Project Stealth

Forums => General / Off-Topic => Topic started by: DreadStunLock on March 29, 2011, 12:57:16 AM

Title: Does UDK have any sort of physics?
Post by: DreadStunLock on March 29, 2011, 12:57:16 AM
I have created tons of fractured static meshes, and whenever I destroy them while being on them, I do not fall down.... :| Any way to fix it? I am checking UDK Forums and so far nill :S
Title: Re: Does UDK have any sort of physics?
Post by: puuusianka on March 29, 2011, 01:04:21 AM
Ther is like an option in static mesh when it's turbed to fractured that makes it lose collision when you destroy it. This allows to do a hole in the wall and walk through it. I don't know if this helps.
Although there are physics for sure but the default idea is that you place a static mesh wall which you can destroy in the middle and the down and up part stays to look cool. I guess setting the option I mentioned in the beginning plus selecting all particles to be destroyed should do the trick you want but this will definetly affect fps in bigger amount.
Title: Re: Does UDK have any sort of physics?
Post by: CurdyMilk on March 29, 2011, 01:19:42 AM
So you are saying that you destroy the mesh you are on, but you do not fall down?

Or are you saying that the mesh doesn't break when you are on it?
Title: Re: Does UDK have any sort of physics?
Post by: DreadStunLock on March 29, 2011, 10:20:51 AM
For example.

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Now with the link gun I make a 360 hole around me from where I stand.

If I do not move, I levitate and do not fall down, any actions will cause me to fall through it.

That's a bit weird isn't it?
Title: Re: Does UDK have any sort of physics?
Post by: puuusianka on March 29, 2011, 08:10:59 PM
Now that's weird... So you levitate untill you do sth?
Title: Re: Does UDK have any sort of physics?
Post by: DreadStunLock on March 29, 2011, 09:42:10 PM
Yeah, I literally will be in air until I either move or crouch or do any sort of movement excluding aiming.
Title: Re: Does UDK have any sort of physics?
Post by: LennardF1989 on March 29, 2011, 10:28:44 PM
Turn on per-poly collision in the fractured mesh and uncheck simple collision.
Title: Re: Does UDK have any sort of physics?
Post by: DreadStunLock on March 29, 2011, 11:37:20 PM
Hmmmm, I will check that soon.


By the way, do we need to wait for Project Stealth to do mapping with textures? Because on forums they say that if I want to create a physical material with different footstep sounds I need to do quite a lot of unrealscripting :S
Title: Re: Does UDK have any sort of physics?
Post by: frvge on March 30, 2011, 12:39:04 AM
You'd have to go through all the materials and apply our predefined physical materials to it when we release the PS Editor, yes.
Then again, you can still have the non-physical material textures ( the graphical version ;) ) to make it look nice now.
Title: Re: Does UDK have any sort of physics?
Post by: puuusianka on March 30, 2011, 01:24:37 AM
Quote from: frvge on March 30, 2011, 12:39:04 AM
You'd have to go through all the materials and apply our predefined physical materials to it when we release the PS Editor, yes.
Then again, you can still have the non-physical material textures ( the graphical version ;) ) to make it look nice now.

now that's not a lot... I mean you just turn it in the browser it's not like you have to pick each texture on every wall to get it all set. Am I right, frvge?
Title: Re: Does UDK have any sort of physics?
Post by: DreadStunLock on March 30, 2011, 02:04:07 AM
Quote from: frvge on March 30, 2011, 12:39:04 AM
You'd have to go through all the materials and apply our predefined physical materials to it when we release the PS Editor, yes.
Then again, you can still have the non-physical material textures ( the graphical version ;) ) to make it look nice now.

Might as well just make the layout and the props texture-less, and when PS comes out use them? :P
Title: Re: Does UDK have any sort of physics?
Post by: LennardF1989 on March 30, 2011, 09:40:21 AM
Quote from: puuusianka on March 30, 2011, 01:24:37 AM
Quote from: frvge on March 30, 2011, 12:39:04 AM
You'd have to go through all the materials and apply our predefined physical materials to it when we release the PS Editor, yes.
Then again, you can still have the non-physical material textures ( the graphical version ;) ) to make it look nice now.

now that's not a lot... I mean you just turn it in the browser it's not like you have to pick each texture on every wall to get it all set. Am I right, frvge?

Materials have a slot for a physicalmaterial, on release, our physicalmaterials are exposed which can be assigned to your own materials. After you've done that, the game knows what sounds to play when walking over your material.

If you make your own wood material and apply the wood-physicalmaterial to it, the game will play cracking wood sounds when walking over it. Apply a metal-physical material and it will sound like metal. The programming we already did for you.

As said before, no matter what map you make you will ALWAYS and in EVERY situation have to go through it again and PSify it with the PS Editor.
Title: Re: Does UDK have any sort of physics?
Post by: DreadStunLock on March 30, 2011, 10:25:50 AM
So I will stick with gray layout mapping like Sketchup :)

Hey, that's a good update, you guys can make updates upon changes we will have in UDK, even though there aren't alot of mappers, you might encourage the public to do some PiSsing maps :P
Title: Re: Does UDK have any sort of physics?
Post by: frvge on March 30, 2011, 07:39:54 PM
You can stick with normal colored materials. The materials themselves have a physmat slot. You just need to revisit all your custom materials later, which shouldn't really take longer than an hour or something.
Title: Re: Does UDK have any sort of physics?
Post by: DreadStunLock on March 30, 2011, 09:31:10 PM
Naaaah, I shall though wait for the free stuff which the whole community deserves :D