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Solution for Real Ragdoll Mod


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I've been thinking and i have realized, after so many Ragdoll mods which are basically prewritten and prerecorded actions, that the solution to a real ragdoll effect is to just make CJ's body have no strengt to keep itself up. This will cause his body to simply flop down. I am sure one of you master CLEO modders or coders can solve this. Don't forget to put in a reset function so CJ can get Back up again. Hope i was a great help. PS: I'm not a Modder! colgate.gif

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And how do you think such a 'strength' flag will be read if SA has no ragdoll system? fail.

ghost of delete key
Hope i was a great help. PS: I'm not a Modder! colgate.gif

Gee, how could we tell... confused.gif

 

Seriously, though- if you don't have the mesh animated, the model would probably either assume the default in-modeler pose, or simply crash the game.

 

But thanks for the help. wink.gif

I love the friendliness of GTAF members towards newcomers. Very welcoming and helpful for people who probably went through similar ideas about how games worked.

Because everyone should sign up to GTAG shouldn't they...

 

Sorry, couldn't resist. I don't really mean it.

 

 

It's their fault they recieve the level of sarcasm, because new members are instructed to read the rules

 

@Ontopic

 

Since GTA:SA has no ragdoll, there is no built in strength "control". I think the closest to realistic is Ryosuke's, and I'm sure his is ASI and custom animation.

ghost of delete key

 

I love the friendliness of GTAF members towards newcomers. Very welcoming and helpful for people who probably went through similar ideas about how games worked.

Well, let's be realistic, Deji. colgate.gif

 

There's already a few posts here on just this thing, yet the "modder" (not) had to post a spammy fantasy.

 

In light of the fact that pure bandwidth was wasted, I think we (at least I) have been as helpful and "friendly" as possible.

 

Would we be as warm and welcoming to someone pissing on your doorstep and leaving litter behind?

 

Kinda the same thing.

 

If one were to actually ask genuine questions instead of forward ignorant suggestions, the Forums come alive with welcome.

There's far too little of this, though.

A little ribbing never hurt anyone, and it might drive someone to start thinking a little. smile.gif

 

*******

 

On topic:

 

The physics of the game are hardcoded in the EXE, and are a separate deal from the animations that give transformation to the model meshes. They are two entirely different things.

One would first have to be able to hook into the point where anims are applied to the mesh, then "switch off" the transform, and replace it with dynamic transformation based on physics.

No mean feat, all considered.

 

 

But for someone who's not savvy, at least the knowledge that it's not yet workable should be obvious if he put more than 3 seconds into browsing/searching the Forums. wink.gif

Why it wouldn't be workable will take a bit more study.

 

 

 

Because everyone should sign up to GTAG shouldn't they

Absolutely, yes they should.

There's some good infos going on there. monocle.gif

Well i'morry if i sounded a bit idiotic but you should know that i was only trying to make a suggestion. Yes i know there have been other Ragdoll Mod posts but i have not come across a post that gives a probable solution such as this. The main idea where i got it from is from a program called #D Rad, a simple game making program. I the program, after a lot of hard work i had managed to make a realistic ragdoll simulation. However, because it had no muscles, it would simply flop down. I added a simple code so gravity would only be applied at the press of a button to make him fall down. I got bored so i played around for a while and managed to make a simple command where gravity would be applied to everything else except the ragdoll. Then i programmed it so that when a car hit it, the gravity would be applied and it would fall down. Long reply. I know. But i just wanted to tell you where i got it from. End of story. Pls keep replying.

ghost of delete key

You do realize that 3D Rad has nothing whatsoever to do with the RenderWare engine GTA was built on.

The technology is completely different, though the end result may be similar.

 

My point was that your OP was like: fixing the rubber band on a toy airplane, then declaring you know how to fix the problem in an F-111A.

 

The mechanics would run you out of the hangar. biggrin.gif

 

I wouldn't have thought a topic of some person only trying to help would offend you all so badly. And james227uk, no rules were broken. He's posted in the right forum hasn't he? Better than most. Did you read the rules when you signed up? I mean, of every forum you posted in too?

 

 

Anyway, let's just say Ryosuke is working on a real ragdoll mod so we have nothing to worry about.

 

 

EDIT: \/ That was beautiful, man...

Edited by Deji

And here we are trying to promote modding and how to do it, and you've attacked and flamed someone who came up with an idea. Whilst it isn't a possible idea it is still an idea none the less.

 

Lets keep the elitest, I'm holier then thou n00b attitude at the door thanks, otherwise I'll show you the door.

I doubt that Ryosukes tool will have any effect on the games physics in general confused.gif

1st it looks like as it would influence the physics of actors only but not the physics of objects ( I'm pretty sure he would have shown s in his video)

 

and 2nd: he didn't updated any news since he uploaded the video which actualy was several month ago

ghost of delete key

 

And here we are trying to promote modding and how to do it, and you've attacked and flamed someone who came up with an idea. Whilst it isn't a possible idea it is still an idea none the less.

I really hope we're not talking about me... If so, I apologize if I "flamed" anyone; I think mine was the least harsh of the comments.

Otherwise I completely agree. I only wanted to point out what I already have in my last post.

 

 

Lets keep the elitest, I'm holier then thou n00b attitude at the door thanks, otherwise I'll show you the door.

Agreed. Again, sorry if I ruffled feathers, but this nest has become SO messy.

After having been gone so long, trying to catch up on the body of knowledge has become a near-impossible task. A search turns up a thousand topics like this, and three hours of parsing for the info.

 

BUT ANYWAY, ontopic-

 

I've been trying to map out the important stuff in the SA exe to see just how it all runs...

 

IDA tells me there are 13085 routines in SA (and I've only cataloged about 300!), and it seems like nearly half of them tie into the physics aspects of the game. It doesn't look like there's just a "neat clump" of a physics engine that could easily be hooked, indeed there are thousands of bits attached to everything, so the task seems to be to find the one bit of physics code that affects the one thing you want to play with and hook that. That's why I'm trying to map all of this stuff, to find out where the commonalities are in order to simplify manipulating things of interest.

 

I've only scratched the surface, so all I can say is I wish Ryosuke the best. tounge.gif

 

On another note, I do think it is possible to find the right place or way to detach anims from their models and inject some dynamic fizzks in it's place.

 

In fact, this thread has given me an idea for an analytical tool...

 

Thank you, Jass5991.

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