Smoke On Damaged Buildings
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- DarkCobra262
- Sabre
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Smoke On Damaged Buildings
GBD told me that only HP_Smoke_1 (through 8) only work on vehicles, if only there was a way these would work on buildings, it'd make things look a bit more grand IMO
Modding/Modelling like a noob...
- Purplehaze
- Drunken Constructor
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- Joined: Sat Feb 19, 2011 3:51 am
- Location: St.Charles, Missouri
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Re: Smoke On Damaged Buildings
Yes, I'd love to have a floating little tiny smoke or flame&smoke sprite emitting from the middle of the Factory bay, or perhaps the Recycler's small little enclave.
It'd be super awesome to be in your Recycler as it takes progressive damage so that you can really experience the siege!
It'd be super awesome to be in your Recycler as it takes progressive damage so that you can really experience the siege!
Re: Smoke On Damaged Buildings
Ignoring PH's downright ignorant trolling reply, visual feedback of damage would be cool. It's not like you have to be in a unit to see it smoking, but, don't expect logic from every member of the community I guess.
- DarkCobra262
- Sabre
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Re: Smoke On Damaged Buildings
Already figured that one out, but I am wondering if it would be possible in a future update perhaps?Nielk1 wrote:Ignoring PH's downright ignorant trolling reply, visual feedback of damage would be cool. It's not like you have to be in a unit to see it smoking, but, don't expect logic from every member of the community I guess.
Modding/Modelling like a noob...
- MrTwosheds
- Recycler
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Re: Smoke On Damaged Buildings
It would involve altering the stock models. And that is pretty much the same as saying it isn't going to happen, there just are not sufficient numbers of people actively involved to get stuff like that done now. Take a look at the large texture thread and the echoing emptiness where my requests for others to contribute to the effort, go unanswered.
It wouldn't actually be too difficult, or even require experienced modellers with 3DSmax, It would be fairly simple to paste some HP_smoke's into the xsi and position them with notepad, but it would take time and effort.
It wouldn't actually be too difficult, or even require experienced modellers with 3DSmax, It would be fairly simple to paste some HP_smoke's into the xsi and position them with notepad, but it would take time and effort.
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- Red Devil
- Recycler
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Re: Smoke On Damaged Buildings
from ChangeLog_pb4.txt:
[GameObjectClass]
ExplosionEnergy = 1000.0 // How much "energy" is passed in to the vehicle explosion
NumChunks1 .. NumChunks5 = -1 // # of chunks per chunk type. max = 10
NumChunks = -1 // # of chunks overall. -1 = autodetermine, max = 25
chunkEffect1 .. chunkEffect5 = "iochnk01.xsi" .. "iochnk05.xsi"
HasSeparateChunks = false // if true, then it reads SeparateChunkEffect1 .. SeparateChunkEffect5
SeparateChunkEffect1 = "iochnk01.xsi"
...
SeparateChunkEffect5 = "iochnk05.xsi"
xplChunk = ...
xplCrash = ...
damageEffect1 .. damageEffect4 = "dmgvhcl1" .. "dmgvhcl4"
ExplodeSound = // "blah.wav"
LeaveExplodeScorch = true // If craft can scorch, why shouldn't buildings?
[GameObjectClass]
ExplosionEnergy = 1000.0 // How much "energy" is passed in to the vehicle explosion
NumChunks1 .. NumChunks5 = -1 // # of chunks per chunk type. max = 10
NumChunks = -1 // # of chunks overall. -1 = autodetermine, max = 25
chunkEffect1 .. chunkEffect5 = "iochnk01.xsi" .. "iochnk05.xsi"
HasSeparateChunks = false // if true, then it reads SeparateChunkEffect1 .. SeparateChunkEffect5
SeparateChunkEffect1 = "iochnk01.xsi"
...
SeparateChunkEffect5 = "iochnk05.xsi"
xplChunk = ...
xplCrash = ...
damageEffect1 .. damageEffect4 = "dmgvhcl1" .. "dmgvhcl4"
ExplodeSound = // "blah.wav"
LeaveExplodeScorch = true // If craft can scorch, why shouldn't buildings?
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Re: Smoke On Damaged Buildings
None of which matter here... You didn't even list the bit about "MoreSmoke HPs", instead, just unrelated things.Red Devil wrote:from ChangeLog_pb4.txt:
[GameObjectClass]
ExplosionEnergy = 1000.0 // How much "energy" is passed in to the vehicle explosion
NumChunks1 .. NumChunks5 = -1 // # of chunks per chunk type. max = 10
NumChunks = -1 // # of chunks overall. -1 = autodetermine, max = 25
chunkEffect1 .. chunkEffect5 = "iochnk01.xsi" .. "iochnk05.xsi"
HasSeparateChunks = false // if true, then it reads SeparateChunkEffect1 .. SeparateChunkEffect5
SeparateChunkEffect1 = "iochnk01.xsi"
...
SeparateChunkEffect5 = "iochnk05.xsi"
xplChunk = ...
xplCrash = ...
damageEffect1 .. damageEffect4 = "dmgvhcl1" .. "dmgvhcl4"
ExplodeSound = // "blah.wav"
LeaveExplodeScorch = true // If craft can scorch, why shouldn't buildings?
Model work happens all the time in the beta, it isn't like XSI is a cryptic format.
Furthermore, if it isn't done in stock, a mod might do it.
- S.cavA.rmyG.en
- Sabre
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Re: Smoke On Damaged Buildings
this is one of the things I was working on for my mod but for the most part scraped becouse the
best way I could think of to show damage on a building is to rebuild it in to a multi tap building where the only part that is a building is the base plate but even then it has so many problems it was not worth the time and work to get it to work and look right in game.
what I ended up doing is just make building drop a damaged version of it's self as scrap that dies and turns in to normal scrap after 20 sec.
best way I could think of to show damage on a building is to rebuild it in to a multi tap building where the only part that is a building is the base plate but even then it has so many problems it was not worth the time and work to get it to work and look right in game.
what I ended up doing is just make building drop a damaged version of it's self as scrap that dies and turns in to normal scrap after 20 sec.
4 THINGS TO REMEMBER:
1.Professionals are predictable,amateurs are dangerous
2.If you can't remember, the Big Gun is always aimed at you.
3.If it's stupid but works, it's not stupid,it's crazy.
4.Anything you do can get you killed,even if it's nothing
1.Professionals are predictable,amateurs are dangerous
2.If you can't remember, the Big Gun is always aimed at you.
3.If it's stupid but works, it's not stupid,it's crazy.
4.Anything you do can get you killed,even if it's nothing
Re: Smoke On Damaged Buildings
If you have DLL access for your uses (mod or mission) you can spawn a dummy object as an effect harness based on health.
- Red Devil
- Recycler
- Posts: 4398
- Joined: Fri Feb 18, 2011 5:10 pm
- Location: High in the Rocky Mountains
Re: Smoke On Damaged Buildings
don't care; just pointing things out.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA