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Author Topic: Ragdolls...  (Read 1299 times)
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Wastelander
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« on: April 22, 2008, 02:50 AM »

To me somehow ragdolls are too fast,stiff and unnnatural, you should check out this mod: http://www.ut2004troopers.com/manual/
In that mod the only good(to me) are ragdolls which are behaving very well, i think you could implement those settings for joints with milkshape program, so you could remove that stiffines.
Not an issue but it would be nice to have that kind of ragdolls implemented in Gunreal.
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Dario
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« Reply #1 on: April 24, 2008, 09:23 PM »

Thanks for the heads-up. Smiley

I took the Troopers and Gunreal ragdolls for a spin, and compared them side-by-side (even recorded some video while I tested).

There are some physics adjustments we still need to make (example: plasma and several other types of fire push the ragdolls too hard, so they get launched when you make a kill) but Gunreal's speed, friction (which allows ragdolls to roll naturally), and weight seem a lot more realistic to me. In action, the Gunreal ragdolls behave extremely simlarly to Half-Life 2, minus the HL2's more rubbery feel (Gunreal ragdolls are more stiff, like you mentioned), and I also forced myself to watch a bunch of YouTube skate crash videos, to study the motion. It's not perfect yet, but give or take a few details, I think it's darn close!

Also, as for the Troopers ragdolls seeming more elastic and stretchy, they are built differently - we wouldn't be able to weld all the UT characters' joints to get that effect, but it wouldn't look good, either, because 75% of the bots have metal and other non-stretchy materials covering most of their moving joints. Wink

Here's a video with a couple recordings I did: (it plays at super speed, because I Frapped it too fast [45 fps] and my stupid video converter thinks it should play super fast)

<a href="http://www.deefrag.com/files/Temp/video/gunreal_ragdolls.swf" target="_blank">http://www.deefrag.com/files/Temp/video/gunreal_ragdolls.swf</a>
« Last Edit: April 24, 2008, 10:18 PM by Dario » Logged

(My site: Alphaila.com)
Wastelander
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« Reply #2 on: April 25, 2008, 03:13 AM »

No problem Dario(thats why the beta-testers exist:D), but maybe try to make just a little bit slower(to me it seems the gravitation on ragdolls are interacting to strong), but i guess that is because of the some weapons like you mentioned.
Something else came on my mind(i dont know if that can be done to ragdolls):when you shoot the bot with the link-gun, when it fell on a ground it is starting to contract(from the eletricity),now i am thinking maybe that sort of contracting you can implement to ragdoll to animate right after it is hit by a weapon(before the ragdolls start to animate), mayble some experimenting would be cool(since i am not sure it would be suitable for all the types of weapons),to produce that effect of body glitching from the pain...
For minigun,it would be cool to make a preanimation just like in UT99...(though i dont if its possible with ut2004 engine to mix preanimated moves with ragdolls, but i remmember that when i used ballistic weapons 2.1 in conjution with UberDeathmutator, there was a bug where the ragdolls stoped animating, and preanimation took its place...)
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potivn121
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« Reply #3 on: June 03, 2008, 10:48 PM »

that's a cool mod it makes it so dead body's dont slide around like butter in a hot pan :]
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if at first you dont succed
slit there throught then teabag them XD
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