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Deadeye

Destroyable Buildings Project

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Hi folks, I want to present my Destroyable Buildings Project.

First of all, I got to mention, that I've stopped working on this project when I heard that all houses will be destroyable in ArmA.

Buuuuut, after I saw a video where a Morphicon spokesman said only few houses will be blowable (and most of then will be invulnerable like in OFP), I started to dig up this project again.

I made progress but , got very frustrated when it came to modelling a propper house.

Furthermore the script became more complex and needed more and more ressources.

And while reading my dusty Topic on the OFP.Info forums,I recognised these posts made by gavin and our almighty Moderator NeMeSis. (ofp.info)

Quote[/b] ] Personally I think a far more practical goal for ofp, would simply have the building turn into 1 form of destructable model.

That is you have the 'okay' building, then the 'destroyed' building, (with some standing parts to provide cover.

That way with a minimal of lag, you would still have en masse, a destructable environment, rather than going to the lengthy process of making little bits come off, especially if it is incapable of doing that randomly or according to hit.

Quote[/b] ] Yeah, thats good aswell, a bit like ww2o (normal->damaged->completely destroyed) smile.gif

But of course its more fun to blow up different parts of a building biggrin.gif

Sat down , thought a lot.

Try and Error, and found a solution.

And the best is, that Linker Split is so kind to model the houses for me. Therefore the addon will be released with Linkers Splits next map.

Here is the small video I promised, it's nothing special and the quality isn't the best, but it gives a good impression how the final version will look like.

Once again a big thanks to Linker Split (he made the model) and x-ray (he shot the sherif.... erm video).

You can watch the 2 video's

HERE (Video1 +2)

or download them here (with tank) and here (with LAW)

YOU NEED DIVX

some more detailed pics of the house :

ganz.jpg

bissl%20putte.jpg

It is possible to add as many stages you want, and I found a way (in theory) to make it even possible to add those kind of objects via WRP-Tool. As said before the DIB (low version) will be released with Linker Splits next map update.

Stay tuned smile_o.gif

I'm off to play poker now but I'll check this thread when I'm home again smile_o.gif

(is it possible to change your name on the BI forums? I want to get rid of the OFP Deadeye)

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Good looking work. deadeye smile_o.gif

Hope we see more soon

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wasnt there another destroyable buildigns project going on?

(besides klinks notworthy.gif )

i know it takes quite some time to get the debris done

so why dont you guys fuse and take advantage of each others progress smile_o.gif

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(is it possible to change your name on the BI forums? I want to get rid of the OFP Deadeye)

i think you should ask placebo he can help no doubt

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...and I found a way (in theory) to make it even possible to add those kind of objects via WRP-Tool.

Can you please explain this a little bit more?

Thank you.

Klavan

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he means that it is possible to incorporate destroyable buildings into the map. like theyre allready there, you don't have to place them on the map in the editor. smile_o.gif

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Good work deadeye. The present solution seems to be very practical. I'm looking forward to see further informations. smile_o.gif

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@Santosa

What i would like to know is how he think to place those objects in the map via WRPTool since the same objects appears to be scripted and you can't place scripted objects in a map with it. At least as far as I know.

My fault, my question wasn't clear. smile_o.gif

Klavan

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wasnt there another destroyable buildigns project going on?

(besides klinks notworthy.gif )

i know it takes quite some time to get the debris done

so why dont you guys fuse and take advantage of each others progress smile_o.gif

I think your referring to our "DIB" project? "Dynamic Interactive Buildings" for the Northern Ireland Mod.

I would suggest you chaps have a chat with UNN as well, he was the brains behind our project, it got off the ground, but it just wasn't on the "to do" list on our top priorities as we had too much to do, but non the less it was unique, allowing scripts to be implement but more importantly it allowed WRP placed objects to run the scripts, so there was no need for editor placed objects, i think klink even had problems with this.

PM me if you want more details, or UNN if hes around, im sure he will be happy to talk to you chaps.

Here is a small example image of the work we did, this was modeled by Silent n Deadly, doesn't look as pretty but it might be following the same concept as yours.

Smiley smile_o.gif

dibqi6.th.jpg

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well i have paused my own project, i have struggled with time lately i am goinmg to see what animation these bridges in arma use and see if they can be modded to all buildings.

anyway heres my little project, if you want any info feel free to pm.

like your building, wish i could model as good :0.

keep it up.

p.S if anyone ever gets the glass to break i wouldl ove to know, i got the doorto kick in and wall to break down, but the glass would never show sad_o.gif.my lil homepage

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Wow, I had thoughts about this last night and then I see it on OFP.info this morning, same idea aswell, cept it was for ArmA.

The idea was to make the house full health, then when destroyed, rather than crumple (yuk :P ) it would mass lots of dust and collapse to 3/4 destroyed or destroyed. (The dust would cover the simple object replacement.)

I personnaly dont like the idea of certain areas of destroyed houses because I find its unreallistic for OFP, say you shoot a rocket at a non destroyed part, then the side on the other side of the house blows off crazy_o.gif

@Klavan

Oh and a simple gamelogic scripted for all/some of the houses that are destructable thats able to placed should do it no?

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Here I am sry, didn't had the time/motivation :P to check the thread after poker.

Ok here we go, basically you already mentioned the concept.

FIrst of all, I want to repeat that the model is (unforteunately) not made by me.

