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Forum: All Forums : Valve's Source
Category: HL2 Mapping
Half-Life 2 Single Player, Deathmath, Orange Box, etc. mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: HL2 Level Design: Physics
Eddie_N
General Member
Since: Sep 5, 2004
Posts: 22
Last: May 4, 2006
[view latest posts]
Level 1
Category: HL2 Mapping
Posted: Thursday, Nov. 18, 2004 03:30 pm
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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N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Thursday, Nov. 18, 2004 04:12 pm
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]
Level 1
Category: HL2 Mapping
Posted: Thursday, Nov. 18, 2004 04:16 pm
I dont understand your statement "make sure you pay attention to what gametype you are playing". Could you please explain? Would it lag more on a DM map for ex. if you had lots of debris to kick around? or would it lag less?

Thanks
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N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Thursday, Nov. 18, 2004 04:41 pm
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]
Level 1
Category: HL2 Mapping
Posted: Thursday, Nov. 18, 2004 04:44 pm
aaahh Okay, now I get it =) Thanks for your input =) And another question, would you by any chance know how to make planks that break and act according to physics? Would I be using the same "less costy" entity or would i be using the func_breakable?

Thanks again
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N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Thursday, Nov. 18, 2004 05:54 pm
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]
Level 1
Category: HL2 Mapping
Posted: Thursday, Nov. 18, 2004 05:58 pm
Okay.. Thanks for the link, i appreciate it :) Thanks for your input as well. I think this thread will help alot of people even if it turned out you helped me in the end =) Thanks again!
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N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Thursday, Nov. 18, 2004 06:07 pm
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
General Member
Since: Dec 1, 2001
Posts: 156
Last: Jun 30, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Thursday, Nov. 18, 2004 08:46 pm
Killer, i had just said in another post how Hammer seems as its 1/2 Radiant 1/2 UT Editor.

ill be messing with this game for quite some time.
But it needs CTF!!!
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twitch
General Member
Since: Jun 15, 2002
Posts: 63
Last: Sep 3, 2006
[view latest posts]
Level 3
Category: HL2 Mapping
Posted: Monday, Nov. 22, 2004 04:19 pm
The mappers that can also make the models or have the time to make the models will stand out above the rest. Unfortunately I will not put that much time into making models.
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