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**BROKEN IN V0.6** Kinda Realistic Ragdoll Humans 1.0.2

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About This File


This map is broken as of Teardown build 0.6, which disabled physics on all scaled voxels. I may "fix" it by making the voxels normal scale and having low-detail ragdolls similar to those in the crash test dummies mod, but there is no timeline for this.

This is a map with a few 1:1 scale ragdoll humans that have internals. They are based on kszabi98's ragdoll giant humans (many thanks!) and scaled down by half in MagicaVoxel and then scaled down again to 0.3 voxel size in Teardown. I also made a few changes to their proportions, joint flexibility and added a new spine joint to try to get them to fit in vehicles and bend realistically. The goal was to find a balance between detail and performance. Thanks to AngryChickens for a couple of the models!

Some features:

- 1:1 size

- Detailed internals

- Flammable clothing and hair

- Realistic joint movement

- Really fun to run over!

 

Some flaws:

- Very brittle and even smallest weapons blast them apart

- Scaling voxels in Teardown causes collision issues with other dynamic objects. Most noticeable when you break smaller chunks off and they fall through vehicles and other dynamic objects. That means no pinning the skulls to the front of your truck! 😞

- Body armor doesn't work until we have true penetration mechanics where voxel damage to weaker voxels is blocked behind non-penetrating hit on strong voxels

Enjoy!

 

To use in other levels:

For example, Green guy:

