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Hole

Posted: Fri Jul 04, 2014 6:50 am
by DrDrSheldonLeeCooper
Is it possible to make a hole (with ZE) in a wall?And does it is possible that I can destroy buildings like in Battlefield?

Re: Hole

Posted: Fri Jul 04, 2014 7:10 am
by thelegend
To add holes to walls you have to edit the wall in XSI. Destroyable buildings like in bf4?..hm..may be possible if you create the correctly "building collapse down" animation if an object got destroyed. Example were the Geonosis "rockets" (don't know the right name). If you destroy them they'll collapse down. But this is really difficult. You may need experience in XSI.
I'd like to create models my online problem is the exporting into .msh. Anyway the holes are problably addable if you open the wall.tga with gimp, add an Alpha channel and delete the "holes". Should work too if your wall is not too wide.

Re: Hole

Posted: Fri Jul 04, 2014 10:18 am
by DrDrSheldonLeeCooper
thelegend wrote:To add holes to walls you have to edit the wall in XSI. Destroyable buildings like in bf4?..hm..may be possible if you create the correctly "building collapse down" animation if an object got destroyed. Example were the Geonosis "rockets" (don't know the right name). If you destroy them they'll collapse down. But this is really difficult. You may need experience in XSI.
I'd like to create models my online problem is the exporting into .msh. Anyway the holes are problably addable if you open the wall.tga with gimp, add an Alpha channel and delete the "holes". Should work too if your wall is not too wide.
ok,thx :)

ps: you mean the technounion ship?

Re: Hole

Posted: Fri Jul 04, 2014 11:02 am
by TWINKEYRUNAWAY
Ive seen it done in BF1

https://www.youtube.com/watch?v=3nJJ7Tgp52I

Like he said though, its very difficult. However this user has been inactive and I think he wanted to keep this feature exclusive to his mod becuase he wanted it to stay special compared to other mods.

Re: Hole

Posted: Fri Jul 04, 2014 11:20 am
by Kingpin
I think I know what you want to do. You'll need two .msh files, the first one while it is intact, and the second after it is destroyed. In the odf, you'll want to set it up similar to this:

Code: Select all

[GameObjectClass]       

ClassLabel		= "destructablebuilding"
GeometryName    	= "" /original msh


[Properties]        

GeometryName    =   "" /original msh
DestroyedGeometryName   = "" /destroyed msh
ExplosionName       = "" /.exp 
MaxHealth       = 	x
CurHealth	    = x

--1

DamageStartPercent      = 99
DamageStopPercent           = 75
DamageEffect            = "com_sfx_vehiclesmoke"
DamageEffectScale           = 2
DamageInheritVelocity       = 0.0
DamageAttachPoint           = "hp_panel"

DamageStartPercent      = 74
DamageStopPercent           = 0
DamageEffect            = "com_sfx_vehiclespark"
DamageEffectScale           = 3.5
DamageInheritVelocity       = 0.0
DamageAttachPoint           = "hp_panel"
--1

Re: Hole

Posted: Fri Jul 04, 2014 11:22 am
by MileHighGuy
TWINKEYRUNAWAY wrote:Ive seen it done in BF1

https://www.youtube.com/watch?v=3nJJ7Tgp52I

Like he said though, its very difficult. However this user has been inactive and I think he wanted to keep this feature exclusive to his mod becuase he wanted it to stay special compared to other mods.
Its just a destroyable building, no big secret here. It is done very well in that map.