Grenade Animations - TFC

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Galaxy_Stranger
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Grenade Animations - TFC

Post by Galaxy_Stranger »

In Team Fortress Classic - ever notice that when a grenade is thrown, once it hits the ground, the model looks like it's freaking out and glitching?

Is there a reason for that or is it just the model animation? Did they do that to make it easier to spot?
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wildweasel
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Re: Grenade Animations - TFC

Post by wildweasel »

I think it's a quirk of how Half-Life's physics work, to be honest.
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Rachael
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Re: Grenade Animations - TFC

Post by Rachael »

Goldsrc was never as advanced as the new Source engines were, anyway. In fact, it was barely even a step above Quake. What made it "realistic" really was the placement of the weapon models physically touching underlying surfaces as if they had been dropped/placed instead of making them float and spin like in Quake - as well as actual model collision physics, which did little more than offer a more complicated hitbox.
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leileilol
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Re: Grenade Animations - TFC

Post by leileilol »

Quake has avelocity (angle velocity). Grenades use this. They're bound to clip off their origin anyway. Team Fortress Classic is more or less a literal port of the original Quake mod, avelocity grenades included for more faithfulness.. To fix this would mean making it awkwardly settle in a frame above the floor and clear its angle (Half-Life grenades do this). This "glitch" is deliberate.

Quake3 tried to avoid this problem with their grenades but it ends up with grenade slooking like they're pivoting in a fixed angle and just looks lazy and unrealistic.
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Galaxy_Stranger
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Re: Grenade Animations - TFC

Post by Galaxy_Stranger »

Interesting

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