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Author Topic: Ragdoll Code for Agrunt and Gargantua  (Read 4165 times)

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flynia

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Ragdoll Code for Agrunt and Gargantua
« on: September 28, 2005, 02:03:17 AM »

Hey All

I'm looking for the Ragdoll code, phymodel.smd and the ragdoll.smd for the Agrunt and Gargantua

Does anybody out their have this code and files that they can post for me.

Cheers flynia
« Last Edit: September 28, 2005, 02:05:36 AM by flynia »
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Frraksurred

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Re: Ragdoll Code for Agrunt and Gargantua
« Reply #1 on: September 28, 2005, 02:58:40 AM »

Garg does not need ragdoll, because you never see him die (he just explodes).

Agrunt's ragdoll should be in his .qc.  It was working last I shot him.  ;D
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HoHSilent

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Re: Ragdoll Code for Agrunt and Gargantua
« Reply #2 on: September 28, 2005, 03:03:35 AM »

even tho a garg rag would be sexy, since that isnt a feasible thing (spelling ?) well a plausible thing, i think u should elaborate the death thing, that original explosion seemed like a really lame implosion, so i like the idea of an implosion, but scale it up. like it seemed that only 1 part of the body was imploding, make the wholething like warp (i think it did this in like op4) and stretch like a timezone strider continuum thing, and then a massive, SCRIPTED, explosion.
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Frraksurred

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Re: Ragdoll Code for Agrunt and Gargantua
« Reply #3 on: September 28, 2005, 03:06:40 AM »

even tho a garg rag would be sexy, since that isnt a feasible thing (spelling ?) well a plausible thing, i think u should elaborate the death thing, that original explosion seemed like a really lame implosion, so i like the idea of an implosion, but scale it up. like it seemed that only 1 part of the body was imploding, make the wholething like warp (i think it did this in like op4) and stretch like a timezone strider continuum thing, and then a massive, SCRIPTED, explosion.

I like the way you think.  However this is only a model / texture replacement pack, we are not doing any re-scripting. 

Sorry dude.
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flynia

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Re: Ragdoll Code for Agrunt and Gargantua
« Reply #4 on: September 28, 2005, 03:41:29 AM »

Ok well thats a bugger :(

I don't actually have the code for the Agrunt... If someone has it can they post it for me as i dont have it in any shape or form :(

I'll also need the phymodel.smd and ragdoll.smd as well

Cheers flynia
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Frraksurred

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Re: Ragdoll Code for Agrunt and Gargantua
« Reply #5 on: September 28, 2005, 05:57:45 AM »

Ok well thats a bugger :(

I don't actually have the code for the Agrunt... If someone has it can they post it for me as i dont have it in any shape or form :(

I'll also need the phymodel.smd and ragdoll.smd as well

You don't have the agrunt model that was in the pack I linked to in Team Talk?  All you should have to do is decompile that agrunt.mdl in the model folder and copy the "$collisionjoints" section.  Here wait a sec...

K, I did it for you.  ;D  Add this to the end of your .qc:

$collisionjoints "phymodel.smd" {

   $mass 115.0
   $inertia 2.00
   $damping 0.01
   $rotdamping 0.40
   $rootbone "bip01 pelvis"
   $jointmerge "Bip01 Pelvis" "Bip01"
   $jointmerge "Bip01 Pelvis" "Bip01 Spine"

   $jointconstrain "bip01 spine1" x limit -48.00 48.00 0.20
   $jointconstrain "bip01 spine1" y limit -25.00 25.00 0.20
   $jointconstrain "bip01 spine1" z limit -25.00 50.00 0.20

   $jointconstrain "bip01 spine3" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 spine3" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 spine3" z limit 0.00 0.00 0.00

   $jointconstrain "bip01 r arm1" x limit -1.00 1.00 0.20
   $jointconstrain "bip01 r arm1" y limit -19.00 102.00 0.20
   $jointconstrain "bip01 r arm1" z limit -93.00 30.00 0.20

   $jointconstrain "bone07" x limit 0.00 0.00 0.00
   $jointconstrain "bone07" y limit 0.00 0.00 0.00
   $jointconstrain "bone07" z limit 0.00 0.00 0.00

   $jointmassbias "bip01 r arm2" 2.00
   $jointconstrain "bip01 r arm2" x limit 0.00 0.00 0.20
   $jointconstrain "bip01 r arm2" y limit 0.00 0.00 0.20
   $jointconstrain "bip01 r arm2" z limit -120.00 4.00 0.20

