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FPS Creator X10 / Explodable buildings?

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P Tew
17
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Posted: 4th Aug 2007 11:06
Will explodable buildings be possible in X 10? Say for example, I fire a grenade at a wall and part of it blows off or, if I wanted a helicopter to come and fly and crash into a wall and the house smashes, would that be possible at all?

Thanks
Roger Wilco
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Location: In the Shadow of Chernobyl
Posted: 4th Aug 2007 13:06
This might be possible through extensive scripting and some custom media. It should be well possible if they allow for custom debris models to be implented.
Squelchy Tom
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Posted: 4th Aug 2007 15:46
i think your on about that geo-modding technology seen in games like red faction =/ i dont think x10 is that advanced yet :/
Cheese Cake
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Posted: 4th Aug 2007 18:15 Edited at: 4th Aug 2007 18:16
Squelchy Tom.

X10 is a lot more advanced then that.
Just look at the graphics.
Look at the textures they look like they are below 512x512.
Also it doesnt support normal maps.
(and others)



But P Tew.

It is possible. (the grenade thing)
(or at least i think it is)

Butterfingers made a game where you can blast doors away.
And make the scene alot more alive by open lockers so...
I think you can make your own wall with your own script that will
destroy (or change model into a "destroyed" model)....
well you get the drift.
BMB
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Posted: 4th Aug 2007 23:59
I think what he was going at is something like what you see in the trailers for Crysis. Am I right? If so this would be extremely fun but I don't know if it will work with the physics currently or not. We'll see. I suggest you send your questions like these in for the Q&A thread up at the top of this forum. That way we can see answers directly from Lee.

Cheese Cake
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Posted: 5th Aug 2007 00:52 Edited at: 5th Aug 2007 00:53
I tested it in this current version well....

It works but not that great.

Like if you would walk against the wall it would fall.
And also some collision wont work like if you create a building
you cant walk into it.

But it looks fun if you throw a grenade in it.

I did it like this:

First created a wooden plank, one half of the original wall mesh
from FPSC itself, and the other a quarter of the original wall mesh.
(made them in 3ds max)

Then made them dynamic.
Placed them in a form of a small cabin.
And tested the game.

Like i said it doesnt work completely.
Like you cant walk in to the cabin.
And if you walk against it the walls will fall.
P Tew
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Posted: 5th Aug 2007 22:26
Thanks Cheese Cake! This really helps. Ill see if I can develop on this theory more and ill keep you posted.

Thanks.

Any other thoughts people?
Cheese Cake
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Posted: 5th Aug 2007 22:32
Well there is another way.


But this is a lot different then falling wals and such.

Rolfy made a destroyable machine 1 time and released it on these forums.

You should take a look for it.

It was made like this:
You make a entity,
Make a second version of it only now like its destroyed,
Look at the script rolfy gave away with his entity,
And follow the readme that comes along.
Xarshi
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Location: Ohio
Posted: 8th Aug 2007 01:06
if tgc allows you to make joints in the scripts then you could,but that'd mean they'd have to do alot of other stuff(making variables for object references and all that)

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