walk through displacements

walk through displacements

Re: walk through displacements Posted by LIVEWIRE898 on Tue Dec 21st 2004 at 2:55am
LIVEWIRE898
32 posts
Posted 2004-12-21 2:55am
32 posts 13 snarkmarks Registered: Nov 27th 2004 Occupation: Architectural Tech Location: Canada
I am trying to make a pile of leaves that you can walk through to make it a bit more realistic (plus want to hid something fun inside the pile.

I am currently using a displacement to make it actually look like a pile but I cant figure out how to make it so you can just walk through this hump of leaves.

Anyone have an idea?
Re: walk through displacements Posted by SaintGreg on Tue Dec 21st 2004 at 3:01am
SaintGreg
212 posts
Posted 2004-12-21 3:01am
212 posts 51 snarkmarks Registered: Dec 3rd 2004
I believe you can make your displacement surface into an entity like a
func_illusionary or a func_brush with property never solid, hammer lets you do it, whether or not it works ingame
I don't know. As long as it is small enough so when you duck your
view doesn't go inside the pile.
Re: walk through displacements Posted by Raeth on Tue Dec 21st 2004 at 3:14am
Raeth
62 posts
Posted 2004-12-21 3:14am
Raeth
member
62 posts 16 snarkmarks Registered: Nov 24th 2004 Location: USA
Displacement surfaces can't be tied to entites. The only way you
could achieve this effect is to make brush-based (triangle) terrain and
then tie the whole thing to a func_brush set to non-solid (or a
func_illusionary).
Re: walk through displacements Posted by Tracer Bullet on Tue Dec 21st 2004 at 4:16am
Tracer Bullet
2271 posts
Posted 2004-12-21 4:16am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Just as a side note, if you'd ever experienced them, you'd know you can't actually walk through piles of leaves. :razz:

And yeah. Go for triangle terrain. check out the HL1 Tutorials and you'll find ReNo's excelent articles on the subject.
Re: walk through displacements Posted by LIVEWIRE898 on Tue Dec 21st 2004 at 4:45am
LIVEWIRE898
32 posts
Posted 2004-12-21 4:45am
32 posts 13 snarkmarks Registered: Nov 27th 2004 Occupation: Architectural Tech Location: Canada
Well if you drag your legs you can walk through them.... but thats besides the point... it what I want to HIDE in the piles of leaves thats important!!!

But thanks for the input!!!
Re: walk through displacements Posted by synax on Tue Dec 21st 2004 at 1:41pm
synax
16 posts
Posted 2004-12-21 1:41pm
synax
member
16 posts 2 snarkmarks Registered: Dec 16th 2004
Well, if you wanted to be really daring, I'm sure there's some way you
could make a leaf model or sprite and then just pile them up.

It seems theoretically feasible to be able to make a leaf model and then use a prop_physics entity so they can be pushed around.
Re: walk through displacements Posted by Raeth on Tue Dec 21st 2004 at 6:58pm
Raeth
62 posts
Posted 2004-12-21 6:58pm
Raeth
member
62 posts 16 snarkmarks Registered: Nov 24th 2004 Location: USA
Well, if you wanted to be really daring, I'm sure there's some
way you could make a leaf model or sprite and then just pile them up.

It
seems theoretically feasible to be able to make a leaf model and then
use a prop_physics entity so they can be pushed around.
And that will work just as soon as we all have quantum computers with
T1 lines to handle the processing and network traffic that a thousand
or so leaves colliding with one another would generate. Not to
mention that the collisions would look awful unless non-rigid body
simulation were used, which is much more complicated.
Re: walk through displacements Posted by synax on Tue Dec 21st 2004 at 8:40pm
synax
16 posts
Posted 2004-12-21 8:40pm
synax
member
16 posts 2 snarkmarks Registered: Dec 16th 2004
No one said anything about collisions. Sure, when you walk through the
leaves they should scatter, but beyond that all that's needed is for
them to flutter around a bit and float back down to the ground. There's
no need to calculate each leaf's collision with every other object in
the game. I imagine a pretty nice effect can be (and probably already
has been) achieved by simply having the leaves react to someone walking
though them - they're particles not unlike dust which has already been
implemented in the Source engine.

It may be too much to make each leaf a prop_physics, but I don't know what the Source engine is capable of.
Re: walk through displacements Posted by SaintGreg on Wed Dec 22nd 2004 at 3:19am
SaintGreg
212 posts
Posted 2004-12-22 3:19am
212 posts 51 snarkmarks Registered: Dec 3rd 2004
If you want the leaves to react to someone walking through them they
will at least need collision detection for you, and presumably the
ground and other solid objects. Collisions on particles in mass
numbers will kill the cpu. You can make some very pretty falling
leaves, that flutter around, as long as they can start from a pinpoint
and be able to float through the ground :razz: .

The smoke grenades in CS:S have collision detection on them, they go
through windows but not walls (at least they appearred not to when I
tested them out a few times). I'd be interested in seeing how
many particles a single smoke grenade uses.

At the very least at least if you made it a prop_physics_clientside you would only need quantum computers, NOT T1's :smile:
Re: walk through displacements Posted by Nickelplate on Wed Dec 22nd 2004 at 6:17am
Nickelplate
2770 posts
Posted 2004-12-22 6:17am
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
make a displacement surface with the nodraw texture. then just make it stick out of the ground like you want it to. then cover it all over with the LEAVES decal.