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[Video]HotS Beta Physics Engine test

  • 11 posts
    #1 Nov 04, 2012 at 12:52 UTC - 1 like

    Just made same intesting test with the Physics Engine of HotS.

    Testing enviroment: HotS Beta 2.0.1

    Odin vs. Physics Blocks

    Ragdoll Marine vs. Water

    Ragdoll Marine vs. Terrain & Physics Building

    Last edited Nov 04, 2012 by Renee2islga

    GAx4 - An A extremely powerful Mod to amplify the capability of StarCraft II Editor!

    Ok, Already done a full WC3 Mod. Just need to wait for the official model pack to release it. Would we see it this year?

    #2 Nov 04, 2012 at 12:59 UTC - 0 likes

    Actually I can't see youtube video in China.

    I asked my friend to help me uploaded them. So please tell me if these videos not display properly

    Last edited Nov 04, 2012 by Renee2islga
    #3 Nov 04, 2012 at 13:29 UTC - 0 likes

    That is simply amazing :) The videos work flawlessly.

    Any short guideline how you have to configure the Forces and the actors in general to make it work? I haven't had a chance yet to try it out, but I will have time this evening and it would probably save me a lot of time if you could write 1 or 2 sentences about what the raw setup for this kind of thing is to make it work, as in what actors are required and which data values are mandatory. Nothing fancy, you don't have to go into detail, but if you could spend some time to give a little information about the most important data fields I would be the happiest guy ever.

    Especially the water thing is very cool in my opinion and I had no idea that the SC2 Physics system is capable of stuff like that. Pretty astonishing in my opinion if you think about that on a larger scale (like 200 vs. 200 battles) and that it will most likely be pretty stable from a performance point of view (as long as you have a good PC).

    Last edited Nov 04, 2012 by Bommes
    #4 Nov 04, 2012 at 13:49 UTC - 0 likes

    The most simple way to create actor force is using CActorForceSphere.

    It can be used to create radial force or directional force. Magnitude is basicly how strong the force is. Radius is its range.

    It is also import to set the Duration of the force.

    There are also some actor messages that allow you to dynamicly modify the actor force. See
    http://www.sc2mapster.com/forums/general/general-chat/44775-list-new-features-in-2-0-1-hot-s-beta-editor/#p3

    #5 Nov 04, 2012 at 13:56 UTC - 0 likes

    ohh, I cant wait to make something brutal with it. For example "Angry Marines" :D

    Homepage: www.sc2goa.com

    #6 Nov 04, 2012 at 14:05 UTC - 0 likes

    Can the physics actually effect the game? So can it do more than only effecting an actor?

    I can see that the camera follows the dead marine. That's why I'm curious.

    #7 Nov 04, 2012 at 14:08 UTC - 0 likes
    Quote from Ahli634: Go

    Can the physics actually effect the game? So can it do more than only effecting an actor?

    I can see that the camera follows the dead marine. That's why I'm curious.

    Well, it's completely actor thing.

    Last edited Nov 04, 2012 by Renee2islga
    #8 Nov 05, 2012 at 09:30 UTC - 0 likes

    Nice mechanics! Is water now made so that if you are underwater you will not get a sheet of water above but it will really be dark and blue as if in the water? I will have an apmhibious robot in the future, so it would be good to know.

    Last edited Nov 05, 2012 by Eimtr
    #9 Nov 05, 2012 at 16:45 UTC - 0 likes

    If this won't work on Low Physics settings (No Physics at all), it won't be very useful for mappers. Just like how Lighting isn't so used.

    Note: Since you can't subscribe to threads in SC2Mapster, I probably won't reply.
    http://vicdepository.webs.com/avatar.jpg

    Want to update your game without publishing the whole game and needlessly putting an increment to the game version?

    #10 Nov 07, 2012 at 02:36 UTC - 0 likes

    The physics body always work. Unless you use actor messages to ask it not to work.

    The gameplay setting just ask the physic death models not to be automaticly displayed on unit's death, and replace them with low quality models.

    You can directly use the physic models. If they show up, they works.

    Last edited Nov 07, 2012 by Renee2islga
    #11 Nov 07, 2012 at 21:46 UTC - 0 likes

    @Renee2islga: Go

    Very cool this is a nice look into what I will definetly have a VERY fun time with. On a side note unless blizzard added more models I don't think there are low quality models I believe they end up removing the normal texture from the units and what not which makes them seem low quality.

    Want to use Render To Texture in your cutscenes? Try This
    Looking for some new models check Here!

  • 11 posts

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