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Newton physics in Q2!
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Topic: Newton physics in Q2! (Read 6568 times)
peewee_RotA
Brobdingnagian Member
Posts: 4152
Hi, I'm from the gov'ment and I'm here to help you
Rated:
Re: Newton physics in Q2!
«
Reply #15 on:
March 17, 2009, 06:52:34 AM »
Quote from: [BTF] Reflex on March 17, 2009, 04:52:24 AM
that the one that shoots 'bubbles' ? sounds familiar
Lol it only uses the TE_BUBBLETRAIL effect because at the time the gray particles look like wind. I've used the grenade smoke trail before for similar effects. Some newer engines like EGL replace the gray particles with the existing bubble sprite that sits unused in the released pak files.
(I've used this bubble in Megaq2 in a pretty cool way
)
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GOTO ROTAMODS (rocketgib)
GOTO ROTAMAPS (fireworks)
HappyFriar- q2server.fuzzylogicinc.com
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m4$73r j14u
Sr. Member
Posts: 317
Rated:
Re: Newton physics in Q2!
«
Reply #16 on:
March 18, 2009, 04:22:58 AM »
Does it work with all the custom models aswell ???
Else it would be a huge loss for hundreds of model loving q2 players-!
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Paril
Jr. Member
Posts: 89
Rated:
Re: Newton physics in Q2!
«
Reply #17 on:
March 26, 2009, 11:19:28 PM »
Yes, thank you for the obvious JD. I managed to finally get a working "bspmesh" with a converted map (just for face purposes, I didn't feel like writing anything to fix up the fact that Quake2 would store the vertices/faces in relation to the texture scale and such) and integrated the converter into EGL. When I get time I'll move it to it's own format.
As of now work is slowly moving, I've contacted a person that works with Newton for help on fixing the angle issues. One person suggested because Newton works in meters, a 26 cubed box would throw off the calculations, but I highly doubt that's the case. The Newtontechy is gearing towards the relative offset matrix being the issue.
If this ever makes it into a generic mod on it's own, players will be "physicsed" by a tall spheroid, which seems to be the norm in Newton simulations, so yes, it will technically work with all player models. Custom models for weapons and such, however, are a whole different issue, because the md2mesh format is server-side; that is, the server's compiled "models" will be used as the basis for calculations. However, for these purposes, this mod will be released with all original Quake2 model shapes compiled as meshes, for those who don't have their hands on the required tools to do so.
Anyone who wants to make a "playground" map for this can do so, it would be greatly appreciated. My custom made playground consists of an indoor area with stairs, a small piping system and a circular staircase (for testing ragdolls). All I've gotten working so far was boxes, spheres and cylinders; there are definitely more to come!
-Paril
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Newton physics in Q2!
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