8 feet above the surface. This would give the player a means of escaping the gravitational pull, and being caught be an entirely other force. Imagine jumping from the floor, turning upside-down, and landing your feet on the cieling. Frickin' sweet.
Edit: I'm gonna make a diagram.. I'm getting myself all excited just thinking about it.
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Posted by parakeet on Tue Jun 5th at 1:34am 2007
It would take some really slick coding, but definitely could be done
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Posted by mazemaster on Tue Jun 5th at 10:28am 2007
I think it would be better to do the calculation by the position of the feet instead of the center of mass though - with the surface nearest to the center of mass, it could be really problematic for rooms with short ceilings, or angled paths that cross closely - all of a sudden you are pulled to the "wrong" surface.
Bewbies idea of a brush that defines where gravity is applied is a cool idea as well, but I am afraid that it might become very tedious mapping-wise to make all the gravity brush volumes.
Posted by Junkyard God on Tue Jun 5th at 10:47am 2007
Now we don't have to worry about triangle terrain in hl1 we can just go do other anoying and frustrating jobs eh
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Posted by wil5on on Tue Jun 5th at 1:23pm 2007
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Posted by Junkyard God on Wed Jun 6th at 7:19pm 2007
Portal has the views going correctly etc. I'm sure its possible to adjust the gravity and physics settings to make it work.
One prblem though... what if someone shoots a prop barrel or whatever at someone else?
what way would debris fall of a plank that breaks?
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Posted by Stadric on Wed Jun 6th at 10:12pm 2007
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Posted by wil5on on Thu Jun 7th at 12:12pm 2007
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Posted by Junkyard God on Fri Jun 8th at 8:24am 2007
You could probarbly code the physics correctly but you'd need some skilled coding monkey
I think we should see if there's people actually interesting in working on a mod like this? if we all put our hands together we might be able to find a coder willing to sacrifice 6 months of studying physics for the project
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Posted by BlisTer on Fri Jun 8th at 9:17am 2007
Posted by Junkyard God on Fri Jun 8th at 11:15am 2007
But I think we might be able to score one if we'd make this a community project or something alike.
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Posted by parakeet on Fri Jun 8th at 2:21pm 2007
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Posted by Junkyard God on Fri Jun 8th at 2:34pm 2007
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Posted by Stadric on Fri Jun 8th at 6:50pm 2007
T(torque, not the period) = F/r
g=G(m1)(m2)/d2, G = 6.67*10^-11 (m3)/kg(s2)
And that's all you need to know!
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Posted by mazemaster on Fri Jun 8th at 7:31pm 2007
I can code, but physics aint my stuff
Hey perfect. My physics/math is great, but my c++ isnt up to par.
Posted by Junkyard God on Fri Jun 8th at 7:48pm 2007
T(torque, not the period) = F/r
g=G(m1)(m2)/d2, G = 6.67*10^-11 (m3)/kg(s2)
And that's all you need to know!
I'm s**t at math so it seems. that makes verry little sense to me
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Posted by Stadric on Sat Jun 9th at 1:10am 2007
I can't remember the units for Torque, maybe Mazemaster does, but
Torque is Force over the radius which the object is rotating with.
and the force of gravitational attraction between to objects is the universal gravity constant (6.67*10^-11 cubic meters per kilogram seconds squared) times the mass of the first object, times the mass of the second object, divided by the distance between the two objects squared.
Don't blame me, blame Newton.
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Posted by wil5on on Sat Jun 9th at 2:22am 2007
Units for torque are newton-metres, you can figure it out from the equation.
My coding and physics are fairly good, but I dont have any time to do something like this with. I'll advise if neccessary though. Good luck!
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