Valve Hammer Editor physics behaviour
Hello,

I'm part of the SoccerMod community for the Game Counter-Strike: Source. I recently created a map with the Valve Hammer Editor, but came across problems regarding the physics of the ball.

With the knowledge, that it worked pretty well before the Orangebox Update for CS:S, I'd like to ask, if anyone around here knows, how I can compile my map on/with the old engine, to get the ball working like before.

Before the update we used a 12-faces big sphere brush as a func_physbox entity, prop data was the one of "Plastic.Small" and the Mass Scale 0. Also we set the phys_pushscale value to 900.

After the update recompiling an already working map with these settings screws up the physics of the ball entirely. It's still moving, but very random. While it seems to move faster, it drops slower, and doesn't feel like a ball at all.

To find a solution, we tried changing those values, to suit the old physics, but apparently it seems impossible, without trying every single combination, which are quite a lot. We also tried using a model (prop_physics) for the ball, but it was also not possible, to set it up to suit the old physics behaviour.
While "fixing" one aspect of it, another one gets worse. For example I found a way to reduce its "randomness", but with the change it got a lot faster too.

As we are also playing it in a competitve league, it's kinda problematic, that we aren't able to get new maps working like the old ones.

Therefore, we hope anyone can explain us, how to compile it with the old engine, or what we have to do, to get it working like before.

Thanks in Advance
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Hi, it could be hard to me without testing ingame, but you would have to created the soccer ball as a independent entity, and based your studies on the rollermine ( roller.mdl ) source code.
because it could be useful to use the source code to instruct the client (player) when a specific rule happens. ex: like if the ball is out the limit.

red
Last edited by ☠F☺celessMind☠; Mar 24, 2013 @ 9:25am
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