[QUOTE=Grayman;43947370]Also I should mention that soft bodies aren't limited to ropes, they can cover more advanced stuff such as object deformation, cloth, etc.
In fact, I already have cloth setup and it would've been in the video but I couldn't figure out lua's mesh library and why soft bodies fall through static objects.[/QUOTE]
I just have to ask, how is a soft body defined? Is it a different entity all together, a hard coded model flag?
[QUOTE=Sally;43992527]I just have to ask, how is a soft body defined? Is it a different entity all together, a hard coded model flag?[/QUOTE]
Soft bodies are defined separately from the physics object (rigid bodies). So yeah, they'll be in a different entity than rigid bodies.
So what is it all of the sudden, or at least pretty recently, that this project has just taken off? Have you hit a point where all the basic crap works and now you just need to add to it or something?
[QUOTE=ricky23;44000942]So what is it all of the sudden, or at least pretty recently, that this project has just taken off? Have you hit a point where all the basic crap works and now you just need to add to it or something?[/QUOTE]
Yeah, I'd say a lot of the basic stuff is implemented, but there are still some big things to be done like player controllers.
Also, previously I haven't been working on it as much as I am now.
I've created a soft body rope stool. It's in [URL="https://dl.dropboxusercontent.com/u/5619434/Development/softbody.zip"]here[/URL] named physsoftrope.lua, move that to garrysmod/gamemodes/sandbox/entities/weapons/gmod_tool/stools/. It works pretty much exactly like the rope stool, except reload isn't implemented.
Cant seem to get it to work, keeps returning
[ERROR] gamemodes/sandbox/entities/weapons/gmod_tool/stools/physsoftrope.lua:51: attempt to call field 'GetActiveEnvironmentByIndex' (a nil value)
1. LeftClick - gamemodes/sandbox/entities/weapons/gmod_tool/stools/physsoftrope.lua:51
2. RightClick - gamemodes/sandbox/entities/weapons/gmod_tool/stools/physsoftrope.lua:87
3. unknown - gamemodes/sandbox/entities/weapons/gmod_tool/shared.lua:279
On second click of another barrel. I probably did something wrong
EDIT**
Found the source of the problem, it cant seem to find vphysics.lua and i dunno where to get it.
Couldn't include file 'includes\modules\vphysics.lua' (File not found) (@gamemodes/sandbox/entities/weapons/gmod_tool/stools/vphyssoftbody.lua (line 1))
[QUOTE=ricky23;44007878]Cant seem to get it to work, keeps returning
[ERROR] gamemodes/sandbox/entities/weapons/gmod_tool/stools/physsoftrope.lua:51: attempt to call field 'GetActiveEnvironmentByIndex' (a nil value)
1. LeftClick - gamemodes/sandbox/entities/weapons/gmod_tool/stools/physsoftrope.lua:51
2. RightClick - gamemodes/sandbox/entities/weapons/gmod_tool/stools/physsoftrope.lua:87
3. unknown - gamemodes/sandbox/entities/weapons/gmod_tool/shared.lua:279
On second click of another barrel. I probably did something wrong
EDIT**
Found the source of the problem, it cant seem to find vphysics.lua and i dunno where to get it.
Couldn't include file 'includes\modules\vphysics.lua' (File not found) (@gamemodes/sandbox/entities/weapons/gmod_tool/stools/vphyssoftbody.lua (line 1))[/QUOTE]
It's the lua module, named gmsv_vphysics_win32.dll. You can find it in gran pc's builds, put that in garrysmod/lua/bin
[QUOTE=Grayman;44007914]It's the lua module, named gmsv_vphysics_win32.dll. You can find it in gran pc's builds, put that in garrysmod/lua/bin[/QUOTE]
Youre too awesome, thanks
Do we need to do anything with physsoftpatch.lua, vphyssoftbody.lua, and the entities folder?
[QUOTE=Ott;44009003]Do we need to do anything with physsoftpatch.lua, vphyssoftbody.lua, and the entities folder?[/QUOTE]
Just treat everything else as belonging in the garrysmod/lua folder. You definitely need the entities, but I just use those 2 scripts to test other types of soft bodies.
I did some relatively heavy testing today and was very surprised with the results.
Stacking 40 barrels with the stacker tool, letting it use all 8 threads, and adjusting the max substeps to 25 i got VERY decent results (this wasnt the heavy testing)
[img]http://i.imgur.com/79IPToe.jpg?1[/img]
Try doing that with the stock physics and tell me how it works out for you!
EDIT**
Dont give me the "winners" guys, grayman is the man behind the scenes here!
SO I just realized, with the gear constraint, it would be entirely possible to set up an ACF or thuster engine powered walker, which the engine would provide actual torque to rotate the limbs, giving this incredibly stompy robot thing
So for the gears, would it just be depending on how someone wrote, it whether it would use the bounding box size of the objects or let you set the ratio?
[QUOTE=ricky23;44017347]So for the gears, would it just be depending on how someone wrote, it whether it would use the bounding box size of the objects or let you set the ratio?[/QUOTE]
I don't know much about the bullet gear constraint as I've never used it before, but it does appear to allow you to set the ratio.
[QUOTE=Grayman;44018291]I don't know much about the bullet gear constraint as I've never used it before, but it does appear to allow you to set the ratio.[/QUOTE]
If there ever was a gear constraint, thruster motors would become so friggen cool. Realistic transmissions ftw!
In fact, all basic constraints for a thruster motor seem to be implemented, im gonna see what kinda rpms i can pull off of this.
