Physics - Floating physboxes?
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Re: Physics - Floating physboxes?
Posted by aonomus on Mon Jan 10th at 10:58pm 2005


Normally a large (say 1000x500) physbox would crush you and be hard to move, is there a way to make a physbox float? (Not a prop)




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Re: Physics - Floating physboxes?
Posted by Bobv on Mon Jan 10th at 11:04pm 2005


float? like make it weightless? if you mean something else you can hang it up on ropes or somehting...

or are you talking about taking its mass way down?




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Re: Physics - Floating physboxes?
Posted by Rof on Tue Jan 11th at 12:58am 2005


If you mean float as on water, make it's material type to "wood, small" and it should do it.

If you mean float in the air, I don't think you can make it do that exactly, but you could try setting the Mass Scale to a very small number (0.000001 or something). (You can't set it to 0, as that's the same as setting it to 1).




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Re: Physics - Floating physboxes?
Posted by parakeet on Tue Jan 11th at 2:47am 2005


a clip tex with the filter set to the name of the phys object .
[addsig]




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Re: Physics - Floating physboxes?
Posted by mrated on Wed Jan 12th at 9:59am 2005


I haven't tried it but perhaps you could use the "ragdoll on a rope" method but set the rope's Start Fade Distance to be 1 or something so it's there but you can't see it. Would make the object appear to be hanging in the air.

If you meant floating, I'm not sure but I did have the opposite problem where my rocks were floating on water even though the Prop Data was set to stone.medium.





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Re: Physics - Floating physboxes?
Posted by RealEschaton on Wed Jan 12th at 10:23pm 2005


If you want it to hover in the air, you can set the "Start Asleep" flag under the physbox flags tab. You can activate it with an input from a func_trigger placed beneath it if you wish it to crush a player that passes beneath it. I believe objects that start asleep will be activated by being shot as well, this is how the paintings in the source version of cs_office are handled.

You could also use the "Motion Disabled" flag, with a similar triggering method. The difference between motion disabled and start asleep is that objects with their motion disabled will never move until motion is enabled, unless you also set the "Enable Motion on Physcannon Grab" flag.

If you just want to make it very light, you could follow Rof's suggestion and give it a very small Mass Scale value.





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Re: Physics - Floating physboxes?
Posted by [M.O]_VaSh on Thu Jan 13th at 3:23am 2005


I just put a thin layer of func_breakable glass under a large box i wanted to crush people and had it break when a player stepped through a trigger.

[addsig]




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Re: Physics - Floating physboxes?
Posted by aonomus on Thu Jan 13th at 9:11pm 2005


What I meant was something like a boat where if it had too much weight or force applied it would sink, and it could be pushed and pulled around by explosions or other things




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Re: Physics - Floating physboxes?
Posted by RealEschaton on Thu Jan 13th at 9:23pm 2005


I don't think it would be possible at this point to make a boat that would be dry inside, due to the way water is handled in the source engine. However, by making a physbox out of wood (again, this is as Rof suggested already) you can make it float on water. Just choose one of the wood options from the "Prop Data" property. I'm not sure if setting "Material Type" to wood will do the same thing, but it seems likely.



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Re: Physics - Floating physboxes?
Posted by Jubei on Thu Jan 20th at 1:59pm 2005


if you're after making a ship of some sort you'll have to pay attention to the hull shape, i made one the other day...tipped and all that shyt so i hunted down some pics on google n found a hull shape that worked, might acctually be common knowledge and i was bein thick as fook, but it works now, make the hull more rounded and wide, if you are making a ship, keep the polys down cos it lags, i'm working on making the actual ship a sort of funcbrush non clip model parented to a playerclip "simplified" physbox model of the ship cos atm its still a bit laggy, althought i've toned it down a bit by parenting funcbrush and telling it not to clip, and making playerclip boxes to block it off. ne ways it works i'll post a screenshot when i get back from college. ne ways look for some pics of hulls from galleons n stuff n model em on that, s'how i got my ship to work. also stairs are a ball ache to run up when ships swaying n tipping n stuff, best to make a playerclip wedge or somert n set the brush for the stairs as noclip n parent as needed sorta thing. ne ways soz if what i've wrotes all garbbled i'm kinda in a rush gotta get back to lecture






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