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IndigoRage
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Breakthrough: HUGH Discovery!
      #2637071 - 05/30/04 10:07 AM

This one's worth it's weight in palladium....

Reactor simulations export directly into Morrowind!

I repeat, Reactor simulations export directly into Morrowind!

If you don't know what I'm talking about, you're not not a modler or animator.
If you at least know what I'm talking about, then this is EXCELLENT news.

Here's the low-down for those who want to know more:

So far, I've experimented with soft bodies, ridgid bodies and Fractures.
I made a falling tea pot that fractures into about 8 pieces, given it animation notes, and reasonable physics.

I hid the Reactor helpers, and exported the scene after adding a few basic animation notes (an idle and an idle2).

Playing back the animation in the preview window, the entire sequence played back 100% perfectly! YAY!

This means (for those redoing the baseanim files), RAGDOLL! Collision Detection! And... well... you get the idea.

For everyone else: Breakable objects! And more!

Animate On!

Indigo



--------------------
"On a long enough timeline the survival rate of everyone drops to zero." -Tyler Durden

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Lingarn
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2637121 - 05/30/04 10:21 AM

Well shucks.

I guess it's time for me to learn how to do *another* thing in max, heh.

This is, as you say, great news. Good discovery! If you have time, you may consider posting/pointing to tutorials, for those who are unfamiliar with what you are talking about.

Lingarn

--------------------
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Beryllium
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2637273 - 05/30/04 11:00 AM

Congrats. An excellent discovery.


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Nigedo
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2637411 - 05/30/04 11:37 AM

Hey that sounds great Indigo.

Cheeky request - I've got a static that currently fractures into five parts using scripted movements only.

Would you like to animate its fragmentation properly as an experiment/illustration?

--------------------
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IndigoRage
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Re: Breakthrough: HUGH Discovery! [Re: Nigedo]
      #2637564 - 05/30/04 12:18 PM

Nigedo: Check your PM's.

I do have a .NIF of the teapot experiment if anyone would like to see it. The textures don't work and generate an error msg. but they're unimportant anyways =)

Pax,
Indigo

--------------------
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Zero_Effect
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2637575 - 05/30/04 12:20 PM

Wow.
Wow.
I wish I had a non-ancient version of Max... that sounds like a heck of a lot of fun to play with. Look forward to seeing some of your experiments in the future

--------------------
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sisco
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2637711 - 05/30/04 01:06 PM

so does this mean weapons can actually break if there health goes to zero?

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qarl
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Re: Breakthrough: HUGH Discovery! [Re: sisco]
      #2637750 - 05/30/04 01:18 PM

incredable! I've seen the ragdoll effect in other games and it owns! Also, it would great to make EVERYTHING breakable in Morrowind! Woohoo! Let's smash stuff!

--------------------
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IndigoRage
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Re: Breakthrough: HUGH Discovery! [Re: qarl]
      #2637811 - 05/30/04 01:40 PM

Making everything breakable would be an epic undertaking, as some objects would have to be extensivly scripted, and everything would be replaced by activators with scripting. Not to mention every mesh would need to be replaced....

It would be kind of cool, but I think this effect is better left to just a few special instances, and maybe some creatures.

Pax,
Indigo

--------------------
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kwshipman
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2637964 - 05/30/04 02:38 PM

It would be cool to have some pot that you have to smash to get a key/secret item. Or maybe someone could redo the heart that you must destroy to beat the game.

--------------------
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ManaUser
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Re: Breakthrough: HUGH Discovery! [Re: kwshipman]
      #2638020 - 05/30/04 03:02 PM

So how long till we can see a simple working demo of this?

BTW, did you say the objects can fall too? I admit I'm not a modeler, so does that mean you could make an object that automatically falls if nothing is holding ite up? (eg you stack to books and then remove the bottom one) If so I think that part alone is at cool as the breakables.

