That will be part of the container code (I think I mentioned this before?). That's why I want to test this out and discuss the parent class so that we cover enough ground in the new destroyables.
Quick question for the group. I'm writing the destroyables code now. I created specific classes for stone, wood, and glass. Do you think any other base materials should be added? What about metal? I'm on the fence concerning that, I don't think it will look right.
Reactive Decorations by <lol>BK (bobkakabk)
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Re: Reactive Decorations by <lol>BK (bobkakabk)
Good point, but I think for metal, copy the idea from the WS_packs cans.
The destroyed mesh is a bent/crumpled version.
Useful for blowing in a metal-door.
Would vegetation/leaves/paper be worth adding ?
What/how would a lettuce or book blow-up ?
Generally people use the breaking wood effect with trees, but looking through my collection I see a lot of things that could do with a more confetti-style destruction.
Confetti class ?
*EDIT* PROBLEM
I forgot about the problem with changing the size of destroyables.
The William Sherriff drinks cans are fine. When you destroy them, they turn into a bent sub-class and are the same size.
However other decos, such as the Fish-tank, telephones and boxes do not inherit the display-scale and use the default size when destroyed
I guess without rebuilding the old deco-packs they won't be quite as functional as I hoped for
The destroyed mesh is a bent/crumpled version.
Useful for blowing in a metal-door.
Would vegetation/leaves/paper be worth adding ?
What/how would a lettuce or book blow-up ?
Generally people use the breaking wood effect with trees, but looking through my collection I see a lot of things that could do with a more confetti-style destruction.
Confetti class ?
*EDIT* PROBLEM
I forgot about the problem with changing the size of destroyables.
The William Sherriff drinks cans are fine. When you destroy them, they turn into a bent sub-class and are the same size.
However other decos, such as the Fish-tank, telephones and boxes do not inherit the display-scale and use the default size when destroyed
I guess without rebuilding the old deco-packs they won't be quite as functional as I hoped for
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Re: Reactive Decorations by <lol>BK (bobkakabk)
Here's a demo of where we are right now
[youtube]Pw67fsV0nlY[/youtube]
Sorry about the damn lag. It's because of Fraps and not the mod. It runs very smooth. The destructibles have settings to alter everything about the fragment parts from their number to size to skin and more. Ideally I want this to be completely scalable from a small wooden box to a pirate ship (like you saw) and still be able to use the same class.
There is still some stuff to work out but it's coming along nicely. Flay, I hear you over the confetti class but I think the DestructibleGlass will cover that. Really small pieces need to be done as an effect and not this way. Next update will probably be pretty close to a beta map release to test some of this stuff.
Thank you paper for all your help on this. Well done!
[youtube]Pw67fsV0nlY[/youtube]
Sorry about the damn lag. It's because of Fraps and not the mod. It runs very smooth. The destructibles have settings to alter everything about the fragment parts from their number to size to skin and more. Ideally I want this to be completely scalable from a small wooden box to a pirate ship (like you saw) and still be able to use the same class.
There is still some stuff to work out but it's coming along nicely. Flay, I hear you over the confetti class but I think the DestructibleGlass will cover that. Really small pieces need to be done as an effect and not this way. Next update will probably be pretty close to a beta map release to test some of this stuff.
Thank you paper for all your help on this. Well done!
So long, and thanks for all the fish
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Re: Reactive Decorations by <lol>BK (bobkakabk)
Haha the ship should be also split in parts ...but I like the glass effect. Maybe translucent chunks would be better, if possible.
And no I have to thank you for all your effort.
And no I have to thank you for all your effort.
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Re: Reactive Decorations by <lol>BK (bobkakabk)
Oooo...now the gears are turning...I should have made the glass shards translucent. Added!
The issue with odd-shaped stuff like the ship is the spawning effects have to spawn in and it's not easily done to account for every shape. You see in the settings on the destructibles that I attempt to account for as much as I can though. I'll detail how to change things when this gets close to sharing.
The issue with odd-shaped stuff like the ship is the spawning effects have to spawn in and it's not easily done to account for every shape. You see in the settings on the destructibles that I attempt to account for as much as I can though. I'll detail how to change things when this gets close to sharing.
So long, and thanks for all the fish
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Re: Reactive Decorations by <lol>BK (bobkakabk)
No I meant that it blew up as a whole.
yeah the shape is really difficult ...you can't predict every odd form an insane mapper will come up with.
But if the mapper is willing to spent some time into his destroyable object and cut it in parts will everything be fine.
yeah the shape is really difficult ...you can't predict every odd form an insane mapper will come up with.
But if the mapper is willing to spent some time into his destroyable object and cut it in parts will everything be fine.
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Re: Reactive Decorations by <lol>BK (bobkakabk)
Yep, and with a little care you can create multiple effects with different destructibles and really customize the overall feel. I like how it scales easily from simple to complex too.
I'm going to work on this some more this week paper but I have a good friend make a private request for me to make him something. I need to go get that done, he's that kind of friend and I owe him. I'll get back to this in a day or so. Is that cool?
I'm going to work on this some more this week paper but I have a good friend make a private request for me to make him something. I need to go get that done, he's that kind of friend and I owe him. I'll get back to this in a day or so. Is that cool?
So long, and thanks for all the fish
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Re: Reactive Decorations by <lol>BK (bobkakabk)
Yeah, I can see how the glass effect would work for vegetation. Translucency would also work in its favour.
..actually would it be worth having it as a toggle for other classes ?
It is a Sci-fi game, so why not allow for translucent metal and stone.
On a related note, watching the vid reminded me of something else.
While we wait for the new physics of the SDK, there is something else you can play with
Unreal PhysX support
[youtube]zkM-HeWsQVg[/youtube]
UT99 http://www.unrealsp.org/forums/viewtopic.php?t=893
Unreal http://www.oldunreal.com/cgi-bin/yabb2/ ... 1266076298
..actually would it be worth having it as a toggle for other classes ?
It is a Sci-fi game, so why not allow for translucent metal and stone.
On a related note, watching the vid reminded me of something else.
While we wait for the new physics of the SDK, there is something else you can play with
Unreal PhysX support
[youtube]zkM-HeWsQVg[/youtube]
UT99 http://www.unrealsp.org/forums/viewtopic.php?t=893
Unreal http://www.oldunreal.com/cgi-bin/yabb2/ ... 1266076298
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Re: Reactive Decorations by <lol>BK (bobkakabk)
I wish dots would continue work on that. I've played with it and it's not ready for prime time yet but has serious promise.
So long, and thanks for all the fish
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Re: Reactive Decorations by <lol>BK (bobkakabk)
I know there was a bit of a head-ache, but maybe once the U-Racer project is finished, he may be more inspired.
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Re: Reactive Decorations by <lol>BK (bobkakabk)
Bump.
My old host is gone so I replaced the download link, and added the file to the original post.
My old host is gone so I replaced the download link, and added the file to the original post.
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