You should be constraining each piece together so that it is a stable structure until breaks are made.
Also, this will not look realistic in any way, it's mainly why destructible maps are not done. The engine doesn't like too much destruction, unless its an animated model.
Last time I checked buildings don't break in big triangular chunks
[QUOTE=GameDev;31739604]Last time I checked buildings don't break in big triangular chunks[/QUOTE]
You have obviously never used a triangular cutting laser for demolition then.
This is of no use really, physics maps are horrible with all this fake DMM shit.
Cinematic physics are better.
[QUOTE=sphinxa279;31739960]This is of no use really, physics maps are horrible with all this fake DMM shit.
Cinematic physics are better.[/QUOTE]
Well...red faction physics are better, but until source integrates a better physics engine, cinematic is all we have.
Ladies, Form a line. :v:
[media]http://www.youtube.com/watch?v=HhDJdDnr3m4[/media]
[QUOTE=HiddenMyst;31741795]Fellas
[url=http://hiddenmyst.pap3rback.com/Uploads/Project%20Shit%20Bricks.rar]Project Shit Bricks[/url][/QUOTE]
Before i download that, mind telling me what it is?
Playing Blue Shift I noticed an explosive barrel that couldn't be moved about when detonated, took a few chunks out of the environment so it gives a higher sense of a lasting impact that something powerful like explosives can leave. Something like this would be possible from the above tutorial? I'll have to give it a go!
So, you're telling us to just make func_breakables in triangular pieces to form a wall? Wow, like nobody could have ever figured this out easily.
Well that is cool tut but it would be even better if it has some really useful tips like physics constraints.. Physbox is overrided almost by every user and almost every user knows how to configure it....
snip
[QUOTE=pinecleandog;31742912]Before i download that, mind telling me what it is?[/QUOTE]
Its a map with a bunch of bricks that are models that can be broken and pushed out of place. Lets just say i threw a grenade and my game crashes.
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[QUOTE=mopman999;31743415]I was implying that you make the objects yourself and stuf like that.I never said make a giant triangular shit box. To constrain it to be more realistic just group the objects near the roof to pieces of the roof.
I'm sorry I even posted this to be honest[/QUOTE]
It was bad and you should feel bad :v:
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[QUOTE=mopman999;31743539]Honestly it was 2:30 in the morning so I was feeling pretty good about myself. So now I feel bad. Yes.
Guys its not a FUNC_BREAKABLE. Those aren't movable unless parented to a movable object.
These act as actual physic props[/QUOTE]
We know they're made from physboxes, this was still done, literally years ago and is nothing new.
[QUOTE=Firegod522;31743392]Its a map with a bunch of bricks that are models that can be broken and pushed out of place. Lets just say i threw a grenade and my game crashes.[/QUOTE]
I'll try that out, and if i do not crash...
My Computer > Yours.
Wow guys chill out. Its a nice tutorial, albeit unneeded but I think its pretty cool. I could never get it working right, thanks.
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It was a good tutorial none the less, just a repeated one, you should get into the whole video tutorial scene as well. They're more useful people find.
Ok i came back with a result....
Pinecleandog > Laws of Physics
[IMG]http://i1183.photobucket.com/albums/x468/pinecleandog/hjygjygj.png[/IMG]
Lesson learned:
Source is not compatible with Bad Company 2 Physics
Lesson learned:
Source is shit, why do i even do level design on it? :v:
[QUOTE=pinecleandog;31744022]Lesson learned:
Source is shit, why do i even do level design on it? :v:[/QUOTE]
Ahem, Source is not shit...
[QUOTE=OP;31739463]:words:[/QUOTE]
you cant be serious.
[QUOTE=pinecleandog;31744022]Lesson learned:
Source is shit, why do i even do level design on it? :v:[/QUOTE]
Source it very easy to map with compared to model based engines. You only need one tool, compared to 3.
We'll it's what im used to.... if i started level designing now, i would go do UDK or something
[QUOTE=GameDev;31743890]Lesson learned:
Source is not compatible with Bad Company 2 Physics[/QUOTE]
Fun fact : Bad company's "Physics" aren't complicated and could, with a few custom models be remade in source (If something breaks, it either breaks into pieces that don't have any relation to the damage it took (wooden fences break the same way every time - the same way as it is in source ALREADY) or its split up into a few 'tiles' that can just display a big amount of destruction ( house walls ).
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