C&C_Tempest, the first map to premier Stonerook's concep [message #-995086] |
Sat, 21 September 2002 06:32 |
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As far as I know at least. Of course, kudos goes to Stonerook for coming up with the idea.
Here are some screenies:
http://www.renega demods.info/users/YSLMuffins/Bridge1.jpg
http://www.renega demods.info/users/YSLMuffins/Bridge2.jpg
http://www.renega demods.info/users/YSLMuffins/Bridge3.jpg
http://www.renega demods.info/users/YSLMuffins/Bridge4.jpg
I have, however, run into a few annoyances. First off, for its aggregate settings, it: is an occluder, does not collide in pathfind, has a collision mode of PUSH, has an animation logic mode of ANIM_LOGIC_SEQUENCE, goes at 10 FPS. The bridge does not start to fall apart until it is destroyed.
As for my annoyances, if you stand on a part of the bridge that moves up as it is being destroyed, the animation is halted, but luckily if you stand on a part of the bridge that falls down you fall down with it. For my bigger annoyance, some of the explosions do not appear at all when they should! They appear when they should and makes the destruction animation really dramatic in W3D viewer, but ingame, most of the explosion emmitters just don't appear.
Any suggestions/ideas? [ September 21, 2002, 13:33: Message edited by: YSLMuffins ]
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C&C_Tempest, the first map to premier Stonerook's concep [message #-995084] |
Sat, 21 September 2002 07:05 |
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quote: Originally posted by YSLMuffins: As far as I know at least. Of course, kudos goes to Stonerook for coming up with the idea.
Here are some screenies:
http://www.renega demods.info/users/YSLMuffins/Bridge1.jpg
http://www.renega demods.info/users/YSLMuffins/Bridge2.jpg
http://www.renega demods.info/users/YSLMuffins/Bridge3.jpg
http://www.renega demods.info/users/YSLMuffins/Bridge4.jpg
I have, however, run into a few annoyances. First off, for its aggregate settings, it: is an occluder, does not collide in pathfind, has a collision mode of PUSH, has an animation logic mode of ANIM_LOGIC_SEQUENCE, goes at 10 FPS. The bridge does not start to fall apart until it is destroyed.
As for my annoyances, if you stand on a part of the bridge that moves up as it is being destroyed, the animation is halted, but luckily if you stand on a part of the bridge that falls down you fall down with it. For my bigger annoyance, some of the explosions do not appear at all when they should! They appear when they should and makes the destruction animation really dramatic in W3D viewer, but ingame, most of the explosion emmitters just don't appear.
Any suggestions/ideas?
That is why you don't do animated bridge destruction or any kind of animatied destruction unless the animation is set to kill you.
The issue here is that doing this is just too elaborate and really ****s with the game dynamics. Blowing up massive bridges which have no real purpose or tactical advantage just makes no sense, in my opinion.
If you're planning on doing destructible bridges, why do something that elaborate? Pull a Red Alert and copy how they did it from the game. Three sets of animation, one for full health, two for cracked and broken but still usable, and three for totally destroyed and impassable.
Muffins, I'll tell you right now, the best way to go about anything of that sort (Without major lag issues.) is to follow this acronym - KISS - "Keep It Simple, Stupid!"
No offense with the KISS acronym but keep it simple and you won't run into problems as much as you will by attempting to bite off more than you should chew.
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C&C_Tempest, the first map to premier Stonerook's concep [message #-995080] |
Sat, 21 September 2002 08:54 |
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quote: Originally posted by YSLMuffins: Well, right now I'm tweaking with the ANIM_LOGIC_LINEAR setting, but whenever I select the KILL collision mode it reverts back to PUSH whenever I hit ok. Why is that?
I don't know, but if you want to try this I seriously suggest doing a lag test with at least 16 people. Something tells me this'll lag the engine to no end.
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C&C_Tempest, the first map to premier Stonerook's concep [message #-995079] |
Sat, 21 September 2002 09:51 |
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Anim_logic_linear seems to do the trick but the explosions still don't always appear when they should the first time around - if I repair the bridge and then damage it, the explosions seem to appear correctly, except during the destruction animation.
There are noticable differences between logic_linear and logic_sequence, but I'm still testing. :-\
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C&C_Tempest, the first map to premier Stonerook's concep [message #-995078] |
Sat, 21 September 2002 10:03 |
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quote: Originally posted by aircraftkiller2001: I don't know, but if you want to try this I seriously suggest doing a lag test with at least 16 people. Something tells me this'll lag the engine to no end.
Well, if anyone would be kind enough to host a large enough server I'd do it. So far I can only do a 4 player server to see if it goes alright on the FDS.
Ohhh!! I just had an idea! I could extend the explosion keys past one frame in the track view! *smacks forehead* duhh
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C&C_Tempest, the first map to premier Stonerook's concep [message #-995076] |
Sat, 21 September 2002 10:27 |
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Guys, I'm very happy to see someone using this feature of the engine I can shed some light on some of your problems.
First, Collision mode PUSH only really works with meshes that *ONLY TRANSLATE*. This might seem like a big limitation at first but consider this: Make all of those complex moving meshes in your bridge non-physically-collideable, then put a hidded box mesh in there that is physically collideable. Make your hidden mesh translate downward when the bridge destroyed. There is a lot one could do with clever combinations of visible meshes that animate in cool ways but are not physically collideable with *few* hidden meshes that *only translate*.
As for the effect on the engine, if you don't overload the rendering by making hundreds of little separate meshes (this is just a standard rule for anything you build though) and you dont have too many meshes that are collideable *and* animating, then it should work great.
greg
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C&C_Tempest, the first map to premier Stonerook's concep [message #-995072] |
Sat, 21 September 2002 12:07 |
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hmm - take a little time off and all the answers are here... lol
hmmm - good point with the hidden meshes - etc... etc...
will have to keep that in mind....
YslMuffins - if you want to put your map on my test server - email when you want to - and i can upload it... (should be able to handle 32)
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C&C_Tempest, the first map to premier Stonerook's concep [message #-995071] |
Sat, 21 September 2002 12:09 |
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Because it's not hard doesn't mean it can automatically done well. The compute vertex solve often screws up the alpha blend between two meshes. When I experimented with the emissive value in the material editor I was stunned at how well it turned out. In my past experience there was always that obvious line where you could tell where one mesh ended and the other began - not so this time.
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C&C_Tempest, the first map to premier Stonerook's concep [message #-995070] |
Sat, 21 September 2002 12:15 |
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Will That be Suppended over Water...
Here is how i whould use it
Take 4 Remote c-4s.. when the tank gets on the Brige... BLAM!!! Falls in the Water.. Gose BOOM! HA HA HA HA HA
What about a Tower... If a Tank Takes a Shell to it.. the Top floors Crumbles but the Structure Still Stands but with Smoke and Fire where the first Top floors Stand..
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