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Aix Destroyable Enviroment


DEVILMAN

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Lol.. awesome.. does the BF engine even run properly with all those destructables?

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Good question :lol: ,I guess yes. As long there is no 'massive boom' everything is fine.

When a destructable 'dies', it actually disappears. Could only give problems when a lot of dest. explodes at once.

I must say I'm impressed, but one tip: Let the trees fall over aswell, looks way cooler. (trees on the road, yay)

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Lol yeah, but can't you use rotbundles to do that lol?

Then you can simply keep the 'root' on the ground, like it cracks at the root.

And ehm, question2, can you walk trough the tree on the ground, or does it have collision to prevent that?

Edited by bergerkiller
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Lol yeah, but can't you use rotbundles to do that lol?

Then you can simply keep the 'root' on the ground, like it cracks at the root.

And ehm, question2, can you walk trough the tree on the ground, or does it have collision to prevent that?

I know nothing about rotbundles,so i dont know if its possible,but then wouldnt you need some sort of wreck file (hmmm the stump you say)

you can walk through,but you cant drive through

so far trees are set to stay fallen for 45 seconds and to respawn at 120-180 seconds

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Ah ok. Just found out using rotbundles gives problems.

It can make a spawnpoint red, really anoying.

You can just keep on using the falling methode. But still, it would be cool if it falls completely smooth.

Like with the antenna, and hear cool bending iron sound.

I'm bored, I'm gonna try to make a falling tree with rotbundles =D

lol, rotbundles indeed give problems. The nearby cp turns red when it is destroyed =(

Edited by bergerkiller
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Well, if you want to make debris (from the hotel) with collision, you would need to make a lot of small parts of debris.

And spawn them. Like a simple wall, and spawn it when it is destroyed.

For some more realism you could keep the effects you are now using.

And come on, this is the first and best destructable environment I have seen.

Why should it be convincing? :P

EDIT:

I have a question: Did you use destoyable objects or player control objects with no movement?

For some kind of reason the destroyable object crashes all the time...

Edited by bergerkiller
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actually satnav made one a couple of years back, he made a demo level with a tank mowing down rows of trees which fell over how you'd expect. i'm not sure what modification he made to said trees though; he may have had to re-export them all as bundledmeshes beforehand

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Unless particles have real collision properties this looks great but its still not convincing.

you want convincing

i have poured enough concrete in my life to build a small town,including many bridges

and i am yet unable to work out how to repair a large hole in a concrete bridge with a wrench in about 30 seconds,and then to be able to drive a 60 tonne tank straight over it

if you know where i can find one of these wrenches,please let me know MS :P

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Yes, i want it convincing :P And such stuff as a wrench repairing a bridge doen't exist in XWW2. We use a special repair truck for heavy stuff ( bridges mostly can't be repaired with us ) - one of the many reason why we're doing a mod and not bother with vanilla BF2.

And no: SatNav is really SatNav and one of the coding/modelling wizards over at BFSP and working with AIX . I remember his videos about falling trees and they really looked good with their physics.

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My question has still not been answered :(

@Devilman: What type of objects did you use? Destroyable or player controlled?

change (in tweak and con file)

ObjectTemplate.activeSafe Bundle or ObjectTemplate.activeSafe SimpleObject

To

ObjectTemplate.activeSafe DestroyableObject

Note ..doesnt seem to work on all objects (yet)

Or maybe you could speak to SadNav,his probably at home,with his bat and ball

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Lol, now i know that your wrecks have collsionmeshes ( and there's remains of buildings floating in the sky :P ). But what i really meant is the behaviour of particles with regard to players , vehicles and environment ( and you probably know what i mean )

And there's still the limit of 100 destroyables per level, too bad :(

Btw, i still refuse to call that little vehicle a tank :P This is a tank:

tiger1A.jpg

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But what i really meant is the behaviour of particles with regard to players , vehicles and environment ( and you probably know what i mean )

Would you know why,vehicles cant "go through" the particles,but soldiers can ?

And how to fix it

Edit...there a some small problems because certain objects collision mesh,arent the exact same shape as the viewed object

example..the radar dish on some towers

Edited by DEVILMAN
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100 destroyables max per level...

Is it possible to use player control objects instead? There is no limit, I had 200 of them once.

The falling idea you are now using can also be used with a pco.

Oh, and does anyone knows of a way to STOP the cp's from turning red?

It is one of the most anoying thing which could happen, and it happens all the time...

when I attach something large to a vehicle. (pco)

And when you attach a rotbundle, all cp's in the radius turn red...

Is there something you can do??

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