In this single player level for Half-Life 2, Gordon Freeman (the player) finds himself on the sea shore with a terrible hangover. He is surrounded by empty beer bottles a few Headcrab corpses and a bicycle. Does not remember anything about how he got there or what happened there and the night before. Sets off to find out and as usual gets into a bunch of “fun” activities along the way.

Report article RSS Feed Cinematic Physics in Hangover MOD

Cinematic Physics demonstration in the upcoming Half Life2 SP MOD Hangover.

Posted by MMmaster on Oct 14th, 2009

Please enjoy the cinematic physics demonstration which provides some insight into the creation process:

  • create your building, bridge or whatever you would like to destroy from BSP and also block out the surroundings in Hammer (you will need the environment for the exploding parts to bounce off of),
  • save the map .VMF and open it with Crafty (configure settings until everything shows up nice) then export it to OBJ,
  • import this into max and you should have textures, UVs everything in palace (you will need to export all the textures you use with GCFScape),
  • now start low-poly editing the thing that will be destroyed (in this case a building) to break it up into believable chunks (wood should break along the boards, etc.) you will also have to UV and texture the inner faces that are created during this process,
  • depending on the form or poly count of the chunks created you might also need to create proxy meshes, (e.g. if the chunks interlock with each other and do not fly apart during the Reactor simulation as expected then a bit smaller proxy mesh or the interlocking parts removed will solve the problem, also, lowering the poly count will speed up the simulation)
  • use deforming meshes in about the same places where your explosion effects, oil barrels, etc. are in Hammer (these are spheres that are rapidly sized up in the first few frames of the animation, then quickly shrinked and moved out of the way) to simulate the force of explosions,
  • finally when you are satisfied with the animation Reactor created you have to export the required elements from 3ds max to SMD and create a prop_dynamic from that,
  • you also have to create some collision geometry using the settled meshes at the end of the simulation if the area can be visited by the player after the explosion otherwise she would walk right through the scattered pieces.

There is a detailed tutorial from Lord Ned about the above at: Forums.tf2maps.net
 
Software used: Hammer, 3ds max, Wunderboy's 3DS Max VTF Texture Support, Cannonfodder's SMD Exporter, Crafty, GCFScape, GUIStudioMDL, VTFEdit

Comments
flippedoutkyrii
flippedoutkyrii Oct 14 2009, 2:55pm says:

Incredible work!

This is one of the few mods out there that uses Cinematic physics!

Great job! I can't wait to start beta testing!

+3 votes     reply to comment
Muffinssi
Muffinssi Oct 15 2009, 6:32am says:

Impressive work MMaster! Cinematic physics are realy rare in mods, so that gives more unique experience to this.

+2 votes     reply to comment
Torabi
Torabi Oct 15 2009, 1:30pm says:

Brilliant, I hope more people put this kind of stuff into their mods. It's the best thing you can do since source itself can't handle any proper destruction.

+1 vote     reply to comment
Dragonlord
Dragonlord Oct 15 2009, 1:31pm says:

"Cinematic" physics? Erm... what the...? It's nice looking and a good simulation no problem there. What's this cinematic all about when it is just a conventional rigid body physics simulation ( what havok does since ages )?

0 votes     reply to comment
medve
medve Oct 15 2009, 4:03pm replied:

true, but this is something new to the source modscene

+1 vote     reply to comment
awesomepossum
awesomepossum Oct 15 2009, 4:11pm replied:

"Cinematic" physics is what valve calls physics that are pre rendered into a model. It's like the explosions at the ends of Payload maps from TF2. They do it so lower end computers can see cool explosions without having to try and do physics simulations on hundreds of tiny objects.

+1 vote     reply to comment
Dragonlord
Dragonlord Oct 15 2009, 5:22pm replied:

So with other words they renamed "pre-canned" into "cinematic". I see.

+2 votes     reply to comment
omegamaelstrom
omegamaelstrom Oct 25 2009, 12:50pm replied:

Specifically they called them cinematic, because they were meant for cinematic style effects.

Like the beginning of ep2 after the portal storm when the train cars and the big rocks fall down.

The original intent was actually supposed to be bigger than what it turned into though. There's an article about it somewhere.

+1 vote     reply to comment
zonbie
zonbie Oct 15 2009, 4:48pm says:

impressive start. looking forward to lots more. nice way of wrapping it up as a tutorial and not just a demonstration. I'll be trying this out based on your info...looking forward to more.

+1 vote     reply to comment
Nebcake
Nebcake Oct 15 2009, 6:06pm says:

Wow is all I need to say.

+1 vote     reply to comment
Callinstead09
Callinstead09 Oct 15 2009, 7:06pm says:

"Our house! In the middle of the street!" In the video that's what it actually looks like! lol

+1 vote     reply to comment
Keptron
Keptron Oct 15 2009, 7:28pm says:

This is a good mod idea, I hope everything run right and you get to release :) It's an interesting mod

+1 vote     reply to comment
BoneofFear
BoneofFear Oct 15 2009, 8:12pm replied:

A Michale Bay's 'Splosions mod?!Hell yeah!

+1 vote     reply to comment
freredarme
freredarme Oct 16 2009, 12:24pm says:

Nice work ! It's a nice idea

+1 vote     reply to comment
reconman
reconman Oct 17 2009, 9:44am says:

nice work

+1 vote     reply to comment
ALIENwoods
ALIENwoods Mar 5 2010, 5:08pm says:

A "cinematic-phys" avagy előre renderelt fizikával kapcsolatos animáció egy nagyon jó dolog, én is tervezem a majdani használatát a Kontrollba :)

+1 vote     reply to comment
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