[Code] Improved Ragdoll Physics

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PoisonBill
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Re: [Code] Improved Ragdoll Physics

Post by PoisonBill »

Daniel wrote:Btw. I recommend MSI Afterburner instead of XFire.
You and your afterburner :rolleyes:
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Navo
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Re: [Code] Improved Ragdoll Physics

Post by Navo »

Daniel wrote:Why not ask an (older?) DICE employee, who worked on BF2 (or whatever, sb. from DICE), on the ragdolls.
Yes that won't be difficult at all.
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Daniel
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Re: [Code] Improved Ragdoll Physics

Post by Daniel »

Navo wrote:
Daniel;1766505 wrote:Why not ask an (older?) DICE employee, who worked on BF2 (or whatever, sb. from DICE), on the ragdolls.
Yes that won't be difficult at all.
I know, I know. But MAYBE, if u look at the BF2 credits (in menu) and find out some names of DEVs who were busy with ragdoll-design or player-models or so, and google it, maybe then possible to contact sb... u never know...

PoisonBill wrote:
Daniel;1766505 wrote:Btw. I recommend MSI Afterburner instead of XFire. (FRAPS is ofcourse best, since u pay for it! (-.- usually u pay for it...))
You and your afterburner :rolleyes:
xD :D I know, I know... bit crazy, the many times I wrote this in the PR forums already, I guess... pls don't blame me by using PR-search-function and "MSI Afterburner" now... xD xD xD ;) :p BUT it's really by far (one of) the best free recording program out there.
Stealthgato
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Re: [Code] Improved Ragdoll Physics

Post by Stealthgato »

Daniel wrote:xD :D I know, I know... bit crazy, the many times I wrote this in the PR forums already, I guess... pls don't blame me by using PR-search-function and "MSI Afterburner" now... xD xD xD ;) :p BUT it's really by far (one of) the best free recording program out there.
Omfg, seriously - stop writing like a 12 year old with ADHD.
Wakain
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Re: [Code] Improved Ragdoll Physics

Post by Wakain »

Stealthgato wrote:Omfg, seriously - stop writing like a 12 year old with ADHD.
I second this. no offense Daniel, I by no means want to single you out or bash you, but I find your style of writing a bit tiresome as well.
lucky.BOY
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Re: [Code] Improved Ragdoll Physics

Post by lucky.BOY »

Wakain wrote:I second this. no offense Daniel, I by no means want to single you out or bash you, but I find your style of writing a bit tiresome as well.
I third this. I have no problem with your ethusiasm, Daniel just try to put some restraints to it. I dont go to this forums to read the kind of posts you write.

E: Can third be a verb?
AfterDune
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Re: [Code] Improved Ragdoll Physics

Post by AfterDune »

Aaaaand back on topic.......
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-=anders=-
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Re: [Code] Improved Ragdoll Physics

Post by -=anders=- »

I guess this is serverside right? As I tried with my visual effects and plenty of more distant shootsounds... Meaning the servers (if you want people to play with it) have to run that soldiers_server_patch1.zip(?) file?
Furrealz_22
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Re: [Code] Improved Ragdoll Physics

Post by Furrealz_22 »

Hey guys, I know a couple of you requested videos of these ragdolls in action, and I finally got some time to record some footage which showcases reactions to small arms and explosions, so here you go. This is my 3rd revision of the mod, gravity got increased and some constraints were changed. Ragdolls also react more realistically to different types of explosions. Part one is hand weapons, while part 2 is grenades, C4 and HEAT rounds. Sorry for the quality, I just used XFire for recording. And some parts of the filming might not turn out so well, It's pretty hard to film things while bots are trying as hard as they can to shoot the shit out of you...



EDIT: Recommend watching both in 480p to get the best view of whats going on.



Part 1:
Project Reality - Enhanced Ragdoll Physics Part 1 - YouTube

Part 2:
Project Reality - Enhanced Ragdoll Physics Part 2 - YouTube


And before you guys ask, yeah I did the reaction to HEAT rounds on purpose. They don't react with as much force as they do with other explosions, which I like, mainly because it gives me the impression that the soldier at the recieving end gets completely shredded by the blast.





Stay tuned fellas. Thanks for watching!
Last edited by Furrealz_22 on 2012-05-05 05:32, edited 12 times in total.
-=anders=-
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Re: [Code] Improved Ragdoll Physics

Post by -=anders=- »

Excellent work! yeah and I agree, the bodies shouldnt fly miles away from big explosions/shells like from tanks, artilley etc. They should stay and probably all torn apart. Sad we cant make that. :)

I'm hoping that you could attatch decals to bodies, like bulletholes and from grenades and such full of blood and black stains to simulate fragments and when revived and healed it all goes away. But I don't think this is possible with BF2 engine. :(

I guess the engine has areas of the bodies like bulletimpacts into them? It has head, arms, torso and legs. I guess you could make double soldiermodels and just do it like OFP/Arma2. Just paint some nasty effects for the other soldiermodles where getting shot.

