So at the start of Half-Life: Blue Shift there's this really cool train crash.
I had a discussion about this in a gamedev server where we were trying to determine how this was done. There's nothing in the game files to suggest it was an animated model, so I decompiled the map to check it out and...
I had a discussion about this in a gamedev server where we were trying to determine how this was done. There's nothing in the game files to suggest it was an animated model, so I decompiled the map to check it out and...
Comments
Like damn they just did a func train and made that shit animate, no bullshit whatsoever
https://gamersnexus.net/gpus/nvidia-giveth-nvidia-taketh-away-rip-physx-32-bit-gtx-580-vs-rtx-5080
Wonderful!
Then again the tight deadlines drove the level designers to almost insanity, as in several setups across the game, the entity names reflect the mental state of the creator at that time
Multi_managers seem "easy" to understand and work around, but when one starts working with multisources?
That's where the insanity begins
I miss cohost so much ;_;
In both cases (according to in-game dev commentary) they ran physics calculations and baked paths into the map / model animation like this.
Since they had to deal with tight map limits for perf, that meant that for any rotated brushwork, they had to make them first func_door_rotating, and then tell them to open and rotate the degrees desired (due to the way BSP makes cuts in GS)
Certainly we have gone long ways since
https://www.youtube.com/watch?v=A93esjHeKlA
"FREEMAN!!!" - Panicking Scientist