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Author Topic: ModDb Entry  (Read 45465 times)

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Ikari025

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Re: ModDb Entry
« Reply #105 on: January 07, 2008, 02:54:34 AM »

Quick question. Does HL:E use actual ragdoll or just ragdoll animations?
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Matt

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Re: ModDb Entry
« Reply #106 on: January 07, 2008, 02:47:27 PM »

Actual ragdoll
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Gluehead

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Re: ModDb Entry
« Reply #107 on: April 23, 2008, 05:26:34 AM »

What the hell are ragdoll animations? Its either ragdoll or it isn't :P
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User with the dancing badger

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Re: ModDb Entry
« Reply #108 on: April 23, 2008, 03:53:22 PM »

Ragdoll animations are where real ragdols are used during the animation process, then these are "re-played" during the game.
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Gluehead

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Re: ModDb Entry
« Reply #109 on: April 24, 2008, 04:46:12 PM »

Yeah ok but you couldn't tell them apart from any animation that had been done properly, for all you know Valve could have used ragdoll you animate the original models. In fact it would be  a step back from the originals if they were just ragdoll animated because you would lose the cinematic touches like barney holding his guts in etc. Which reminds me I hope you put a LOT more gore in this mod, like it would be cool if when you gibbed someone, ragdoll animated guts would go flying through the air. Also I'd like to see proper dicaptation, and blowing someones head into chunks with the shotgun yeah  ;D
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DiamonD

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Re: ModDb Entry
« Reply #110 on: April 24, 2008, 06:25:31 PM »

Well... HL:E will not have animated ragdols. These are actual ragdolls.

And on the fact of having more gore, that doesn't really need more coding. You can do that in original HL. Just grab a nice good "decals.wad" and "bloodspray.spr", and a nice big "blood.spr", gore can easily be enhanced.
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Re: ModDb Entry
« Reply #111 on: April 24, 2008, 09:14:54 PM »

With animated ragdolls, the animation is always the same. Also a death into the corner of a wall would look wrong.
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Re: ModDb Entry
« Reply #112 on: April 24, 2008, 10:15:38 PM »

Yep, you will see that the model is going through a wall. Good luck on the mod, I hope everything goes well.
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KevinLancaster

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Re: ModDb Entry
« Reply #113 on: June 30, 2008, 06:39:53 AM »

EDIT: Nvm...
« Last Edit: July 02, 2008, 12:30:10 AM by KevinLancaster »
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Выпей йаду !

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Re: ModDb Entry
« Reply #114 on: October 06, 2008, 02:52:36 PM »

Cool physic in HL! But what sense to use PhysX for primitives  ??? ?
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Matt

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Re: ModDb Entry
« Reply #115 on: October 06, 2008, 08:47:41 PM »

Quote
But what sense to use PhysX for primitives ?
I have no idea what you mean by this
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Nige111

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Re: ModDb Entry
« Reply #116 on: October 06, 2008, 09:55:13 PM »

I think he means why use something as overcomplicated as physx for simple primitive shapes, crates and such.
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Matt

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Re: ModDb Entry
« Reply #117 on: October 06, 2008, 11:24:53 PM »

Well why not? We have the code in place to do it easily, and it gives a more realistic feel to them
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Coozins

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Re: ModDb Entry
« Reply #118 on: October 07, 2008, 12:20:43 AM »

Will gibs use PhysX, too?
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KylerAdams

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Re: ModDb Entry
« Reply #119 on: October 07, 2008, 01:31:44 AM »

Will gibs use PhysX, too?

..and, uh.. will they use the plastic breaking sound when they bounce? :P :P
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