View Full Version : physics pack
December 12th, 2004, 01:54 PM
the question i'm about to ask is probably either, stupid, impossible or unwanted, or will not be progarammed into the doomsday engine for a long time, but i'll ask it anyways *wacky* Is it possible to edit the physics of doomsday, so that they are slightly more realistic? For example when an imp is shot and the very last portion of his body is "hanging on" to a ledge, rather than him falling off the ledge, as you would preceive to be more life-like.
December 12th, 2004, 05:59 PM
I assume you're talking about when using the jDRP?
If so, and correct me if I'm wrong but, I'm pretty sure that that's not possible with MD2s.
December 12th, 2004, 06:38 PM
yeah, you're probably right, but if, and when the .md3 fromat is supported, then maybe we can have more realistic physics. :)
December 12th, 2004, 07:31 PM
I don't see physics ever being a part of jDoom or any resource packs. I don't see it serving any purpose...
December 12th, 2004, 07:45 PM
meh, what can you say? i guess it's just for the eye candy factor.
... it looks REALLY good in doom 3 *thumbs* though your probably right, it's not an important enough factor to be edited
December 12th, 2004, 08:57 PM
to get realistic physics like that you'd want to use a skeletal animation system along with ragdolls. With doomsday's current vertex animation system, it would be extraordinarily difficult to accomplish that task.
December 13th, 2004, 01:28 PM
yeah, i suppose it's something we won't be seeing for some time. Even then i don't think people will care enough to implement it into the engine.
December 13th, 2004, 01:49 PM
when the .md3 fromat is supported, then maybe we can have more realistic physics. :)
md3 has nothing above md2 when it comes to physics, there are various things that are needed for more realistic physics for models 1.) support for a skeletal animation model format (like doom3's md5) 2.) a realistic physics engine 3.) incooperate skeletal animation and the new physics engine into the gamecode and make everything work as you would expect it in the game (ie the fireballs fly without being effected by gravity etc) as we don't want to change the gameplay 4.)a dataset that could take advantage of the new features
will it be worth the efford? maybe, but let skyjake show us what he wants to do with doomsday 2.0 before demanding such radical changes
December 13th, 2004, 01:55 PM
It would be neat to see models ragdoll on death (but of course in a more comic book fashion than other games) but like Noctrun says, its not worth the effort.
December 13th, 2004, 01:57 PM
lord-noctrun: i wasn't demanding it; just sorta throwing it out as an idea, i figured it was a rather complicated process, i knew it would never be done, but apparently no one would like it anyways.
December 13th, 2004, 07:06 PM
I think we would all like it, but it would take quite a lot of work., Especially if you try to do it with vertex animation, just think about how you would do it, I don't know, but based on what people are saying, I'm assuming MD3 does not have 'bones' in the models, which means no 'physics'.
December 13th, 2004, 07:32 PM
wow, according to some online sources the doom 3 imp took about 20,000 lines of code to produce rag doll physics for it. That can't be a simple task; it defenetely won't be seen in doomsday.
December 14th, 2004, 10:01 AM
It could be easy to use Enemy Territory mdx and mdm model data , mdx is just skeleton , and mdm is model with tags..
But no sources , or tools are not avaiable ... and it is strange that Splash damage send them to Activision to post them .. I don´t know what´s happened with them..
December 14th, 2004, 04:03 PM
/* Line 1 */
/* Line 2 */
That's a good way to make it look more impresive than it actually is. :p
December 17th, 2004, 07:13 PM
hmm, i wonder how the doom 3 blood was done, it looks so realistic after you shoot stuff, i wonder if doomsday could ever use it...
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