How do the various fizzler vtfs work?
Quote from FelixGriffin on June 25, 2013, 4:19 pmThere's a gravity scale per-object in the physics engine, but VALVe never exposed it to us for scripting. A workaround I tried for the PUNT cubes (before I decided a global flip would be better) is using a simple follow script (keeps running a think function to set EntityGroup 0's origin to EntityGroup 1's) to keep a tiny trigger_vphysics_motion touching the cube in question. Disable/enable the trigger to swap gravity. To make it work for the player stick a func_door_rotating on the "eyes" attachment point, make it rotate 180 degrees around the X axis, and parent a point_viewcontrol to it. Enable the viewcontroller and spin the rotating door to smoothly flip the player's view upside down. The world model will still be off, I don't think that can be helped though.
These are all little bits I tried to use for the Adhesion Gel, most of them didn't. Try them out and see what you can come up with.
By the way, Jose, would you mind making a SolidEnergy article on the VDC? I searched all over for this information when I was making the green physics fields, in the end I just applied Photoshop filters to a noise texture until it looked cool and rendered some clouds for the ripples and flow.
There's a gravity scale per-object in the physics engine, but VALVe never exposed it to us for scripting. A workaround I tried for the PUNT cubes (before I decided a global flip would be better) is using a simple follow script (keeps running a think function to set EntityGroup 0's origin to EntityGroup 1's) to keep a tiny trigger_vphysics_motion touching the cube in question. Disable/enable the trigger to swap gravity. To make it work for the player stick a func_door_rotating on the "eyes" attachment point, make it rotate 180 degrees around the X axis, and parent a point_viewcontrol to it. Enable the viewcontroller and spin the rotating door to smoothly flip the player's view upside down. The world model will still be off, I don't think that can be helped though.
These are all little bits I tried to use for the Adhesion Gel, most of them didn't. Try them out and see what you can come up with.
By the way, Jose, would you mind making a SolidEnergy article on the VDC? I searched all over for this information when I was making the green physics fields, in the end I just applied Photoshop filters to a noise texture until it looked cool and rendered some clouds for the ripples and flow.

Quote from josepezdj on June 26, 2013, 4:37 amFelixGriffin wrote:By the way, Jose, would you mind making a SolidEnergy article on the VDC? I searched all over for this information when I was making the green physics fields, in the end I just applied Photoshop filters to a noise texture until it looked cool and rendered some clouds for the ripples and flow.Sure, thanks for suggesting Felix
I'd like to finish with some stuff before though, but I'll definitely do
Sure, thanks for suggesting Felix I'd like to finish with some stuff before though, but I'll definitely do