Moderators: Nexuiz Moderators, Moderators

Morphed wrote:you cant use twig for ragdolls, dont even research that area
best would be to add some free physics engine to dp, as addon (idk, maybe dll/so ), as you know darplaces is under gpl license, and most free physics engines are not compatible (only ode/bullet), but making physics addon that is not needed to run engine would not break gpl terms afaik ianal
The best you can really hope for is rigid-body physics at death (the new Sven Coop incorporates this rather well). Ragdoll would be impossible without individual control of limbs, which the current Nexuiz model format does not support.

[-z-] wrote:Impossible isn't the right word because we've already seen it done in Darkplaces... it was just far from an optimal solution.
Morphed wrote:The best you can really hope for is rigid-body physics at death (the new Sven Coop incorporates this rather well). Ragdoll would be impossible without individual control of limbs, which the current Nexuiz model format does not support.
im not sure if its models fault, its skeletal model format, so maybe only engine doesn't support it
that reminds me that we don't have control over individual limbs. Mizu Kitsune if you could add option to rotate bone and don't break animation from quakec, it would be much more cool than ragdolls, we could have up/down aim animation , and procedural shot/pain animations (no more sliding when shoting mg)
Mizu Kitsune wrote:i would first make 1 combined ref.smd then a seperate ref for each limb and the animation of each limb seperate from each other. this would also allow skin mods ingame like morphing leg and arm size, and would be easier to ragdoll.
Mizu Kitsune wrote:thats sorta what i had in mind, though better. that might work. but, how would we render the indivisual triangles for it?
tundramagi wrote:Mizu Kitsune wrote:i would first make 1 combined ref.smd then a seperate ref for each limb and the animation of each limb seperate from each other. this would also allow skin mods ingame like morphing leg and arm size, and would be easier to ragdoll.
Yea but no one else will do that.
Could we have a way to seperate a model into pieces along vertex rings?
IE: if the bullets go through area X, area X+ seperates from area X- and the triangles that don't exist between the 2 are created by the engine and then textured using the gib (bloody) texture?
If that could be done then players and bots could even be sliced into diced cubes (kinda) by laser grids.
Mizu Kitsune wrote:thats a good point. blood particles can be spawned at predefined ref point, and i believe maya has a ragdoll smd export for css, maybe that can be incorporated.
Mizu Kitsune wrote:its sending what drawn to the video card, i.e. the models, maps, and bitmaps. the qc and models would be in the next releases dataxxx.pk3 file.
Mizu Kitsune wrote:i can make the water splash with qc, but then lots of code to make things splash differently.
Mizu Kitsune wrote:i know it is possible with md3 because you can set the variables in mesh.qc, not sure about .zym but defs.qc effects.qc and either misc.qc or something like ragdoll.qc need to be done first.
tZork wrote:Nut sure if what your talking abt is segmented models, if so you could cut the mesh in X pieces and attach them by bones (dpm, zym) or tags (md3). The wired part would be to get normal animation to work then (algorithmic? reference skelly?). Also, it would need to be client side to not rape bandwidth.
The sane way would of course be to handle it by extending the engine so expose bone control to quakec, add multianimns and so on. but there seem to be noone willing or able to do this atm.
tZork wrote:Nut sure if what your talking abt is segmented models, if so you could cut the mesh in X pieces and attach them by bones (dpm, zym) or tags (md3). The wired part would be to get normal animation to work then (algorithmic? reference skelly?). Also, it would need to be client side to not rape bandwidth.
The sane way would of course be to handle it by extending the engine so expose bone control to quakec, add multianimns and so on. but there seem to be noone willing or able to do this atm.
Return to Nexuiz - Development