THese were made by me, I have managed to model beter houses but when it comes to texturing, I suck  biggrin_o.gif

http://ofp.gamepark.cz/index.php?showthis=9518

http://ofp.gamepark.cz/index.php?showthis=9501

@Klavan

The theory is that you create some kind of "proxy" model and make it execute, the first stage script (via gamelogic): Then it will create the first part of the house and from this point on, the model is placed in the "editor" and can be hit till its blown in pieces.

(I just need to increase my wrp-tool skills in order to check it :P)

Would that work?

@smiley : I will contact you on MSN smile_o.gif, Is the Northern Ireland Mod dead ?

@deanosbeano

In fact I have modelled a window , that can blow parts away by hiting it with a rifle. I will try to get a video up ASAP (My Mobo has crashed and I'm running on a very bad PC ATM)

@ Rommel

You got it ;)and yes its not that beautifull but as flyer said its very practical. I hardly needs any ressources and is very easy to implement.

@all thanks for posting in this thread smile_o.gif

Edit: I found out the law video wasn't working here is a new mirror:

Mirror from OFP.Info

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Are the buildings enterable before and after damage script ?

and also any chance of a pm about how glass is done ?

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If they are enterable, would be nice to add some falling debris to increase the feeling of being traped inside a collapsing building.

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Quote[/b] ]I think your referring to our "DIB" project? "Dynamic Interactive Buildings" for the Northern Ireland Mod.

The DIB stuff was Col Klinks. He started all this off, although I'm not sure if he is still working on it?

Quote[/b] ]I found a way (in theory) to make it even possible to add those kind of objects via WRP-Tool.

That’s what we do for the NIM mod houses. We since improved on the idea, but the basics are here:

Topic: Starting animations from map objects

Although all that could become irrelevant if Arma allows map placed buildings to run init events from the config.

As Smiley says we also started one with the NIM mod, I still have the test islands, scripts and buildings we used. But is it ok with the rest of the NIM mod, if it's made public? Not that there any amazing secrets in there, but it was done explicitly for the MOD.

Quote[/b] ]I personnaly dont like the idea of certain areas of destroyed houses because I find its unreallistic for OFP, say you shoot a rocket at a non destroyed part, then the side on the other side of the house blows off

You just have to make sure you cover the entire house and have enough objects to increment the damage. But it can lead to 20 plus objects per class of house.

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Are the buildings enterable before and after damage script ?

and also any chance of a pm about how glass is done ?

I didn't test this yet, but the final debris will definately be enterable. I will try to find the video and if thats what you want we can talk about the details wink_o.gif

@UNN

Klink changed to VBS and made their DIB, he also worke(s)(d) on a version for the Falklands Mod wink_o.gif

I'd love to get my hands on your test island if the NI-Mod . If its ok for NI-Mod team could you plz contact me smile_o.gif

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Guest RKSL-Rock
@UNN

Klink changed to VBS and made their DIB, he also worke(s)(d) on a  version for the Falklands Mod wink_o.gif

Trust me there is no DIB for the Falklands Mod.  It was planned but no one actually has it.  As both UNN and I are on the team you can take that as fact.

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Quote[/b] ]I think your referring to our "DIB" project? "Dynamic Interactive Buildings" for the Northern Ireland Mod.

The DIB stuff was Col Klinks. He started all this off, although I'm not sure if he is still working on it?

Quote[/b] ]I found a way (in theory) to make it even possible to add those kind of objects via WRP-Tool.

That’s what we do for the NIM mod houses. We since improved on the idea, but the basics are here:

Topic: Starting animations from map objects

Although all that could become irrelevant if Arma allows map placed buildings to run init events from the config.

As Smiley says we also started one with the NIM mod, I still have the test islands, scripts and buildings we used. But is it ok with the rest of the NIM mod, if it's made public? Not that there any amazing secrets in there, but it was done explicitly for the MOD.

Quote[/b] ]I personnaly dont like the idea of certain areas of destroyed houses because I find its unreallistic for OFP, say you shoot a rocket at a non destroyed part, then the side on the other side of the house blows off

You just have to make sure you cover the entire house and have enough objects to increment the damage. But it can lead to 20 plus objects per class of house.

Yeh if somone can develope the idea further than go for it UNN, do you want to host the files you have? As i dont think i have them all.

Glad to see your still alive and kicking mate.

Nick

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that would be a great step , as my modelling is not as good as my

physics emulation ,i reckon it would be a fantastic offer if you could release them smile_o.gif.

pls pm me if you think you are willing to.i wll make some debris and script some explosions .

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Quote[/b] ]do you want to host the files you have?

Sure, I can do.

I went back through what I have, there is not that much to speak of. We have a tiny test island used to test out the map object init scripts. There are four buildings on it, two standard BIS buildings that already supported two levels of damage. Another enterable BIS building that has it's windows model, as individual objects that can be destroyed. There are no FX scipts to generate broken glass e.t.c and I just used the default OFP explosion to create some extra smoke and debris for the other buildings.

The only other scripting, is some code to prevent multiple breaking glass sound samples being played, if someone chucks a grenade into the building. The complicated scripting can only come about, once you've decided how you want to distribute the damage around a building.

I just need to package it all together, then host it, if any on the above sounds usefull?

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it sure does smile_o.gif.

would save me many an hour. in o2 learning how to cut buildings up. plus give many more people the chance to explore with destructable buildings.

top stuff lets make it happen smile_o.gif.

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