1. Add human_green.vox to your level's "main" folder

2. Add the following code to your levels main.xml and adjust position value for the group accordingly.

Quote

        <group id_="1243162752" open_="true" name="human" pos="0.0 0.0 0.0" rot="0.0 0.0 0.0">
            <vox id_="1456167680" name="front frame" pos="0.0 0.6 0.0" rot="0.0 0.0 0.0" collide="true" prop="true" file="LEVEL/human_green.vox" object="body" scale="0.3"/>
            <vox id_="1037367104" open_="true" name="blade" pos="0.09 0.06 0.03" rot="0.0 0.0 0.0" collide="true" prop="true" file="LEVEL/human_green.vox" object="upper_left_leg" scale="0.3">
                <joint id_="1107625984" pos="0.0 0.3 0.0" rot="0.0 90.0 -90.0" type="hinge" size="0.05" rotstrength="0.0" rotspring="0" limits="0 90" sound="true"/>
            </vox>
            <vox id_="662216192" open_="true" name="blade" pos="-0.09 0.06 0.03" rot="0.0 0.0 0.0" collide="true" prop="true" file="LEVEL/human_green.vox" object="upper_right_leg" scale="0.3">
                <joint id_="121838864" pos="0.0 0.3 0.0" rot="0.0 90.0 -90.0" type="hinge" size="0.05" rotstrength="0.0" rotspring="0" limits="0 90" sound="true"/>
            </vox>
            <vox id_="1155797888" open_="true" name="blade" pos="0.09 -0.27 0.03" rot="0.0 0.0 0.0" collide="true" prop="true" file="LEVEL/human_green.vox" object="left_leg" scale="0.3">
                <joint id_="212546224" pos="0.0 0.31 0.0" rot="180.0 90.0 0.0" type="hinge" size="0.05" rotstrength="0.0" rotspring="0" limits="-60 0" sound="true"/>
            </vox>
            <vox id_="743027008" open_="true" name="blade" pos="-0.09 -0.27 0.03" rot="0.0 0.0 0.0" collide="true" prop="true" file="LEVEL/human_green.vox" object="right_leg" scale="0.3">
                <joint id_="1036318464" pos="0.0 0.31 0.0" rot="180.0 90.0 0.0" type="hinge" size="0.05" rotstrength="0.0" rotspring="0" limits="-60 0" sound="true"/>
            </vox>
            <vox id_="2026103552" open_="true" name="blade" pos="0.09 -0.33 0.08" rot="0.0 0.0 0.0" collide="true" prop="true" file="LEVEL/human_green.vox" object="left_foot" scale="0.3">
                <joint id_="2016075904" pos="0.0 0.05 -0.1" rot="180.0 90.0 0.0" type="hinge" size="0.05" rotstrength="0.0" rotspring="0" limits="-30 15" sound="true"/>
            </vox>
            <vox id_="751022848" open_="true" name="blade" pos="-0.12 -0.33 0.08" rot="0.0 0.0 0.0" collide="true" prop="true" file="LEVEL/human_green.vox" object="right_foot" scale="0.3">
                <joint id_="1790421760" pos="0.02 0.05 -0.1" rot="180.0 90.0 0.0" type="hinge" size="0.05" rotstrength="0.0" rotspring="0" limits="-30 15" sound="true"/>
            </vox>
            <vox id_="17237020" open_="true" name="blade" pos="0.24 0.63 -0.06" rot="0.0 0.0 0.0" collide="true" prop="true" file="LEVEL/human_green.vox" object="upper_left_arm" scale="0.3">
                <joint id_="1665633536" pos="-0.08 0.3 0.0" rot="180.0 90.0 0.0" type="hinge" size="0.05" rotstrength="0.0" rotspring="0" limits="-80 160" sound="true"/>
            </vox>
            <vox id_="1273048960" open_="true" name="blade" pos="-0.24 0.63 -0.06" rot="0.0 0.0 0.0" collide="true" prop="true" file="LEVEL/human_green.vox" object="upper_right_arm" scale="0.3">
                <joint id_="658349312" pos="0.08 0.3 0.0" rot="180.0 90.0 0.0" type="hinge" size="0.05" rotstrength="0.0" rotspring="0" limits="-80 160" sound="true"/>
            </vox>
            <vox id_="1276653696" open_="true" name="blade" pos="0.24 0.48 -0.06" rot="0.0 0.0 0.0" collide="true" prop="true" file="LEVEL/human_green.vox" object="lower_left_arm" scale="0.3">
                <joint id_="359224736" pos="0.0 0.15 0.0" rot="180.0 90.0 0.0" type="hinge" size="0.05" rotstrength="0.0" rotspring="0" limits="0 90" sound="true"/>
            </vox>
            <vox id_="1002434304" open_="true" name="blade" pos="-0.24 0.48 -0.06" rot="0.0 0.0 0.0" collide="true" prop="true" file="LEVEL/human_green.vox" object="lower_left_arm" scale="0.3">
                <joint id_="67964976" pos="0.0 0.15 0.0" rot="180.0 90.0 0.0" type="hinge" size="0.05" rotstrength="0.0" rotspring="0" limits="0 90" sound="true"/>
            </vox>
            <vox id_="1923533440" open_="true" name="blade" pos="0.24 0.3 -0.06" rot="0.0 0.0 0.0" collide="true" prop="true" file="LEVEL/human_green.vox" object="left_hand" scale="0.3">
                <joint id_="604606528" pos="0.0 0.15 0.0" rot="180.0 90.0 0.0" type="hinge" size="0.05" rotstrength="0.0" rotspring="0" limits="-15 15" sound="true"/>
            </vox>
            <vox id_="1564964096" open_="true" name="blade" pos="-0.27 0.3 -0.06" rot="0.0 0.0 0.0" collide="true" prop="true" file="LEVEL/human_green.vox" object="right_hand" scale="0.3">
                <joint id_="981461504" pos="0.03 0.15 0.0" rot="180.0 90.0 0.0" type="hinge" size="0.05" rotstrength="0.0" rotspring="0" limits="-15 15" sound="true"/>
            </vox>
            <vox id_="1953944064" open_="true" name="blade" pos="0.0 1.05 0.0" rot="0.0 0.0 0.0" collide="true" prop="true" file="LEVEL/human_green.vox" object="head" scale="0.3">
                <joint id_="1281765760" pos="0.0 0.02 -0.05" rot="180.0 90.0 0.0" type="hinge" size="0.05" rotstrength="0.0" rotspring="0" limits="-25 25" sound="true"/>
            </vox>
            <vox id_="51121200" open_="true" name="lower_body" pos="0.0 0.3 0.0" collide="true" prop="true" file="LEVEL/human_green.vox" object="lower_body" scale="0.3">
                <joint id_="1944375168" pos="0.0 0.3 -0.08" rot="0 270 0" type="hinge" size="0.05" rotspring="0" limits="0 10"/>
            </vox>
        </group>
 

