Re: physbox weight
Posted by omegaslayer on
Tue Feb 15th 2005 at 7:37pm
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Try messing with the lenght constraint sysyem they have.
Re: physbox weight
Posted by Sp3ctre on
Tue Feb 15th 2005 at 10:21pm
Posted
2005-02-15 10:21pm
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what aboud making them simple func_door_rotating? every blind with the same name so they're triggered together.
btw maybe i didn't understand your problem right. I assume they must rotate together and completely cover the window when closed
Re: physbox weight
Posted by RadiKal on
Tue Feb 15th 2005 at 11:18pm
Posted
2005-02-15 11:18pm
RadiKal
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i don't think a func_door_rotating will work... I want the blinds to simply sway naturally...so if you bump them or shoot them they'll move, not so that on "+use" they do some sort of lifting, sorry.
with the hinges they sway perfectly, the blinds just "weight too much"... and it looks like they're sagging with spaces between each section.
Re: physbox weight
Posted by LIVEWIRE898 on
Tue Feb 15th 2005 at 11:58pm
Posted
2005-02-15 11:58pm
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Try using a length constraint on the blinds...but use only one and make sure that all your func_ physbox have the same name and instead of using entity 1 and entity 2 in the length contraint just use entity 1 then in the side profile in the map drag the little round thing in the middle of the length contraint to the desired spacing between ONE of the blinds. (READ THE TIRE SWING TUTORIAL ON THE SITE TO GET A BETTER IDEA OF WHAT I AM TALKING ABOUT FOR THE LENGTH CONTRAINT)
The problem doing that though is that you might not be able to open and close the blinds.... if you dont care if they open then hopefully that will work out for ya
Re: physbox weight
Posted by RadiKal on
Wed Feb 16th 2005 at 3:12am
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i think the problem with that is i don't want them to just rotate individually, but rather move fluidly as if there was one rope tying them all together.
Re: physbox weight
Posted by French Toast on
Wed Feb 16th 2005 at 3:26am
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Why don't you try evertyhing on this thread and see what works, fooling around and using trial and error is usually the easiest way instead of sitting still until someone gives you the answer. If you just dick around you can learn different things about the editor as well.
Re: physbox weight
Posted by RadiKal on
Wed Feb 16th 2005 at 3:52am
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well i'vebeen working on this problem for 2 weeks now while snarkpit was down.... i tried length constraints, normal constraints, the hinges, even phys_thrusters to hold em up... i'm just askin for suggestions because i just might havfe done something incorrectly or in a different way
Re: physbox weight
Posted by Sp3ctre on
Wed Feb 16th 2005 at 1:29pm
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ah ok. maybe they oppose too much resistance because are all tied together or are affected by a kind of friction.
But i never seen similar blinds. I think they can only be rotated by
rotating that vertical stick on the side, or pulling a little rope
Re: physbox weight
Posted by grippY on
Thu Feb 17th 2005 at 12:02am
Posted
2005-02-17 12:02am
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He's not trying to get the blinds to move on a track, or rotate around using the stick on the side. He's trying to get the blinds to hang realistically so that when shot or pushed they will sway and ripple like real blinds. He's having trouble getting each individual blind to stay together, right now there are unwanted gaps for unknown reasons. He wants to figure out why, and it looks like no one has ever tried this before so maybe no one will know how to do it.
Re: physbox weight
Posted by Myrk- on
Thu Feb 17th 2005 at 12:13am
Posted
2005-02-17 12:13am
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Should make a nice prefab when its sorted :biggrin:
Re: physbox weight
Posted by French Toast on
Thu Feb 17th 2005 at 3:48am
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Wow crap dude, that is messed up. I'm starting to think this is an unaswerable question. I have no ideas.
Nice pic though.
Re: physbox weight
Posted by zombie_computer on
Thu Feb 17th 2005 at 10:18am
Posted
2005-02-17 10:18am
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Feb 15th 2005
Location: Netherlands
you may want to try the constraint system manager entity. also, I guess
things like this really lag a map if they are for MP, so be cautious of
that
Re: physbox weight
Posted by Rof on
Thu Feb 17th 2005 at 4:29pm
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I wonder if setting a material type (e.g. wood.light) overrides the
"Mass Scale" parameter of the physbox. I know it does for some things
(like health).
You might try making the mass scale really small (0.0001 or something) on all the slats to see if that helps at all.
And I'd second the constrainmanager thing. I've had terrible problems
with physboxes that are acted on by multiple constraints, you get
things that propel themselves around in a juddering heap.