Animated MG belt

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VariousNames

FNG / Fresh Meat
Aug 6, 2009
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You're right, it would be nice for cloth and flags.

But not mag belts (in third person).

Now excuse me while I slice my wrists open.
 
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Zetsumei

Grizzled Veteran
Nov 22, 2005
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Amsterdam, Netherlands
The MG42 got a viewable belt in game in first person. And I'm not saying they should wave in the wind, bullets weight too much for that. I'm saying that I would like it if the inertia from the bullets would move them around when bullets are quickly being moved through the feeding system.

And especially with things like big wide uniforms like greatcoats or soldiers with the plash palatka it would be nice if it would move like the cape in batman. And for example weapon slings which would have been attached to pretty much every weapon, slings are generally just a leather strap, like currently in roost you wouldn't need weapon slings but it would be a nice detail to see them waving around on the gun.

Yes hardware PhysX when utilized would take up GPU cycles, but that's why it should be like a graphical option. So users can choose to enable it or simply decide to not use it.

For third person nobody would notice any physX if it were added to an MG belt so I'm definitely not stating I want GPU physx with the third person view of the mg. In the third person it would be nice if a short static ammo belt hanging out of the mg (wouldn't even have to change in length or anything).

Personally I am against using PhysX smoke myself though, as simply smoke blocks your view, and there are enough issues with smoke currently looking different on every computer. If physX smoke looks denser or less dense than normal smoke then things will be even worse. Heck ideally if anything I would like it if smoke would be displayed exactly the same on every computer.
 
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Reise

FNG / Fresh Meat
Feb 1, 2006
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Maine, US
Various you seem to be overreacting due to the idea that the belt would have to be modeled realistically and animated realistically down to a "T."

Personally I'd rather see an idle belt or box/drum there than nothing at all. Doesn't have to animate perfectly with collapsible links, and unique serial numbers, and visible primer indentations and other nonsense.

I'd rather have something hanging off the gun, free-flowing and unchanging, than a boring empty space that somehow feeds the weapon.
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
3,438
538
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You're right, it would be incredibly easy to model a drum or box. Not so for an ammo belt, which he specifically asked for an "animated" one. This means it has to properly feed, plus have a realistic physics sim, which frankly, is just too damn petty and hogs processor cycles that could be used for more important stuff, like advanced ballistics models, increased player anims, environmental destructibility, etc....

Zetsumei actually suggested Physx. You have to be seeing the problem here, you just have to.


A lot of games have been doing this for a long time. GRAW 1/2 PC is an example.

I don't see the big deal.

You don't need physx for something so basic.
 

Xendance

FNG / Fresh Meat
Nov 21, 2005
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Elitist Prick Club RS Branch
Offtopic rant: I hate it how people talk about PhysX as it would only mean the GPU accelerated part of it. It's a physics engine just like Havok or any other, not just some GPU mumbo jumbo >_>
 

Zetsumei

Grizzled Veteran
Nov 22, 2005
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Offtopic rant: I hate it how people talk about PhysX as it would only mean the GPU accelerated part of it. It's a physics engine just like Havok or any other, not just some GPU mumbo jumbo >_>

That is because a lot of things like structural physics and cloth physics, simply cannot run well on a cpu with PhysX without making a game halt to a crawl. GPU's are awesome for linear, vector and matrix algebra, and with that is pretty nice to use for simplified finite element solution dynamics for example.

CPU PhysX, from what i've seen is a lot more taxing for the cpu when obtaining similar effects as say havok or bullet. Things with effects like in gary's mod afaik, couldn't run well even on the fastest systems with UE3 without hardware physX. Which is why I hate PhysX, but I doubt that TWI would change the physics engine of UE3.

With an ammo belt you could either animate it like seen in RO ostfront. Or the physics engine could be used to make it move depending on the situation. Both can create similar results, however I imagine that using the physx engine would be a lot easier and quicker than fully animating the belt for every individual situation (quickly moving your gun to any side , leaning, firing, walking, running, standing still). Graw 2 for instance got some nice touches that if they lean the gun to the left the ammo belt will move to the left due to gravity.
 
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