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Re: Destroyable buildings

Posted: Mon Feb 15, 2010 4:52 pm
by archer
Unfortunately I don't know of any Bf1942 mod with destructible vanilla buildings.
If you want a code template, just unpack Battle_of_Britain.rfa, go inside objects and copy Britain_Factory. Then you can simply replace lodFactory with your own lodObject that contains geometry of another building. You'll still get the factory wreck upon destruction, unless you make your own wreck mesh for each building or just give up on wrecks.
Another problem might be with materials - Bf1942 static buildings tend to use materials with materialDamage set to 0. Also all attack materials have damageMod set to 0 for said material. It means that your building will not take any damage no matter how long you shoot it. You can fix this by looking up building's materials and for each one set MaterialDamage to non-zero, and for each weapon set damageMod to non-zero for current material. This would be tedious (you'd have to go trough all attack materials) and there may be unforeseeable side effects. The alternative is to change materials of your buildings to standard destructible armor. Either way you'd have to open each building in max and look at materials.
In other words: there's no simple way of doing it. At least none that I'm aware of.

Re: Destroyable buildings

Posted: Wed Feb 17, 2010 3:15 am
by Iced Earth
Hey dude...

Well destroyable buildings in 1942 would just be PCOs like vehicles, except they are made of lots of "parts". As such, they would be destroyed the same way every time. It would look less obvious if the pieces were smaller, methinks.

Anyways, if you have a lot of free time, all you'd have to do is open the building in gmax/3dsmax, and start cutting it up into pieces. You'd then have to make a new PCO, and attach all those pieces to it. Then give it a new mat ID with low HP, so it can be destroyed somewhat easily..

Basically, a huge pain in the ass. haha

Re: Destroyable buildings

Posted: Wed Feb 17, 2010 7:02 pm
by MR PINK BALLS
doh boy

Re: Destroyable buildings

Posted: Wed Feb 17, 2010 7:03 pm
by freddy
well i guess he could keep the building in one piece and just mask them "vanishing" with a effect or two, going from lots of smoke to a big explosion or something and maybe add some ObjectTemplate.addArmorEffect 0 e_scrapmetal 0/0/0 to like i dunno 10-20 of them?

Re: Destroyable buildings

Posted: Wed Feb 17, 2010 7:20 pm
by MR PINK BALLS
something that would look extremely good,is if he splits the building into lots of peaces in max and then plugs the building into reactor engine in max just like I did the in skeleton tut for ragdolls,then made the building fall in reactor and created the animation off of it,it would look super realistic,but would probably take a couple of days.

Re: Destroyable buildings

Posted: Thu Feb 18, 2010 4:43 am
by MR PINK BALLS
why so?,i don't want destructible buildings atm :P but if u make a building ill be happy to do rector work on it

Re: Destroyable buildings

Posted: Thu Feb 18, 2010 7:25 am
by MR PINK BALLS
it take long time,me not got much time,but I may try

Re: Destroyable buildings

Posted: Thu Feb 18, 2010 11:25 pm
by Iced Earth
Yeah...mr. mamba, take a pretty simple building you know you're gonna need, and ask pink to work on that one...

Mr. Pink, I have an idea to make your job easier..:

Image

If you can imagine it, this is how DICE did it for Battlefield 1943. Even though the building is "destroyable" its still kind of the lazy way, for a new game haha.

Basically even in its most "destroyed" state, the building still exists. Whats left is the frame..: The light gray part. The walls though are made up of chunks (The dark gray pieces with dotted lines). So if you're gonna do it, I'd recommend doing it that way...should save you a headache.

Re: Destroyable buildings

Posted: Fri Feb 19, 2010 12:51 am
by Apache Thunder
For BF1942, I would recommend trying it with the least amount of PCOs as possible. If there are too many PCOs it could cause network lag. ;)

Re: Destroyable buildings

Posted: Fri Feb 19, 2010 2:57 am
by Archimonday
That would be my choice to make the best looking destructables, but if you find yourself at a lack of performance, it may be best to make some nice dust effects, and just do the classic "wreck" destructable.