   $jointconstrain "bip01 l arm1" x limit -1.00 1.00 0.20
   $jointconstrain "bip01 l arm1" y limit -102.00 19.00 0.20
   $jointconstrain "bip01 l arm1" z limit -93.00 30.00 0.20

   $jointmassbias "bip01 l arm2" 2.00
   $jointconstrain "bip01 l arm2" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 l arm2" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 l arm2" z limit -120.00 4.00 0.20

   $jointconstrain "bone33" x limit 0.00 0.00 0.00
   $jointconstrain "bone33" y limit 0.00 0.00 0.00
   $jointconstrain "bone33" z limit 0.00 0.00 0.00

   $jointrotdamping "bip01 head" 5.00
   $jointconstrain "bip01 head" x limit -20.00 20.00 0.00
   $jointconstrain "bip01 head" y limit -25.00 25.00 0.04
   $jointconstrain "bip01 head" z limit -13.00 30.00 0.04

   $jointmassbias "bip01 r hand" 4.00
   $jointconstrain "bip01 r hand" x limit -3.00 3.00 0.20
   $jointconstrain "bip01 r hand" y limit -30.00 30.00 0.20
   $jointconstrain "bip01 r hand" z limit -57.00 70.00 0.20

   $jointconstrain "bone08" x limit 0.00 0.00 0.00
   $jointconstrain "bone08" y limit 0.00 0.00 0.00
   $jointconstrain "bone08" z limit 0.00 0.00 0.00

   $jointconstrain "bip01 r leg" x limit -25.00 20.00 0.00
   $jointconstrain "bip01 r leg" y limit -40.00 20.00 0.04
   $jointconstrain "bip01 r leg" z limit -37.00 63.00 0.04

   $jointconstrain "bip01 r leg1" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 r leg1" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 r leg1" z limit -95.00 4.00 0.04

   $jointconstrain "bone09" x limit 0.00 0.00 0.00
   $jointconstrain "bone09" y limit 0.00 0.00 0.00
   $jointconstrain "bone09" z limit 0.00 0.00 0.00

   $jointconstrain "bip01 l leg" x limit -25.00 20.00 0.00
   $jointconstrain "bip01 l leg" y limit -20.00 40.00 0.04
   $jointconstrain "bip01 l leg" z limit -37.00 63.00 0.04

   $jointconstrain "bip01 l leg1" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 l leg1" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 l leg1" z limit -95.00 4.00 0.04

   $jointconstrain "bip01 l foot" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 l foot" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 l foot" z limit -15.00 35.00 0.04

   $jointconstrain "bip01 r foot" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 r foot" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 r foot" z limit -15.00 35.00 0.04
}


..and here are the "ragdoll.smd" and "phymodel.smd"

[File not found]
« Last Edit: September 28, 2005, 05:59:17 AM by Frraksurred »
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HoHSilent

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Re: Ragdoll Code for Agrunt and Gargantua
« Reply #6 on: September 28, 2005, 07:44:26 PM »

see this is why i am only good as a beta, anything technical or creation-al is like to much for me:

after reading that code i melted and am now a puddle.
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Anakite

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Re: Ragdoll Code for Agrunt and Gargantua
« Reply #7 on: September 28, 2005, 09:43:55 PM »

Most of it was just limiting the movement of different limbs. Right?
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Frraksurred

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Re: Ragdoll Code for Agrunt and Gargantua
« Reply #8 on: September 29, 2005, 01:35:28 AM »

see this is why i am only good as a beta, anything technical or creation-al is like to much for me:

after reading that code i melted and am now a puddle.

LOL.  Don't worry, it doesn't understand most of it either.  I just know what it's affects ingame are.  ;D

--

Most of it was just limiting the movement of different limbs. Right?

Correct.  It gives the bones weight, mass and movement parameters so the physics engine has some thing to calculate the models movement in relation to gravity once in ragdoll.

Btw, I copied this out of a working agrunt's .qc.  If I had to load the model into MS3D and assign the bones myself, I'd end up running to Sgt Wilko, Barneyinblue or Romka crying like a baby for help.  ;)
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flynia

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Re: Ragdoll Code for Agrunt and Gargantua
« Reply #9 on: September 29, 2005, 01:49:35 AM »

I'd be down on all fours making *goo goo ga ga noises* as well!

Cheers flynia
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