Lets say make 1 model for "healthy and not damage/normal", 1 for beeing shot int he head, 1 for torso, and one for legs. A real pain in the arse work, but it could work right? Maybe not realistic from where your bullets hits, but it would simulate a more gory world. :) Right now, it feels like you're shooting dolls.

I've done some nice bloodspurts when getting shot in my seperate visualversion that I will release in the future.

Image if we all could play a military shooter like PR with these kind of gore effects like Max Payne 3 has:
Look at the bullethits
Maybe its all to exagregated but it sure looks like your'e hitting a person.

But I guess you follow my idea above with the hit-areas instead.
Last edited by -=anders=- on 2012-05-05 07:49, edited 2 times in total.
Kain888
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Re: [Code] Improved Ragdoll Physics

Post by Kain888 »

This looks so promising. :) I love the idea of not flying bodies, would add so much to immersion.

I hope it will be harder to tell if enemy is down or not. :) But I'm a bit afraid people will anyway learn the animations fast and be 100% sure on confirming kills, at least knowing from experience. Nevertheless it's big step forward IMO - the less holywoodish gimmicks the better. ^^

Keep good work. :D
Last edited by Kain888 on 2012-05-05 19:20, edited 1 time in total.
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sweedensniiperr
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Re: [Code] Improved Ragdoll Physics

Post by sweedensniiperr »

yeah the ragdolls now is kinda retarded..

one question: how does it look on roadkills? does it look good?
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-=anders=-
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Re: [Code] Improved Ragdoll Physics

Post by -=anders=- »

sweedensniiperr wrote:yeah the ragdolls now is kinda retarded..

one question: how does it look on roadkills? does it look good?
Haha, maybe they'll stick on to the engineblock? :D haha
Arc_Shielder
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Re: [Code] Improved Ragdoll Physics

Post by Arc_Shielder »

Damn...this looks so much better than what we have now. Devs must implement this.

Anders, now I get what you mean with the "visual effects" for the next release. That would be sweet.
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spawncaptain
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Re: [Code] Improved Ragdoll Physics

Post by spawncaptain »

I liked the "slo-moing" effect in the first video better to be honest - it gave me the impression that the person wasn't instantly dead but simply couldn't stand anymore and was slowly sliding down. Now it's like they have just taken an AP shell to the brain.
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Navo
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Re: [Code] Improved Ragdoll Physics

Post by Navo »

Yeah, I also prefered the ragdolls in the version I tested.
Raic
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Re: [Code] Improved Ragdoll Physics

Post by Raic »

Think the joints are a little too free now, the legs "sink" into the torso few times in the videos.
spawncaptain wrote:I liked the "slo-moing" effect in the first video better to be honest - it gave me the impression that the person wasn't instantly dead but simply couldn't stand anymore and was slowly sliding down. Now it's like they have just taken an AP shell to the brain.
Usually you just drop when you get hit, bullet does enough damage to either kill you or cause your body to go to shock. Either way you will hit the floor hard. If you check any videos from warzones you will notice that when person gets hit he just drops like all strength left the muscles.

I think that it would also cause the bodies to fly very slowly and weird if they are blown up. The effect would look dumb as heck if you shoot someone with high caliber or any bigger gun.
ShockUnitBlack
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Re: [Code] Improved Ragdoll Physics

Post by ShockUnitBlack »

Give him RCON NAOW!
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Furrealz_22
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Re: [Code] Improved Ragdoll Physics

Post by Furrealz_22 »

-=anders=- wrote:...I'm hoping that you could attatch decals to bodies, like bulletholes and from grenades and such full of blood and black stains to simulate fragments and when revived and healed it all goes away. But I don't think this is possible with BF2 engine. :( ...Lets say make 1 model for "healthy and not damage/normal", 1 for beeing shot int he head, 1 for torso, and one for legs. A real pain in the arse work, but it could work right?
I'm not sure if this could work, but hey, people have done some pretty crazy stuff with python so who knows :razz:
spawncaptain wrote:I liked the "slo-moing" effect in the first video better to be honest - it gave me the impression that the person wasn't instantly dead but simply couldn't stand anymore and was slowly sliding down. Now it's like they have just taken an AP shell to the brain.
Navo wrote:Yeah, I also prefered the ragdolls in the version I tested.

Which videos are you guys referring to?

Raic wrote:Think the joints are a little too free now, the legs "sink" into the torso few times in the videos.
Yes, I agree that they are a bit free, thanks for the feedback.
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