 

 

Edited by alan8325
Broken in 0.6


What's New in Version 1.0.2   See changelog

Released

-Added female ragdolls

-Added a few world leaders and their armies

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I like the way you used my humans and improved them for your idea. They are really fits well into Teardown world in my opinion. I'd love to see more type of humans from you. 😉

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I have a suggestion ( yes only one) is there any way to make them more brittle to environment/dynamic objects (dont do that if you make them more brittle to weapons)

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Objective_trash: I don't know yet if that's possible as I'm new to the lua scripting and I'm not sure if the API allows for modding the material properties for specific objects only and not everything else. I actually like the current behavior of the ragdolls when it comes to damage from dynamic objects, though I wish they could be damaged a little more from "squashing", such as when crashing a truck into a wall with ragdolls in between. It would also be cool if there was a way to "break bones" by dynamically splitting an object into two and adding a joint between them when the "break" happens.

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Brilliant! Amazing! Outstanding! Cant wait to see fully habitable maps (bergwall, abu zair range or ferway apartments for example). U are amazing and ur work is epic. One of best creations. Btw, the best weapon for this mode is Dual Beretas. 

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Dear creator, i have a small request for you. If its hard for you, pls ignore it, you already made this game better. Firstly, can u make a map that similar to a Human Playground where u can anticipate larger amount of ragdolls, smth like a 100 or 200 ppl on it. Since u made an army-looking ragdolls that might be an army vs army setup. Secondly, maybe it is possible to make a ragdoll thrower as a weapon or mod (like throwable giant human and throwable moon), with a low value of acceleration, so it will be easier for ppl to spawn ragdolls on diffrent maps. Best regards.

)

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13 hours ago, Skubadubadub said:

Dear creator, i have a small request for you. If its hard for you, pls ignore it, you already made this game better. Firstly, can u make a map that similar to a Human Playground where u can anticipate larger amount of ragdolls, smth like a 100 or 200 ppl on it. Since u made an army-looking ragdolls that might be an army vs army setup. Secondly, maybe it is possible to make a ragdoll thrower as a weapon or mod (like throwable giant human and throwable moon), with a low value of acceleration, so it will be easier for ppl to spawn ragdolls on diffrent maps. Best regards.

)

Yeah ideally I'd like to have these on a playground-style map. It's just a matter of the time it takes to make one and it's likely to be the focus of a 1.1 release. Thanks for the suggestion.

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Apparently this map is a bit political, regarding the fact that there's a Joe Biden ragdoll inside of a van next to the spawn labeled as "Jo Hidin" when you hover your cursor over the head of the ragdoll. There is also an audio file that plays when you're near it, talking about voter fraud. These ragdolls are also used in the White House map, with the Joe Biden model being the same (with no audio, as far as I know) and the Trump model seen in this map being used, but with an incredibly rigid material, which makes the destruction of it impossible. I am mentioning this because I've just now noticed the (somewhat) hidden Biden ragdoll in this map and the audio that comes along with it, and the fact that it's used in the White House map too.

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2 hours ago, LegoManSteve said:

Apparently this map is a bit political, regarding the fact that there's a Joe Biden ragdoll inside of a van next to the spawn labeled as "Jo Hidin" when you hover your cursor over the head of the ragdoll. There is also an audio file that plays when you're near it, talking about voter fraud. These ragdolls are also used in the White House map, with the Joe Biden model being the same (with no audio, as far as I know) and the Trump model seen in this map being used, but with an incredibly rigid material, which makes the destruction of it impossible. I am mentioning this because I've just now noticed the (somewhat) hidden Biden ragdoll in this map and the audio that comes along with it, and the fact that it's used in the White House map too.

You just spoiled Joe's location!

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Could you extend the humans series with other professions like:

- Doctor
- Scientist
- Mechanic
- Office employees
- Bus driver
- Farmer

Maybe other professions?

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