Physics Fix?

Post » Sat Feb 19, 2011 4:19 am

Anyone know if they are planning on fixing the floating objects they had in morrowind and oblivion? Take some crab meat off a plate, and poof, candles, plates, clutlery, paper, baskets, and whatever else was on the table started floating. That really killed the mystical world for me.
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Jordyn Youngman
 
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Post » Fri Feb 18, 2011 9:49 pm

New engine, so my guess would be yes
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Katie Samuel
 
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Post » Sat Feb 19, 2011 2:21 am

New engine. New Havok. New Crab
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leni
 
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Post » Sat Feb 19, 2011 2:49 am

That really killed the mystical world for me.

Are you kidding? What’s more mystical than a floating feast?!
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James Potter
 
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Post » Sat Feb 19, 2011 9:06 am

A more efficient way to fix Skyrim should bug occur would be if Bethesda added a spell item to your inventory. You use the item and then touch the broken item in question, and automatically the game sends an automatic-bug report straight to Bethesda's bug inbox for investigation by the bug team. You can describe the nature of the bug in case it isn't obvious. That would require a small patch to make the game internet capable, not sure that's something they'd be willing to do. Just an idea.
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Ria dell
 
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Post » Sat Feb 19, 2011 6:07 am

Yep, the physics have always been awful. For me, this and the animations are the two biggest problems with the current engine.
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lydia nekongo
 
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Post » Sat Feb 19, 2011 3:44 am

Anyone know if they are planning on fixing the floating objects they had in morrowind and oblivion? Take some crab meat off a plate, and poof, candles, plates, clutlery, paper, baskets, and whatever else was on the table started floating. That really killed the mystical world for me.

I've never noticed things spontaneously start floating in Oblivion, outside of the paint brushes. I have noticed that when picking something up on the table, everything else spontaneously falls a couple of millimeters or so, as if the physics for that object weren't be calculated until I interacted with a object in it's general vicinity.
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Miguel
 
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Post » Sat Feb 19, 2011 3:33 am

I loved/hated it when a table bumb created a shockwave that sent all the items on the table an inch into the air.
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helen buchan
 
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Post » Fri Feb 18, 2011 10:46 pm

Are you kidding? What’s more mystical than a floating feast?!


It's always funny to see the staff's inclusion into discussions. It's clearly not revealing anything, it's clearly not to play with the heads of the readers -it's little jokes and pokes of fun. As seen here.

Gotta say, you guys must have fun observing us for those perfect moments to jump in. :P
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Prue
 
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Post » Sat Feb 19, 2011 7:38 am

Are you kidding? What’s more mystical than a floating feast?!


LOL

and you said you could not implement levitate
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Dean Brown
 
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Post » Sat Feb 19, 2011 6:42 am

Agreed. Two main things need to happen. 1. When I enter a cell, all objects should react to gravity/physics without the need for me to touch it. In Oblivion, I remember several times grabbing something off a shelf and then every other item on the shelf would fall down a little bit as if gravity wasn't enabled until I touched something in the environment. 2. Collision models need to be accurate this time. In Oblivion, when I would stack books on top of each other, I could see a good bit of space in between the books. They floated on air. I can only assume this is a collision model size problem.
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Miss Hayley
 
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Post » Fri Feb 18, 2011 9:31 pm

Morrowind did not have a real physic system, Oblivion had but more annoying than the paintbrush bug was the low mass of items, warhammers and plate armor does not ricochet of walls if you bump into them, that felt cartoony.
Fallout 3 who followed Oblivion did this right. Can not remember the apply physic on cell enter or touch feature in fallout.
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His Bella
 
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Post » Sat Feb 19, 2011 6:40 am

New engine, new rules. But I really hope the phyics make more sense than they did in oblivion.
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Joie Perez
 
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Post » Sat Feb 19, 2011 2:23 am

Are you kidding? What’s more mystical than a floating feast?!


Yup, but nearly all Havok'ed objects being floating objects...maybe it's a bit TOO mystical... ^^U
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Katie Louise Ingram
 
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Post » Sat Feb 19, 2011 11:13 am

Physics was more immersion-breaking than immersive when you waded through a sliding and sloshing mass of bones, food, and debris on the floor, which all acted as if it was floating on the surface of a puddle. Maybe "immersive" should be taken in the sense of "everything's under water"? It was an annoying little detail how the row of books fell over every time you entered "Slash and Smash". It was absurd, rather than exciting, when goblin bodies launched themselves half-way across a cave room and splatted against the wall, after being stabbed lightly with a rusty dagger in the tutorial dungeon, yet later in the game could stand there and take repeated hits with a heavy warhammer without so much as budging. Placing a fork gently on a table to complete a setting should not cause the plate and nearby goblet to go airborne, flying off the table in random directions.

