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Sol!d Snake's Realistic Ragdolls V3

A Skin Mod for Counter-Strike: Source

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==CREDITS== =Solid_Snake= =Valve= ==INSTALLATION== Extract to you C:\Program Files\Steam\Steamapps\*your username*\Counter-Strike Source\Cstrike directory
If you have any trouble installing this or any skins, please refer to this tutorial Well here it is, my realistic ragdolls, version 3. I hope you guys like it. I made some improvements on this one. Here are some things I did.
Things I did: *Made the ragdolls fall faster *Made the ragdolls fly a tiny bit farther when hit by a grenade *Made the ragdolls do NOT simply flop over when shot, they get pushed a bit more this time around
Here is the video: Render by: xAstral

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  • Spectre avatar
    Spectre Joined 11y ago
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    access_time 10y
    Any plans for Half-Life ragdolls? BTW, yours are pretty awesome and realistic.
    Survival First
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  • Anonymous
    access_time 10y
    Posted by noodlz15 This set would be very good and fairly realistic except for the knockback - the average bullet would not transfer enough energy to cause that. The .223 Remington cartridge used in the M16 fires a 3.9 gram round at 960 meters per second, and assuming even a below-average target weight of 150 lbs wearing a 60 lb pack for a total of 210 lbs (approximately 95kg mass, or 95,000 grams), there would be no noticeable knockback. Momentum is described as mass times velocity, so: 3.9 (round mass) x 960 (round velocity) = 95000 (target mass) x v (target velocity) Solving for target velocity, or in other words how much the target would be moving even assuming that the bullet transferred all of its energy to them (i.e. did not exit their body): 3744 (round mass x velocity) = 95000 x v Divide 3744 by 95000 to get v. v = 0.039 m/s 0.039 meters per second is approximately 0.058 miles per hour. Even larger rounds would cause very little knockback; for example, the Barret's .50 BMG cartridge is 45g and moves at approximately 908 m/s; 40,860 divided by 95000 for the same target as before would yield about 0.43 m/s in the target, which is just shy of one mile per hour. I'm not trying to say that this is a bad set of ragdoll physics by any means; after all, it's a video game full of other physical inaccuracies. It is, however, not a good set of ragdoll physics for those who want realism (though it's still an improvement over the game default's very, very light dolls).
    Someone did their research
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  • noodlz15 avatar
    noodlz15 Joined 10y ago
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    Ah, see, I've done no work with the physics in the Source engine, just texturing, and it hadn't occurred to me that in a physics engine, an effect like knockback would be dependent directly on the mass of an object, as opposed to having a separate number or variable. Either way, Solid, it's...erm...solid work. Perfection is pretty much impossible with video games, I forget sometimes - can't expect the guns in-game to do the same thing to a person as in real life.
    Designated Marksman avatar
    Mantra
    Designated Marksman
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  • Solid_Snake avatar
    Solid_Snake Joined 13y ago
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    Posted by noodlz15 This set would be very good and fairly realistic except for the knockback - the average bullet would not transfer enough energy to cause that. The .223 Remington cartridge used in the M16 fires a 3.9 gram round at 960 meters per second, and assuming even a below-average target weight of 150 lbs wearing a 60 lb pack for a total of 210 lbs (approximately 95kg mass, or 95,000 grams), there would be no noticeable knockback. Momentum is described as mass times velocity, so: 3.9 (round mass) x 960 (round velocity) = 95000 (target mass) x v (target velocity) Solving for target velocity, or in other words how much the target would be moving even assuming that the bullet transferred all of its energy to them (i.e. did not exit their body): 3744 (round mass x velocity) = 95000 x v Divide 3744 by 95000 to get v. v = 0.039 m/s 0.039 meters per second is approximately 0.058 miles per hour. Even larger rounds would cause very little knockback; for example, the Barret's .50 BMG cartridge is 45g and moves at approximately 908 m/s; 40,860 divided by 95000 for the same target as before would yield about 0.43 m/s in the target, which is just shy of one mile per hour. I'm not trying to say that this is a bad set of ragdoll physics by any means; after all, it's a video game full of other physical inaccuracies. It is, however, not a good set of ragdoll physics for those who want realism (though it's still an improvement over the game default's very, very light dolls).
    Understandable. I get where you're coming from, but there is only so much I can alter with the Source ragdolls. It would certainly be more interesting if death animations were implemented along with the ragdolls to make the death seem more realistic, such as the shock of a bullet tearing through the character. If I were to add more weight to the ragdolls, the deaths would be quite boring, as when the character is shot, he'd immediately go into ragdoll while standing up, making him simple fall straight down to the floor, which would be... well... boring.
    A surveillance camera?! avatar
    Mantra
    A surveillance camera?!
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  • noodlz15 avatar
    noodlz15 Joined 10y ago
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    This set would be very good and fairly realistic except for the knockback - the average bullet would not transfer enough energy to cause that. The .223 Remington cartridge used in the M16 fires a 3.9 gram round at 960 meters per second, and assuming even a below-average target weight of 150 lbs wearing a 60 lb pack for a total of 210 lbs (approximately 95kg mass, or 95,000 grams), there would be no noticeable knockback. Momentum is described as mass times velocity, so: 3.9 (round mass) x 960 (round velocity) = 95000 (target mass) x v (target velocity) Solving for target velocity, or in other words how much the target would be moving even assuming that the bullet transferred all of its energy to them (i.e. did not exit their body): 3744 (round mass x velocity) = 95000 x v Divide 3744 by 95000 to get v. v = 0.039 m/s 0.039 meters per second is approximately 0.058 miles per hour. Even larger rounds would cause very little knockback; for example, the Barret's .50 BMG cartridge is 45g and moves at approximately 908 m/s; 40,860 divided by 95000 for the same target as before would yield about 0.43 m/s in the target, which is just shy of one mile per hour. I'm not trying to say that this is a bad set of ragdoll physics by any means; after all, it's a video game full of other physical inaccuracies. It is, however, not a good set of ragdoll physics for those who want realism (though it's still an improvement over the game default's very, very light dolls).
    • Interesting x 1
    Designated Marksman avatar
    Mantra
    Designated Marksman
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  • Awp_7 avatar
    Awp_7 Joined 10y ago
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    Nice man, Tops! 10/10 :D and umm.. can you link to where you got that blood? i cant seem to find it :D
    YOU JUST GOT BOOYEAH'D!
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  • Fall3n185 avatar
    Fall3n185 Joined 10y ago
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    They need to blow back a little more. If you get shot in the face with a m16 you arent just going to hit the ground. you will fly a little back (about 1-3ft, depending on how fast you are shooting)
    Noob
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  • Solid_Snake avatar
    Solid_Snake Joined 13y ago
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    Posted by SoldierX77 I've always been a fan of all your skins, and ragdolls ^^, this is so much better then the default ones + Points for beating valve :).
    Thanks =D
    A surveillance camera?! avatar
    Mantra
    A surveillance camera?!
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  • SoldierX77 avatar
    SoldierX77 Joined 11y ago
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    I've always been a fan of all your skins, and ragdolls ^^, this is so much better then the default ones + Points for beating valve :).
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  • Solid_Snake avatar
    Solid_Snake Joined 13y ago
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    access_time 11y
    Posted by Anthrax15 I saw someone asked earlier but I didnt see an answer, do you know what m4 skin you used in that video? It looks really cool. Also, I'm downloading these ragdolls now they look really cool, good job.
    I believe it's this release.
    A surveillance camera?! avatar
    Mantra
    A surveillance camera?!
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