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Box physics with Gyro

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Box physics with Gyro

Postby JasonX » Mon Oct 11, 2010 9:34 pm

Does gyro provide a way of having box physics? It would be cool to have some ammo boxes bouncing around on rocket and grenade explosions.
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Re: Box physics with Gyro

Postby Junrall » Tue Oct 12, 2010 2:07 am

JasonX wrote:Does gyro provide a way of having box physics? It would be cool to have some ammo boxes bouncing around on rocket and grenade explosions.


You can add Gyro physics to any object in Quake. The ammo boxes look kind of funky as their bounding box is twice the height of the model... this also causes the ammo box to occasionally disappear into walls. There are a few other things that look weird, but over all I think that Gyro is an awesome piece of work!
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Postby leileilol » Tue Oct 12, 2010 3:23 am

Gyro's very very cool but it's not that good for box physics. If your project is a Darkplaces project you could probably handle Twig which is more appropriate for boxes.
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Postby JasonX » Tue Oct 12, 2010 2:06 pm

Unfortunately, i'm working with Makaqu. Twig is DP only. I'll try to mess with gyro and bounding boxes.
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Postby Error » Tue Oct 12, 2010 3:05 pm

I think it only needs trace_box... but I'm not sure.
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Postby frag.machine » Tue Oct 12, 2010 4:08 pm

I am not sure about this. Tracebox surely it's a must, but I guess it relies in a couple other builtins.
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Postby avirox » Thu Oct 21, 2010 2:23 pm

http://qexpo.quakedev.com/uploaded/87/phys_vids.zip

check out those vids. I did that with megatf years ago.. it's not perfect but it can look cool from a distance :)
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Postby Chip » Thu Oct 21, 2010 3:58 pm

avirox wrote:http://qexpo.quakedev.com/uploaded/87/phys_vids.zip

check out those vids. I did that with megatf years ago.. it's not perfect but it can look cool from a distance :)


Last one looks awesome. Did you use vanilla Gyro or a modified build?
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Postby avirox » Fri Oct 22, 2010 2:54 am

Mostly vanilla.. I think I did some small hacks to get boxes to collide with each other like in video 1.. but that's about it!
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