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Topic: HL2 Level Design: Physics |
| Eddie_N |
General Member Since: Sep 5, 2004 Posts: 22 Last: May 4, 2006 [view latest posts] |
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Category: HL2 Mapping Posted: Thursday, Nov. 18, 2004 03:30 pm |
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Ok so we all LOVED the trailer where they demonstrated the barrels falling over the pillars and stuff balbabla and now you REALLY want to make your OWN barrels that fall/react according to real life physics? Well, after playing around with the editor a little bit, i came to the little interesting entity called 'prop_physics'. This entity is important for brushes that you want to add real life physics to.
Okay, so say you want to make a barrel that will fall and roll around and stuff -like in real life. First off, do not make a brush that will represent the barrel because when you then attempt to tie it to an entity, 'prop_physics' will not be available, and we need that entity for the barrel in order for it to move the way we want it to.
1. So, make a new entity
2. and Right click it > Properties.
3. Make the entity a 'prop_physics'
4. and then click on 'World Model'.
5. Choose the models/props_c17/oildrum001.mdl as the model of the entity, and click apply.
This SHOULD work (havent compiled and tried yet) and I have checked with other example maps for the other paramenters of the entity, but they are all on default except the world model, so things should be fine. Go ahead and try!
>>*** Updated/corrected info will be appreciated!<<*** |
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Category: HL2 Mapping Posted: Thursday, Nov. 18, 2004 04:12 pm |
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Make sure you pay attention to both the game type you are playing, and what entities you put into a map.
For example, if you are making a Counter-Strike map, you do not want to go crazy on the physics props. And even then, if you are putting in some debris to just be kicked around, there is a more bandwidth/engine efficient way to go.
When you are entering a new entity, make it of the type prop_physics_multiplayer; the calculations aren't as precise, and the memory requirements for it to be used in the map are less than the standard prop_physics.
The method you described will/does work, as I've tried making several maps for Counter-Strike: Source -- essentially most of the techniques used for making it's maps will be similar or the same to making them for Half-Life 2. |
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| Eddie_N |
General Member Since: Sep 5, 2004 Posts: 22 Last: May 4, 2006 [view latest posts] |
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Category: HL2 Mapping Posted: Thursday, Nov. 18, 2004 04:41 pm |
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Including a lot of the heavy physics is expensive:
both in terms of calculations, and bandwidth. That is because the physics of the objects need to be synchronized between the server and the clients.
Anyway, all that aside, think of it this way:
if your map is going to be singleplayer only, then you can add in all sorts of physics entities, brushes, etc.
if your map is going to be multiplayer, be more sparing with the physics objects you place, and if possible, use the 'less precise' prop_physics_multiplayer, since it doesn't cost as much in terms of performance as the regular prop_physics. |
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| Eddie_N |
General Member Since: Sep 5, 2004 Posts: 22 Last: May 4, 2006 [view latest posts] |
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Category: HL2 Mapping Posted: Thursday, Nov. 18, 2004 05:54 pm |
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I tell ya what, here's a link:
Snarkpit
That'll answer some questions.
But you can make brushes that have physics by making them a func_physbox; and if you give it prop data you'll be able to make it breakable.
Also, you can use func_breakables to respond or stop physics, that when destroyed, will allow ledges to fall and such. But make sure that you check a box under it's properties to NOT take physics damage, otherwise many platforms will destroy the supports through sheer weight. |
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| Eddie_N |
General Member Since: Sep 5, 2004 Posts: 22 Last: May 4, 2006 [view latest posts] |
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Category: HL2 Mapping Posted: Thursday, Nov. 18, 2004 06:07 pm |
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No problem -- I'm going to try and be active here, because I've really been waiting for this for a long time (Hammer 4); I really like the Source engine, and think I'll probably at least tinker around with the engine making silly/personal projects.
Here's something else to consider with the Source Engine/Hammer; when you make levels, just as with Quake, when you want to make areas that are enclosed inside one another, don't make a cube and then click the 'hollow' button. Rather, it's often cleaner and more precise, to manually place together four (or more) pieces together so that you have edges that aren't needlessly being drawn.
Also consider, much like Unreal Tournament, a major portion of what is now created in maps is done through models (or static meshes as you might be used to them) created in Max or XSI, etc. Blocks and brushes are great for large, basic geometry, or for things like bridges or walkways: for smaller details, though, it's best to browse through the available models (or make one yourself! :D) and use them for finishing touches/detail. |
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| Darkone |
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General Member Since: Dec 1, 2001 Posts: 156 Last: Jun 30, 2005 [view latest posts] |
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| twitch |
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General Member Since: Jun 15, 2002 Posts: 63 Last: Sep 3, 2006 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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