**EDIT**
Um........
[img]http://i.imgur.com/d0xepfM.gif[/img]
Good effort.
[QUOTE=ricky23;44019066]If there ever was a gear constraint, thruster motors would become so friggen cool. Realistic transmissions ftw!
In fact, all basic constraints for a thruster motor seem to be implemented, im gonna see what kinda rpms i can pull off of this.
**EDIT**
Um........
[img]http://i.imgur.com/d0xepfM.gif[/img][/QUOTE]
hey, at least it spins, which is more then you can say for most thruster motors
[QUOTE=ricky23;44019066]Um........
[IMG]http://i.imgur.com/d0xepfM.gif[/IMG][/QUOTE]
Eh, it's already on vphysics' level :p
Just to clarify, this was a legitimate attempt at a thruster engine. Other engines i have do somewhat the same thing, although things that were nocollided with the no colliding tool dont actually get no collided as well.
Apparently sometime in the future (hopefully ill have a way of donating by then) Sliders need a little reworking.
I was also thinking about the physgun and how a major improvement could be made to it, as far as grabbing things and having something welded to it move around. Couldnt you use some trig functions to always keep whatever prop grabbed relative to the players location in some way, such as actually telling it, The player is here at these angles, the prop started 30 units away, and will stay 30 units away no matter what, unless the player changes the distance, and it will stay locked to these angles, yaw pitch and roll, although yaw will be affected by the player turning?
I know it sounds like a big jumble of crap, but right now the physgun seems to work as a constraint and not actually like you are grabbing the object with an infinitely powerful beam.
I dont expect you to add this or even think about adding it, i just want to know your thoughts
[QUOTE=ricky23;44024877]Just to clarify, this was a legitimate attempt at a thruster engine. Other engines i have do somewhat the same thing, although things that were nocollided with the no colliding tool dont actually get no collided as well.
...
[/QUOTE]
The physgun [I]is[/I] infinitely powerful. The shadow controller math (what the physgun uses internally) directly sets the velocity of the controlled object, instead of applying forces. The violent reactions are caused from other objects interacting with the controlled object, which can be worked around by disabling collisions on the controlled object.
The slight lag (in SP) when you drag the object is caused by the time of arrival being nonzero.
Would it be possible to create energy shields that block the bullets of the Half Life 2 weapons? That's a major annoyance in vphysics.
[QUOTE=cartman300;44031893]Would it be possible to create energy shields that block the bullets of the Half Life 2 weapons? That's a major annoyance in vphysics.[/QUOTE]
seeing as the bullets are not physical objects, probably not.
As far as the physgun goes, what i meant was in order to get that long stack of barrels at that angle, i had to smack it on the ground a couple times and get it to bounce up because the physgun wasnt powerful enough to rotate the entire thing.
Same with the picture of the thruster "engine" i couldnt get that level so i just got it as close as i could get it with the weird rotational power.
Maybe the constraints math comes before the physguns, therefore the physgun's force is applied after the constraint is solved, giving for a seemingly weak physgun?
Isn't the physgun just a really hacky elastic constraint anyways? I thought Garry said that's why it could be really buggy with ragdolls and stuff sometimes.
I remember hearing that the physgun sets the selected object's weight to like 50000 pounds for stability, hence why ragdolls droop so much.
Can't verify that claim though.
Why the disagree cartman? the bullets are not physical objects and thats that. Im sure something could be slapped together to do that, in fact im pretty sure that there was a physical bullets mod.
That or you could just shoot a plate with a transparent energy material.
Basically, in order to do what you want to do, youd be having to generate a whatever shape mesh and add in some sort of visual for it. Not really much to do with the physics engine.
Also, youre right, it does set the mass to like 49999.9 when the object is grabbed due to constraints in vphysics acted stronger when they were constrained to a heavy object
Man, I keep refreshing this thread because I keep expecting the developer to release some more updates! Where is he!?!?!
Yeah, well anyways, sorry about the lack of recent updates. I've been busy (playing games). I needed a small break.
When I come back I'll look more at soft bodies.
[QUOTE=Grayman;44056190]Man, I keep refreshing this thread because I keep expecting the developer to release some more updates! Where is he!?!?!
Yeah, well anyways, sorry about the lack of recent updates. I've been busy (playing games). I needed a small break.
When I come back I'll look more at soft bodies.[/QUOTE]
Dude dont worry about it. Youve had your nose pressed to the grindstone for the last couple weeksish and deserve some time off. Just dont get out of the rut of working on it and never come back like i do for most projects.
Meanwhile in dayz a full time developer needed full 6 months of "solid work" to integrate throwing of basic objects and it didn't even get to go into the experimental branch.
[url]http://youtu.be/19ehC8kwoWE?t=3m42s[/url]
You are doing a really great job!
[QUOTE=LennyPenny;44070638]Meanwhile in dayz a full time developer needed full 6 months of "solid work" to integrate throwing of basic objects and it didn't even get to go into the experimental branch.
[url]http://youtu.be/19ehC8kwoWE?t=3m42s[/url]
You are doing a really great job![/QUOTE]
Hah, most of it probably was spent fighting with a physics engine to integrate it into Arma 2.
[QUOTE=ricky23;44024877]the prop started 30 units away, and will stay 30 units away no matter what, unless the player changes the distance, and it will stay locked to these angles, yaw pitch and roll, although yaw will be affected by the player turning?[/QUOTE]
This is how the physgun worked in Gmod 9.
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