[hlcoders] physics shadow?
Can someone explain this one to me? In VPhysicsShadowUpdate() I just took all the traces ie util_traceline, util_traceentity, etc and changed the MASK_PLAYERSOLID to use PhysicsSolidMaskForEntity() except I used some ifdefs so I remember that the code was modified by our mod when it comes time to merge new code that affected this file for instance. Chris What is PhysicsShadow? For some reason I imagine shadows doing physical collision tests and that sort of stuff, which makes no sense. Can someone put this into some context please? Thanks ~M ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] physics shadow?
The physics shadows are basically a physics object that follows an entity that doesn't move with vphysics, ie: an npc, or the player, and provides collision with physics objects, and has callbacks to notify the entity it's following that it just collided with something else that is vphysics (or another shadow) -Tony -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Michael Chang Sent: October-02-08 11:59 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] physics shadow? Can someone explain this one to me? In VPhysicsShadowUpdate() I just took all the traces ie util_traceline, util_traceentity, etc and changed the MASK_PLAYERSOLID to use PhysicsSolidMaskForEntity() except I used some ifdefs so I remember that the code was modified by our mod when it comes time to merge new code that affected this file for instance. Chris What is PhysicsShadow? For some reason I imagine shadows doing physical collision tests and that sort of stuff, which makes no sense. Can someone put this into some context please? Thanks ~M ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] physics shadow
Awesome! Thanks for the info. I only need to adjust the other one then; 50 is fine for the impulse. -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com -Original Message- From: Jay Stelly [mailto:[EMAIL PROTECTED] Sent: June 30, 2006 1:56 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] physics shadow These limits apply to the impulses a player can exert through his contact points. The mass limit is the limit at which the player controller stops pushing through the contact. So with the code below the player will not push against the contact normal with any object 350kg. The speed limit actually controls the impulse you can apply but limiting the velocity again through the contact. So the player won't be able to apply an impulse greater than (50 * playermass) against the contact normal of any contact. There is also a general speed limit that controls the overall velocity. So these limits explicitly deal with contacts. The basic idea is to allow the player to accelerate to max velocity quickly without giving the player the ability to push really massive objects out of his way as a result. Without the extra term increasing the acceleration rate increases the mass a player can push. Jay ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] physics shadow
Anyone know what these affect yet? I'm trying to do something with the players shadow, to make it function a little differently, but still retain the same basic functionality, but I cant figure out exactly what these do. Valve? m_pPhysicsController-SetPushMassLimit( 350.0f ); m_pPhysicsController-SetPushSpeedLimit( 50.0f ); -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] physics shadow
Shot an email to Wrayth, he had a very complex looking yet easy to programm player shadow in a few builds ago, untill we worked out that the 'gorden' model in sp has no animations. Adam --- Tony \omega\ Sergi [EMAIL PROTECTED] wrote: Anyone know what these affect yet? I'm trying to do something with the players shadow, to make it function a little differently, but still retain the same basic functionality, but I cant figure out exactly what these do. Valve? m_pPhysicsController-SetPushMassLimit( 350.0f ); m_pPhysicsController-SetPushSpeedLimit( 50.0f ); -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] physics shadow
On Thursday 29 June 2006 8:51 pm, Tony omega Sergi wrote: m_pPhysicsController-SetPushMassLimit( 350.0f ); m_pPhysicsController-SetPushSpeedLimit( 50.0f ); Limits the mass of objects which the player's shadow controller can push, and the maximum speed to push it away with, I would think. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] physics shadow
These limits apply to the impulses a player can exert through his contact points. The mass limit is the limit at which the player controller stops pushing through the contact. So with the code below the player will not push against the contact normal with any object 350kg. The speed limit actually controls the impulse you can apply but limiting the velocity again through the contact. So the player won't be able to apply an impulse greater than (50 * playermass) against the contact normal of any contact. There is also a general speed limit that controls the overall velocity. So these limits explicitly deal with contacts. The basic idea is to allow the player to accelerate to max velocity quickly without giving the player the ability to push really massive objects out of his way as a result. Without the extra term increasing the acceleration rate increases the mass a player can push. Jay -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu Sent: Thursday, June 29, 2006 9:26 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] physics shadow On Thursday 29 June 2006 8:51 pm, Tony omega Sergi wrote: m_pPhysicsController-SetPushMassLimit( 350.0f ); m_pPhysicsController-SetPushSpeedLimit( 50.0f ); Limits the mass of objects which the player's shadow controller can push, and the maximum speed to push it away with, I would think. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders