Garry's Mod

Garry's Mod

Tf2 Better Phys V2 (reuploaded)
Improved Phys for robots?
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Showing 1-7 of 7 comments
Snytchell Jul 4, 2014 @ 10:08pm 
this should defenatly be consider some of the TF2 Robots have terrible Phys and it would be nice to have some of that on those models :O
Pancakes 4.0 Aug 1, 2014 @ 7:12pm 
If possible, add it to the workshop
Last edited by Pancakes 4.0; Apr 8, 2015 @ 4:34pm
Stormish Mar 14, 2015 @ 2:56pm 
Originally posted by Sny IronBark:
this should defenatly be consider some of the TF2 Robots have terrible Phys and it would be nice to have some of that on those models :O
You can try using the model manager to the NEW TF2 PHYs instead.. but remember, some of them may look freaked out depending they have different model bone names or somethings like that, so do that at risk.
Stormish Apr 26, 2015 @ 6:51am 
Another post:

Robots can't have better phys since it crashes the game, i've used the TF2 Better phys v2 hex but it made stuff worse, so try something else than it.
Sac Jun 18, 2016 @ 5:49pm 
I have a solution to the lack of good physics for the robots.

You will need basic knowledge of console usage and any type of Bonemerging tool to do this.

First, spawn the human version of whatever robot class ragdoll you want to apply new physics to. You will need this for bonemerging.

Next.
In the spawn menu, mouse over one of the robots' icons.
RIght click and select "Copy to clipboard."

In console, type "prop_physics_spawn"
Press space
Paste the thing you copied to clipboard. This is the filename for the robot's model.

The thing you pasted should start with "model/..."

Delete the "model/" section of the filename, and then press enter.

The command should look like this:
prop_physics_spawn [filename]


The robot should spawn, but as a prop instead of a ragdoll with physics. This is supposed to happen.

Next, use whatever Bonemerging tool you have on hand to bonemerge the robot model prop to the human ragdoll. (Generally, this involves clicking the human model first, then clicking the robot prop, then right clicking)

You should now see a weird-looking human class with a robot stuck in him. Again, this is normal. The robot's bones are now bound to the human's bones, so the robot essentially has the new physics. You need to do one last thing to get rid of the human, though.


The final step is the easiest. Make the human invisible.

The easiest method is to use the "Color" tool.
Select the "Color" tool in the spawn menu. An extra menu on the right side should appear. Drag the slider on the checkered rectangle (colored black & white) all the way downwards.
Then. left click the weird-looking model.

(Alternate methods include selecting the Material tool and using invisible materials from other addons to make the human invisible.)

The human should be invisible, leaving only a robot with the enhanced physics that the human ragdoll would have.

Tada! Through an easy-to-do, but hard-to-learn process, you have successfully applied the TF2 Better Phys physics to the robot models!
Sac Feb 22, 2021 @ 2:03pm 
following up on my very old comment regarding prop_physics_spawn.
in recent times i've tried just bonemerging a base robot ragdoll to a human model and it worked fine. i don't know if it's any different from my old method (most notably if shadows show up properly with projected lights)

if it gives the same result then you might as well just bonemerge because that's super ez
Last edited by Sac; Feb 22, 2021 @ 2:04pm
I AM FAT AMERICAN Feb 22, 2021 @ 3:25pm 
Originally posted by fragsac:
following up on my very old comment regarding prop_physics_spawn.
in recent times i've tried just bonemerging a base robot ragdoll to a human model and it worked fine. i don't know if it's any different from my old method (most notably if shadows show up properly with projected lights)

if it gives the same result then you might as well just bonemerge because that's super ez

It has been almost 7 years since I posted it, and I don't remember last time I played the game, but thank you anyway!
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