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Chenak
21
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Joined: 13th Sep 2002
Location: United Kingdom
Posted: 27th Sep 2012 20:56
I would create two objects, the original model and a broken model with all the limbs set up as individual actors as suggested by Matty. Have the orginal model visible and position the broken one in the same place while excluded.

When object is struck by a heavy enough force then exclude the original model and replace it with the broken one, apply the force then hopefully it will break apart.

Might try and make an example if I get the time however with many objects I can imagine it being very processor intensive if you make the whole level out of them, however it would be a nice effect for certain pillars and such.
Matty H
15
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Joined: 7th Oct 2008
Location: England
Posted: 27th Sep 2012 21:15
Quote: "I can imagine it being very processor intensive if you make the whole level out of them, however it would be a nice effect for certain pillars and such."


I was thinking this. I would try to devise a system where any wall which is made of the same block would share the broken up version and it would fade out over time. I think this was happening in the video also.

Inflictive
14
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Joined: 16th Jun 2009
Location: Altis
Posted: 28th Oct 2012 23:44
What's the deal? How long does it take to write a "setup guide for Dark GDK"? This thread hasn't been touched in a month what's going on?

MrValentine
AGK Backer
13
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 29th Oct 2012 05:41
I thought I was following this... here goes...

Matty H
15
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Joined: 7th Oct 2008
Location: England
Posted: 29th Oct 2012 15:43
Quote: "What's the deal? How long does it take to write a "setup guide for Dark GDK"? This thread hasn't been touched in a month what's going on?"


TGC have the update so we are waiting on them now, ironically the GDK guide never made it in, everything else did though

Fallout
21
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 30th Oct 2012 23:15
Cool. Hopefully I'll be back into development in the next few weeks so then I'll be grabbing the new update. Did the get/set linear velocities for bones make it into this update?

Matty H
15
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Joined: 7th Oct 2008
Location: England
Posted: 31st Oct 2012 15:33
Yes, here are the new commands:



TGC are probably really busy at the moment, which is how we like them If anyone is desperate for the update then let me know and I'll see what I can do to speed it up.

Fallout
21
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 31st Oct 2012 17:51
Awesome job! Looking forward to playing with those updates. Yep, they're probably recovering from the FPSC Reloaded launch amongst other things.

Matty H
15
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Joined: 7th Oct 2008
Location: England
Posted: 11th Nov 2012 12:06
v1.11 should now be available for download, let me know if you find any issues, thanks.

Fallout
21
Years of Service
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 11th Nov 2012 18:12
SPIFFING!!

Kezzla
15
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Joined: 21st Aug 2008
Location: Where beer does flow and men chunder
Posted: 11th Nov 2012 19:05
sweet!

Juggernaut
12
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Joined: 12th Mar 2012
Location:
Posted: 4th Jan 2013 20:08
Does it have breakable ragdolls, blood particles and fluids as shown in the carnage video posted here -

http://www.kickstarter.com/projects/tgc/carnage-live

Does it work with Dark GDk 2.0 RC 4 ?
Matty H
15
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Joined: 7th Oct 2008
Location: England
Posted: 5th Jan 2013 00:33
As far as I know, Carnage uses custom made blood particles. Carnage does use Dynamix for ragdolls and joints are breakable, although you would need the limbs to not share vertices otherwise when a joint breaks you would get a stretched model rather than one that falls apart

There are examples of limb based ragdolls(good for limbs falling off) and bone based ragdolls(not good for limb dismemberment).

There are particles and fluids but it is up to the user to provide the objects to represent them.

You can get it working with GDK 2.0 but some commands use vector ID's which GDK 2.0 does not seem to support and I'm not sure why, so functionality is limited in that respect.

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