Moving Mech Leg

Half-Life 2 HL2
Moving Mech Leg by Gackt
Posted 19 years ago2005-10-10 16:42:48 UTC • Examples • Half-Life 2
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Name
Moving Mech Leg
By
Gackt Gackt
Type
Map
Engine
Source
Game
Half-Life 2
Category
Examples
Included
BSP
Created
19 years ago2005-10-10 16:42:48 UTC
Updated
19 years ago2005-11-09 15:31:18 UTC
Views
2285
Downloads
640
Comments
11
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Here it is, the long-awaited demonstration of my mech's leg. This is done entirely in Hammer, using a variety of constraints tied to physboxes. The movement isn't quite as fluid as I would have prefered, but it must be noted that it will look more natural in real movement than it does in this example.

11 Comments

Commented 19 years ago2005-10-12 13:45:43 UTC Comment #9415
lol, this sounds awesome. I'm waiting for my Steam to update, then I'll D/L
Commented 19 years ago2005-10-12 19:11:35 UTC Comment #9418
The making of the leg has drained my creative mech-designing juices for the time being, but once I spend a few days on other projects, I promise that I'll be back at it (I want to see the finished product as much as anyone else, after all). I don't want to compromise on the quality just because I'm bored, so I think it'll be better if I wait until I'm interested again.
Commented 19 years ago2005-10-13 10:10:08 UTC Comment #9421
I was planning to do something like that..
If you did what I think I did.
But, I'm Dloading. :)
Commented 19 years ago2005-10-13 10:25:34 UTC Comment #9423
It wasn't done as I was going to make it so I'm still allowed to post my idea.. >:)

Well, I didn't really like it.
It just moved a bit boring.
Would have been cool if the higher peice of the bone would move less, and the lower peice would move more sideways so it would look like it really had a kne.
But, you're on the right track. :)
Commented 19 years ago2005-10-13 13:05:10 UTC Comment #9426
To be fair, what I was able to accomplish was EXTREMELY DIFFICULT to do, and I did think to make the knee and feet have more articulation, but it rendered the leg unusable. In fact, there are still joint brushes in there, but they are disabled. I have tried laboriously to get more articulation, but there are only two options with such a complex leg: choose detail and stability, or choose functionality. Since the legs are just for decoration, naturally I opted for stability and detail. If you are able to get articulation in your own leg idea and have it remain stable, then by all means - do so. I'd love to be proved wrong, but I am convinced that it is impossible for a leg of this complexity to move with any more realism and still be able to stay attached. See my thread on this subject if you want to see all the failures I have met with up until this final version.
Commented 19 years ago2005-10-15 07:55:47 UTC Comment #9435
Gackt: Yeah, I know, it is hard to make, but, well, it's good to know that you tried to make a working kne, so I just say, keep at it, you'll get it. :)

My idea wasn't to make a leg, really, my idea was to make a robot. ^^
Wouldn't that be cool?
An AI based on triggers, and, no animations just using func_rotating and func_door(_rotating) and such..
But, I don't got time for that now, I need to think about the competition and my mod, BT.
Commented 19 years ago2005-10-15 14:37:39 UTC Comment #9437
I'll warn you early, Madcow, to avoid heartache and tears on your part. DON'T use func_door_rotatings if you intend the brush to touch ANYTHING and not pass through. It simply does not work. I learned that when making my X-Wing's S-Foils, with disastrous clipping results (and its new habit of crashing whenever it is flown upside down). Func_rotatings are a good idea, but make sure you practice up on them before actually building your robot. They're unreliable for doing back-and-forth movements in constant intervals, as I have sadly learned - they are perfect, though, for spinning things.

As for your robot, what did you plan for it to do? Would it be human-sized, or smaller? Also, what kind of purpose do you have planned for it? Would it be like a Mars-rover with little probes and arms, or would it be a big smasher-type to destroy stuff with? Do tell - it sounds interesting :)
Commented 19 years ago2005-10-16 07:02:58 UTC Comment #9441
Quote: DON'T use func_door_rotatings if you intend the brush to touch ANYTHING and not pass through

Yeah, I noticed that when I made that man eating machine..
That dissapointed me a lot!
I mean, C'mon, this is source, I thought it was a physic engine.
Ragdolls didn't colide with func_rotating ether though... :S

I don't know where I would use the robot, but I'm just intreasted of creating a "lifeform" or something that "thinks" without coding, or, modeling.
But, it might fit in to a SP map or something, not sure.
I think I'll start with a humansized, and maby build one with the size of your leg when I think I'm good enough.
I think it will be some kind of a war robot, maby, I don't think it will be able to walk, that will be to hard to make, but, move bodyparts and neutralise his enemies.
Thanks for being intressted. :)
Your leg gave me some insperation. ;)
Maby we could co-operate with some kind of a robot project? :D
Commented 19 years ago2005-10-16 13:22:13 UTC Comment #9443
Wow....sentient brushes.....

I'd dare say that's far more ambitious than my mech - but I support your courage to make it entirely in Hammer (we non-coder/modellers have to stick up for each other, after all).

If you do get around to starting it, I'll gladly contribute anything applicable that I've learned from building the mech. I can also to some brushwork to a limited extent (I know how most people like their mapping style to be consistent throughout), so just let me know when you're ready.
Commented 19 years ago2005-10-17 10:28:18 UTC Comment #9456
Yeah, I'll contact you when I start. :)
Commented 18 years ago2006-05-12 15:18:04 UTC Comment #11809
Without the vmf file, it's not so much in the spirit of an example as just "look what I can do." IMHO, this belongs in the "Unfinished" category.

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