P3 prop physx: Difference between revisions
ABRAoriginal (talk | contribs) (Tidied up the page and added some additional info from my own research into Physx. Theres a lot thats unknown about the specific implementation of Dude's coat such as how much is baked into the mdl and what is grabbed externally.) |
m (Probably should add this to Category:Physics since it's physics-related entities.) |
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{{MConfirm|env_wind or p3_physx_wind? According to leaked partial code, its p3_physx_wind but testing needs to be done to see what exactly these do together.}} | {{MConfirm|env_wind or p3_physx_wind? According to leaked partial code, its p3_physx_wind but testing needs to be done to see what exactly these do together.}} | ||
{{P3 topicon|nocat=1}} | {{P3 topicon|nocat=1}} | ||
[[Category:Physics]] |
Latest revision as of 07:25, 12 August 2024


p3_prop_physx
is a point entity available in Postal III. It is used to add models that utilizes the Nvidia PhysX physics engine.

Left - PhysX disabled; Right - PhysX enabled

This entity is designed to work with certain cloth models, such as the one used for Postal Dude's coat. It also does not interact or react with props using Havok physics, grenade explosions or bullets. Disabling PhysX using physx_enabled 0 or launch argument -nophysx will replace the material of the "cloth" models with a template texture (such as template_body for Postal Dude's coat) and disable the PhysX physics engine (Entirely disabling it if the -nophysx launch argument is used).
In the case of the Postal Dude model, disabling PhysX will cause the game to load a fallback version with preset animations.
Keyvalues
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Model (model) <string>
- The model this entity should appear as.

- Wind Entity (windentity) <targetname>
- Attach to a wind entity.
