So, i was wondering, is it actually possible to edit the source physics? i don't mean like changing the default gravity, i was hoping to put in proper destruction physics (i've already done most of the calculations and formulae, i'm not asking someone to do this for me). So i was wondering, does anyone know where i could implement these ideas? I just need to know where to start, like the file to edit, programs to use, etc. I'm willing to spend a lot of time on this if someone would help.
Thanks
ps. if i've posted this in the wrong place (i couldn't find a more applicable one) please tell me or move it.
I don't exactly know what your talking about, but ragdolls have a .phys file in their materials folder that designate their physics if that helps.
"sv_gravity x" can change the gravity...
[QUOTE=ferdam;16844790]"sv_gravity x" can change the gravity...[/QUOTE]
He says NOT default gravity, but the destruction of props.
And I imagine its possible, but im no source genius.
Editing the physics would require rewritting a large portion of the engine.
Of which you don't have.
Havok :science:
Dynamic destruction isn't as simple as "put algorithm in physics"
They're already creating an engine with proper-destruction physics.
[editline]09:51PM[/editline]
Not Valve.
[editline]09:51PM[/editline]
Different company.
[editline]09:53PM[/editline]
Or single independent coder.
[editline]09:53PM[/editline]
I dunno, I saw a video though.
[QUOTE=Billiam;16846699]They're already creating an engine with proper-destruction physics.
[editline]09:51PM[/editline]
Not Valve.
[editline]09:51PM[/editline]
Different company.
[editline]09:53PM[/editline]
Or single independent coder.
[editline]09:53PM[/editline]
I dunno, I saw a video though.[/QUOTE]
Star Wars: Force Unleashed used the best material physics I've ever seen, but I forgot what it was called.
[QUOTE=NixNax123;16846757]Star Wars: Force Unleashed used the best material physics I've ever seen, but I forgot what it was called.[/QUOTE]Wasn't it DMM?
[QUOTE=NixNax123;16846757]Star Wars: Force Unleashed used the best material physics I've ever seen, but I forgot what it was called.[/QUOTE]
Euphoria
Wow look at all the boxes
Get the leak and figure out how to do it yourself, I suppose. I know quite a few people who'd like someone to shit out a neat UML diagram of how everything works out of sheer laziness.
[QUOTE=FlowXobDans;16845018]Editing the physics would require rewritting a large portion of the engine.
Of which you don't have.[/QUOTE]
I don't want to know how NOT to do it, i want to know how to do it! And surely the source engine is in "source engine.gcf"? How hard can that be?
[QUOTE=Yobdren;16846667]Dynamic destruction isn't as simple as "put algorithm in physics"[/QUOTE]
Then what is it then? As i have said, give me an idea of where to start, not how NOT to do it!
[QUOTE=JgcxCub;16854975]I don't want to know how NOT to do it, i want to know how to do it! And surely the source engine is in "source engine.gcf"? How hard can that be?[/QUOTE]
Buahahahahahahahahahahahaha
Oh god source engine.gcf that's gold ahahahahhaha
Source engine is closed source. As far as I know modifying the Havok engine would require decompiling the engine, which is illegal, and probably impossible. Trying to do it in assembly without decompiling the engine is also probably illegal and highly idiotic, as well as impossible. You can probably get a copy of the source code from the old HL2 leak, but it is difficult to find, often virus ridden, and illegal as well. Trying to release a version of the engine with modified Havok code will almost definitely get you banned off these forums, and if Valve/Havok care enough, may even net you a lawsuit.
That's how hard it can be.
The only way you could possibly do it is to create a mod and override the default physics, but then you'd have to pretty much code all the 3d physics from scratch.
You can't even get the source code to the source engine, without Valve's permission.
[QUOTE=JgcxCub;16854975]Then what is it then? As i have said, give me an idea of where to start, not how NOT to do it![/QUOTE]
Step 1, learn how physics engines work.
[QUOTE=Shogoll;16856375]Buahahahahahahahahahahahaha
Oh god source engine.gcf that's gold ahahahahhaha
Source engine is closed source. As far as I know modifying the Havok engine would require decompiling the engine, which is illegal, and probably impossible. Trying to do it in assembly without decompiling the engine is also probably illegal and highly idiotic, as well as impossible. You can probably get a copy of the source code from the old HL2 leak, but it is difficult to find, often virus ridden, and illegal as well. Trying to release a version of the engine with modified Havok code will almost definitely get you banned off these forums, and if Valve/Havok care enough, may even net you a lawsuit.
That's how hard it can be.[/QUOTE]
Actually, it isn't hard at all - after a week of solid searching you'll find everything in one spot.
Some of the leak TF2 stuff [i](in the source tree)[/i] was delicious.
[QUOTE=Yobdren;16856961]Step 1, learn how physics engines work.[/QUOTE]
That doesn't help. The whole point of this thread was to ask WHERE DO I LEARN?!!
[QUOTE=JgcxCub;16857338]That doesn't help. The whole point of this thread was to ask WHERE DO I LEARN?!![/QUOTE]
Common sense and an understanding of how game engines work as marketing tools. So the question remains, do you have $10000 to spare?
[QUOTE=JgcxCub;16857338]That doesn't help. The whole point of this thread was to ask WHERE DO I LEARN?!![/QUOTE]
Go to a school. Did you seriously expect to learn how to code realistic physics/destruction behaviour off an internet forum dedicated to a Half-Life 2 mod?
[QUOTE=PelPix123;16859970]10,000?
The source engine is well over $600,000
I asked.[/QUOTE]
Considering I can get UE3 for less I see why people use it more.
[url]http://source.valvesoftware.com/[/url]
[editline]05:58PM[/editline]
Specifically the licensing section, there is no "set price" for it otherwise I doubt the people that made Zeno Clash (some indie developers) would have been able to afford it, at all.
[QUOTE=Fr0z3n F14m3;16860141][url]http://source.valvesoftware.com/[/url]
[editline]05:58PM[/editline]
Specifically the licensing section, there is no "set price" for it otherwise I doubt the people that made Zeno Clash (some indie developers) would have been able to afford it, at all.[/QUOTE]
i'm pretty sure it's also not a upfront payment. it's most likely something like 10% of every sale or something.
[QUOTE=Fr0z3n F14m3;16860141][url]http://source.valvesoftware.com/[/url]
[editline]05:58PM[/editline]
Specifically the licensing section, there is no "set price" for it otherwise I doubt the people that made Zeno Clash (some indie developers) would have been able to afford it, at all.[/QUOTE]
It's probably only really expensive if you don't plan on letting VALVe get a cut off the profits of the game you made with their engine.
That's how games like Zeno Clash-- And the Gmod we have today were made possible.
[QUOTE=Dr. Doctor;16844869]He says NOT default gravity, but the destruction of props.
And I imagine its possible, but im no source genius.[/QUOTE]
Oh, sorry, it was misunderstanding.. ._.
[QUOTE=Heinrich!;16858138]Go to a school. Did you seriously expect to learn how to code realistic physics/destruction behaviour off an internet forum dedicated to a Half-Life 2 mod?[/QUOTE]
I didn't expect to, i just hoped someone would tell me what program to use to decompile/view/edit it, or where to learn from, but it seems even something as simple as that is impossible. Pah, i'll write it from scratch.
Thanks for the help guys. -_-
[QUOTE=JgcxCub;16966128] i'll write it from scratch.[/QUOTE]
Somehow I doubt you will get very far.
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