Attachment Points.
Posted: Thu Dec 08, 2011 4:52 pm
He guys got a conversational question concerning destructible props in the Zero Engine. Okay when most of us think of a prop that has health and can be killed, we think of a mesh that is replaced by a exp version when the initial props health reaches zero right?
Well this theory is what most things like ammo droids, and other destructible props work off of, at least as a majority. So then when some one like me comes along and says, what if I wanted to blow multiple pieces off of a prop? Well you would then tell me it doesn't work like that because the hole thing blows up and gets replaced by it's destroyed version. Here is where my idea comes in. I don't know if it is possible, and since I don't see it in action, it is less then likely the engine has these abilities installed to it. So hear me out.
Now lets just say we wanted to make a building that has some bulky supports all around it's outside walls. Now if we wanted to make it realistically be able to have holes blown between every outer support, then we might even have a bunch of identical (destructible) walls to place between every support. Now if we wanted to extend this destructible option any further it would wreak havoc for the precision involved with placing all this stuff in zero edit.
So here same my idea when I thought about this: what if we could add those destructible walls by null "point and reference"? A little more in depth explains this theory to be kind of like your attaching effects to a vehicle, and then telling in the ODF what occupies that point. So then what if this were extended to the position of props in a prop? If this were a viable option, then all you would have to do is get creative with your walls and holes, and then be sure to position all of the (hole filling) walls under a null. Of course you would have to export the pieces separately, but it would then remove the hassle of messing with the meshes beyond exporting. Finish the ODF referencing, and theoretically that would be it.
Now comes the question, does the zero engine support anything like this. Or is this even some thing that could be edited into the way the engine is already setup? It's all up for conversation guys, just purely an idea. Post about your input on why this would or wouldn't work? I am no expert so just throwing it out there.
Well this theory is what most things like ammo droids, and other destructible props work off of, at least as a majority. So then when some one like me comes along and says, what if I wanted to blow multiple pieces off of a prop? Well you would then tell me it doesn't work like that because the hole thing blows up and gets replaced by it's destroyed version. Here is where my idea comes in. I don't know if it is possible, and since I don't see it in action, it is less then likely the engine has these abilities installed to it. So hear me out.
Now lets just say we wanted to make a building that has some bulky supports all around it's outside walls. Now if we wanted to make it realistically be able to have holes blown between every outer support, then we might even have a bunch of identical (destructible) walls to place between every support. Now if we wanted to extend this destructible option any further it would wreak havoc for the precision involved with placing all this stuff in zero edit.
So here same my idea when I thought about this: what if we could add those destructible walls by null "point and reference"? A little more in depth explains this theory to be kind of like your attaching effects to a vehicle, and then telling in the ODF what occupies that point. So then what if this were extended to the position of props in a prop? If this were a viable option, then all you would have to do is get creative with your walls and holes, and then be sure to position all of the (hole filling) walls under a null. Of course you would have to export the pieces separately, but it would then remove the hassle of messing with the meshes beyond exporting. Finish the ODF referencing, and theoretically that would be it.
Now comes the question, does the zero engine support anything like this. Or is this even some thing that could be edited into the way the engine is already setup? It's all up for conversation guys, just purely an idea. Post about your input on why this would or wouldn't work? I am no expert so just throwing it out there.