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Vegetation interaction with characters

Posted: 2006-04-23 16:06
by matt.b
Hi, not sure if this is do-able, but since the helicopters can cause vegetation within a certain area of influence to sway (overgrowth certainly, not sure about undergrowth) would it be possible to use this same technique with character models & trigger a slower sway value on vegetation, possibly even something that's velocity-dependant?

Far cry did this to good effect, & I think it's something that would really add to the realism of environments.

Posted: 2006-04-23 16:12
by the.ultimate.maverick
I read the title of this thread and started thinking about venus fly traps devouring MEC troops...

Posted: 2006-04-23 16:12
by six7
wowzer. good idea!

I second this motion

Posted: 2006-04-23 17:43
by matt.b
feed me seymour!

Image

Posted: 2006-04-23 19:41
by trogdor1289
I vote for venus flytaps eating snipers and other lone wolf types. Plus MEC and USMC teaming up to defeat attacking flytraps.

Posted: 2006-04-23 19:48
by Top_Cat_AxJnAt
EVERY ONE: have a look at the latest crysis movie, it is every thing we want PR to be but it is a little way away in the future, around a year BUT it will/ could be one of the greatest FPS ever, none of this mediocar rubbish like BF2, COD2 and mabey FEAR.

Sorry the reason being is that all plant and object interact with human, it is truely amazing watching trees being cut up by bullets and grass pushed away by a crouching soldier - THE FUTURE - CRYSIS!

Posted: 2006-04-23 19:54
by trogdor1289
http://media.pc.ign.com/media/694/694190/vids_1.html
chrysis vid links for you. Plus Chrysis is DX10 the hardware specs to run that must be beyond belief i mean there isn;t even any DX10 cards out right now.

Posted: 2006-04-23 20:12
by JellyBelly
True, but the company that get's one out just before Crysis will make a ton of cash.

Posted: 2006-04-23 23:21
by trogdor1289
ATI an Nvidia will probaly realase DX10 cards at about the same time simply for competions stake at that point it will be Nvidia fanboys Vs. ATI fanboys as to which sells the most.

Posted: 2006-04-24 04:10
by DangChang
If I ever get a good enough computer to get this game, I would get it for the mods. Imagine playing with this engine on Iwo Jima or Guadalcanal.

Posted: 2006-04-24 04:26
by six7
that would be awesome...

Posted: 2006-04-24 04:29
by Zantetsuken
as to the original topic of the thread - I would think that with the BF2 engine and that the game encourages a lot of people on servers, it would put quite a load on the client and server machines...

Posted: 2006-04-24 05:11
by Rhino
Zantetsuken wrote:as to the original topic of the thread - I would think that with the BF2 engine and that the game encourages a lot of people on servers, it would put quite a load on the client and server machines...
If you dish out free physic cards too all the people who download and play PRMM im sure we could look into seeing if its 1st, possibal with the BF2 engine. Also then im sure manny more ppl would dwonload this mod :razz:

Posted: 2006-04-24 07:12
by Hitperson
'[R-DEV wrote:Rhino']If you dish out free physic cards too all the people who download and play PRMM im sure we could look into seeing if its 1st, possibal with the BF2 engine. Also then im sure manny more ppl would dwonload this mod :razz:

YAY free GFX cards. Where is mine??

Posted: 2006-04-24 07:34
by Rhino
'[R-PUB wrote:Hitperson']YAY free GFX cards. Where is mine??
not a GFx card, a physic card: http://www.pcper.com/article.php?aid=140&type=expert&pid=1

But you can also buy all the Devs new GFx cards, Ram, CPUs, mothboards and any other deviecs you think may speed up our work. I could do with a super computer just to do the lightmaps for my maps ;)

Posted: 2006-04-24 10:22
by matt.b
wow, first time i've seen that crysis demo. hope the MP won't be as laggy as far cry was.
Zantetsuken wrote: I would think that with the BF2 engine and that the game encourages a lot of people on servers, it would put quite a load on the client and server machines...
yeah i'm sure it would, but wouldn't it just be a client-side effect? (not that i know anything about this sort of thing). not physics-based, just doing the same thing as the helo's & modifying the vegetation's sway loop within a certain area.

Posted: 2006-04-24 10:52
by Rhino
matt.b wrote:wow, first time i've seen that crysis demo. hope the MP won't be as laggy as far cry was.



yeah i'm sure it would, but wouldn't it just be a client-side effect? (not that i know anything about this sort of thing). not physics-based, just doing the same thing as the helo's & modifying the vegetation's sway loop within a certain area.
not really just a clinet side effect. The server also needs to send the code to every player that the grass is moving in that arear, so they can see it in 3rd person view. the 1st person view is hardly going to see anything compard to the personl looking at the guy going through the grass.

Posted: 2006-04-24 11:29
by matt.b
Ah right, nvm. I really wanted that shaky grass :( I thought it might've worked like the ragdoll death effects which are usually client-side only (ie. server sends info to clients that the noob gets pwned in x location from y direction, & the client adds the animation of a guy falling off a rooftop, which vary from player to player). So with grass movement, the only server-side code is player location/velocity, & the client does the rest. Anyway even if this was the case, the grass was probably hard-coded by EA themselves to be stiff just to piss us off so we buy the next installement of Battlefield Gardening 3162 :evil:

Posted: 2006-04-24 11:40
by Rhino
matt.b wrote:Ah right, nvm. I really wanted that shaky grass :( I thought it might've worked like the ragdoll death effects which are usually client-side only (ie. server sends info to clients that the noob gets pwned in x location from y direction, & the client adds the animation of a guy falling off a rooftop, which vary from player to player). So with grass movement, the only server-side code is player location/velocity, & the client does the rest. Anyway even if this was the case, the grass was probably hard-coded by EA themselves to be stiff just to piss us off so we buy the next installement of Battlefield Gardening 3162 :evil:
that would be the same for grass movemt, server sends info to ALL clinets that the guy is there and to play the grass moving effect. Each little bit adds to the strain.

Posted: 2006-04-24 11:49
by JellyBelly
Now imagine that strain in 64 Steel Thunder...