Talk:Postal III

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Physx cloth models

The models contained in models/cloth CAN have physx physics applied(this is not "dubious"). They must be placed as p3_prop_cloth and not p3_prop_physx. I have uploaded a video demonstrating this here https://www.youtube.com/watch?v=EIIhAkWdq_I and if you'd like I can provide the bsp and vmf of this map (obtained from the 2009 xbox build). This particular video was recorded on a pre-Zoom build of the game(ActControl DRM) with physx enabled. Disabling Physx causes odd results where the cloth models vibrate but do not interact with the Postal Dude as they do in the previous example. An example of the cloth models without physx being enabled can be seen here https://www.youtube.com/watch?v=fh3FzrHASf0 and shows that physx is used for these to some extent since they act differently with and without Physx enabled. ABRAoriginal

Further notes on this: Several files within the Cloth folder contain "APEX" in their names with APEX referring to the Nvidia Physx tech name https://gameworksdocs.nvidia.com/APEX/1.4/docs/APEX_Clothing/Index.html and within this folder in the 2010 Xbox build of the game are 2 .aca files(drapes_01_apex.aca and advertizing_apex.aca) which are Nvidia APEX cloth asset files as mentioned in the documentation here https://gameworksdocs.nvidia.com/APEX/1.4/docs/APEX_Clothing/ClothingTool.html. Also several of them literally have Physx in the name within the test folder such as advertizing_physx.mdl so I again say that attributing these models to Physx tests is not "dubious" ABRAoriginal (talk) 00:14, 10 August 2024 (PDT)ABRAoriginal

I figured out how Postal Dude's model has Physx working with it. My main question now is how and where should I document it? The system works by first defining two bodygroups, one with _NoPhysx which for the Postal Dude loads the full coat smd and then another bodygroup with _Physx which for the Postal Dude loads the coat smd that has the bottom coat tails cut off. Then in the QC you define the $keyvalues with a physx group. This Physx group defines the "apex cloth" and "box" for the Physx asset. In "apex_cloth" theres a value for an "asset" which is the alias for the Physx asset being loaded. This Alias is defined in nxconfig.txt in the scripts folder as well as the asset's materials (in place of an EZM file usually used by Physx assets). When Physx is on it'll load this Physx asset then. For the Postal Dude this Physx asset is m_avg_postal_dude_v2_APEX.apb. If you decompile Postal Dude's model using Tristan885's fork of Crowbar for Postal III you can find the information laid out here in the QC file.ABRAoriginal (talk) 01:23, 12 August 2024 (PDT)ABRAoriginal