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Problem with getting glass to break: The texture appears correct on the window. When I shoot it I get the sound effect and the broken texture appears but the unbroken texture remains. Continue shooting and the window fully breaks but the textures remain. I have modelled the building in Blender 3D. The window is made of two cubes in lod 1. One is grouped in a vertex (named selection) called Glass_1_hide and the other as Glass_1_unhide. I have the same set up in the fire geometry lod. In the geo lod I have named properties as map (house), class (house) and damage (building). I load the model up in Object Builder and do structure->topology->find components on the geo lod and structure->convexity->component convex hull on the fire geo lod. I set texture as a3\structures_f\data\windows\window_set_ca.paa and material as a3\structures_f\data\windows\window_set.rvmat for all the faces in the window Glass_1_hide named selection in the geo lod. I set texture as a3\structures_f\data\windows\destruct_full_window_set_ca.paa and material as a3\structures_f\data\windows\destruct_full_window_set.rvmat for all the faces in the window Glass_1_unhide named selection in the geo lod. In the fire lod I only have the Glass_1_unhide named selection. I set material as a3\data_f\penetration\glass_plate.rvmat for all face. In the model config file I have the Glass_1_hide and _unhide in skeletonBones in class CfgSkeletons. I also have class Glass_1_hide in class Animations. I have a hit point lod set up with vertices for the windows. In config.cpp I have class HitPoints using the BIG_GLASS_HITPOINT macro to define class Glass_1_hitpoint. I have also defined class Glass_1_source in class AnimationSources. The config.cpp is here: http://pastebin.com/0TkdJgzg The model.cfg is here: http://pastebin.com/NJJyPMgZ I have used the test_house_01 model from A3 samples as a base. I'm not really seeing what is wrong here. Can anyone help? Thanks.