The Havok Physics in OB was an interesting "test", and showed enormous potential, but it failed overall, in my opinion. Hopefully, Skyrim will get it a lot closer to right, and get at least a "passing grade".
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e.Double
 
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Post » Sat Feb 19, 2011 1:23 am

I believe they are still using Havok to make the game, just a more advanced version of it. I think this question could be Partially answered by an understanding of how the newer/current Havok engine has improved over the older versions that were used in Oblivion and Fo3, but most of it is in the modelling.

I see this effect every single day as I place clutter items in the GECK, the Havok engine always enforces the collision boundary for items that have collision, and usually those collision meshes are slightly larger and more generic than the object (like books, for example). What looks like a floating book to us is really a book with a slightly larger (invisible) collision mesh that Havok is reacting to - so I don't even know that it's fair to blame Havok for this effect. It's more to do with the 3D modelling of the collision mesh for objects in the game.

Problem is that the collision meshes I've worked with are almost always simpler than the original mesh (for performance, its alot easier to calculate where a door is by considering a perfect rectangle versus trying to figure out the seams, decorations and door trim). Even with a perfect mesh we still get _a little_ floating, but its almost too small to notice.

Perhaps a campaign for "Complex Collision Meshes Please!" would achieve the desired effect? :)
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Danial Zachery
 
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Post » Fri Feb 18, 2011 11:28 pm

I hope so, I really do. If you look at any of the house mods in my signature you'll see that I tend to place a lot of clutter around to make the place look like someone lives there. Instead of using static objects I naturally use loot (Food, water, that sort of thing) that will be usefull to the player.

Then the second I walk in to test the mod I bump into a shelf and all the stuff I placed in the GECK flies off the shelf or even worse, hovers an inch or so above the surface it used to stand on. It drives me insane.
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Katie Louise Ingram
 
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Post » Sat Feb 19, 2011 7:02 am

Havok itself isn't flawed, it's a pretty professional program. Used in cinema and other fancy things. It's implementation in gamebryo was just a little bugged, but other games have used the technology well. I'd like to think that, with further havok integration into the core of the engine, rather than being an addon like it was in gamebryo (ex. Morrowind did not have Havok) I'd like to believe it'll work better.
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Max Van Morrison
 
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Post » Sat Feb 19, 2011 12:37 am

They should not fix this because I want this game to svck, next thread.

Oh wait.
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Adam Kriner
 
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Post » Fri Feb 18, 2011 10:29 pm

Are you kidding? What’s more mystical than a floating feast?!

A flying saucer?
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Rob Smith
 
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Post » Sat Feb 19, 2011 10:30 am

Anyone know if they are planning on fixing the floating objects they had in morrowind and oblivion? Take some crab meat off a plate, and poof, candles, plates, clutlery, paper, baskets, and whatever else was on the table started floating. That really killed the mystical world for me.


Morrowind didn't had much of a physic engine...just the basic of "what goes up must come down".

And the floating objects are normal. They are just placed in the scene like that, and not placed and than they run a simulater to make them go down... or placed directly on the surface (this would make some object slingshot, because they were in another object...)...
When static objects aren't tuch, they won't activate theire physic, there so, make processing faster.
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Carlos Rojas
 
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Post » Sat Feb 19, 2011 4:54 am

Werent they supposed to float?
Thats the only reason I played Oblivion.
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Matthew Warren
 
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Post » Sat Feb 19, 2011 8:16 am

It always blows my mind when they talk about how "bad" the graphics or physics were in Oblivion. Oblivion absolutely blew me away when it came to those things. I had never seen a game so realistic before.
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Erin S
 
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Post » Sat Feb 19, 2011 5:28 am

they fixed it in Fallout it is something about how if you affect one object the collision of the other objects wouldn't be activated, but it is a new engine and I hope that they put it in well
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Ian White
 
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Post » Sat Feb 19, 2011 6:25 am

Yep, the physics have always been awful. For me, this and the animations are the two biggest problems with the current engine.



Well good thing there is a new engine then :)

Like others have said, since they dropped Gamebryo I would naturally assume that things like floating paintbrushes will be non-existent.
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Nicole Kraus
 
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