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P3 prop physx: Difference between revisions

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(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.)
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[[File:P3_prop_physx_before_and_after_interacted.jpg|thumb|right|260px|{{ent|p3_prop_physx}} after being interacted by the player (Postal Dude), by walking or kicking the cloth model itself.]]
[[File:P3_prop_physx_before_and_after_interacted.jpg|thumb|right|260px|{{ent|p3_prop_physx}} after being interacted by the player (Postal Dude), by walking or kicking the cloth model itself.]]


This entity are designed to work with certain cloth models, such as one used in Postal Dude's coat. It also does not interact or react with props using [[Havok]] physics, grenade explosions or bullets. Disabling PhysX using {{code|physx_enabled 0}} or launch argument {{code|-nophysx}} will replace part of the "cloth" models with solid color (such as purple) and disable the PhysX physics engine entirely.  
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 {{code|physx_enabled 0}} or launch argument {{code|-nophysx}} will replace the material of the "cloth" models with a template texture (such as {{code|template_body}} for Postal Dude's coat) and disable the PhysX physics engine (Entirely disabling it if the {{code|-nophysx}} launch argument is used).  


In the case with Postal Dude model, disabling PhysX will cause the game to load a fallback version with preset animations.
In the case of the Postal Dude model, disabling PhysX will cause the game to load a fallback version with preset animations.


==Keyvalues==
==Keyvalues==
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{{MConfirm|Does the 128-character limit apply to this entity?}}
{{MConfirm|Does the 128-character limit apply to this entity?}}
{{KV|Wind Entity|intn=windentity|targetname|Attach to a wind entity.}}
{{KV|Wind Entity|intn=windentity|targetname|Attach to a wind entity.}}
{{MConfirm|env_wind or p3_physx_wind?}}
{{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}}

Revision as of 00:08, 12 August 2024

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

p3_prop_physx entity with Postal Dude model (one of the only cloth models that utilizes PhysX physics engine).
Left - PhysX disabled; Right - PhysX enabled
p3_prop_physx after being interacted by the player (Postal Dude), by walking or kicking the cloth model itself.

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.
Confirm:Does the 128-character limit apply to this entity?
Wind Entity (windentity) <targetname>
Attach to a wind entity.
Confirm: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.