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Cagelight

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Everything posted by Cagelight

  1. Yes, ropes and grappling hooks are very doable, I know exactly how I'd implement that. Generally speaking, if Garry's Mod can do it, I can do it as well. Unsure about getting a snowspeeder to be able to take down an AT-AT... Would be amazing, can't promise that though.
  2. No, at the moment Ghoul2 is not being used for physics. I would love to integrate Ghoul2 into the physics eventually, but it's no small task. I got a whole lot of other things I want to do too.
  3. At this very moment, client prediction is broken. I know exactly what I need to do to fix it however so it's not really an issue. (it'll take a bit though) Players have been moved to the physics engine entirely, so they get the full range of interactivity that would be expected. That includes standing on them, pushing them, having them push you on impact, etc.
  4. Oh I see, I didn't notice that. Sorry for confusion, he must have misinterpreted me. I'll get him to edit that later. That would be great. I'm neither a modeler nor a python programmer though so I'm unlikely to ever get around to it, especially with all the other stuff on my plate.
  5. OBJ is not intended to replace MD3, especially for things like that. OBJ is mostly only for props and basic meshes, as it's a way more friendly file format to use with modern software. Even if this 3ds max plugin works great, 3ds max is proprietary, costs money, and is Windows-only. (three deal breakers for me)
  6. Any triangulated OBJ model will work. Each subobject in the OBJ model will be given its own convex hull shape in the rigid body, allowing the concave collision you see in the video. The shader used by the subobject is determined by the usemtl field. Here you can see the two test objects used in the videos for reference: https://github.com/cagelight/jaownt/tree/master/base/models Any decent modeling program should be able to export OBJ, it's a pretty common format these days.
  7. Suuuure, finding bugs. I'm more concerned with creating the funnest most interactive map ever, without an entity limit, assuming it can be removed, which I'm sure it can.
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