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j4m3sb0nd
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Re: Breakthrough: HUGE [Re: ManaUser]
      #2638094 - 05/30/04 03:38 PM

Great, but yeah AME mod already showed off how they found this out awhile ago about ragdoll & breaking effects. They did a person figure falling onto a wooden lookout, the body ragdolled around & the wooden lookout fell apart, very sweet

--------------------
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Darhecntcz
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Re: Breakthrough: HUGH Discovery! [Re: Zero_Effect]
      #2638753 - 05/30/04 09:10 PM

Always good too know
--------------------------------------------
Quote:

I wish I had a non-ancient version of Max...




ME TOO! - oh well @ least i can export nifs!



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SirLuthor
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2639010 - 05/30/04 11:03 PM

Ah, this is definitely the first time I've wished I had a later version of 3DS Max

Could you possible explain this in terms that people who can't use/don't have reactor can understand? What you appear to be saying is that you can simulate objects falling apart, without going through all the trouble of doing a load of complex rigging and animating? I notice you mentioned people "redoing the baseanim files"... I thought this wasn't possible? You are talking about the base character animation files, right? Anyway, care to explain? Thanks!

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IndigoRage
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Re: Breakthrough: HUGH Discovery! [Re: SirLuthor]
      #2648985 - 06/02/04 01:54 PM

More information tomorrow (2 Jun 04), after 15:30 EST - probably have a video too!

Pax,
Indigo

--------------------
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kwshipman
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2649033 - 06/02/04 02:12 PM

ah, so this is why I haven't heard anything about my ingredient case, your too busy breaking things. LOL. this sounds very cool, I would love to see what you have come up with and how the engine handles it. I can think of a million different ways to use this.

--------------------
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IndigoRage
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Re: Breakthrough: HUGH Discovery! [Re: kwshipman]
      #2652666 - 06/03/04 02:42 PM

Actually, the ingrediant case is just about done. I want to tweak a couple more things to optimize the animation.

Ok, here's that more info:

Reactor is a physics simulator. At the risk of sounding redundant again, it simulates physical reactions, such as falling, blowing in the wind, and breaking apart.

It actually requires no rigging at all, just that the broken pieces be made already. Once the mesh is completely built, the simulation is run, and the results can be converted directly into keyframes. These keyframes can then be exported directly into Morrowind.

With a touch of scripting, these animations can be played back, thus creating the perfect illusion of smashing something to pieces - all with very believeable physical reactions.

Reactor is also pretty simple to use, though the results appear anything but simple.

I am currently rendering a scene with some very simplified geometry, of a "new" dwemer machine. It shows the death sequence of the machine, as the fatal blow is stuck, and the machine breaks apart into pieces, and gives off a particle burst. The pieces fall down, bounce off each other, and the ground, roll around, etc., compliments of the Havok physics engine.

There is a bit of trickery involved in this sequence. First off, what you do not see is an object I've called "force", which is the simulated strike of a weapon. "Force", in this case, is just a box, 10 units long, .1 wide.
It strikes the mech from above, and causes it to shatter.

Secondly, in order to show the full particle effect, I've left to boundries of the particles visible. Using an alpha texture these boundries will not appear in the Morrowind engine, but were necessary for this clip.

Last, there is an atmospheric effect added, to give my artificial scene a feel of depth. Again, this isn't something that would be exported with the animation.

Once the rendering is complete, I'll add a link, so you can see a little peek at what might well become the next, best thing in Morrowind!

Here's the link to the video: http://www.rpgplanet.com/morrowind/vault/shatter_01.avi

Sorry, but the video is pretty big for being so short... A fair sized resolution was needed to show the full effect, so the file is around 4.5 MB. Yeah, I know - should have .zip'ed it... but it's late, I'm tired and want to go to bed.... I'll probably post a .zip version for those with slower connections, and who *can* wait to see this!

Feedback required!

Pax,
Indigo

--------------------
"On a long enough timeline the survival rate of everyone drops to zero." -Tyler Durden

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MentalElf
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Re: Breakthrough: HUGH Discovery! [Re: kwshipman]
      #2652913 - 06/03/04 04:49 PM

Just watched the video, nice work!

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kwshipman
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2652919 - 06/03/04 04:54 PM

That looks verry promissing. I really want to see this in game.

--------------------
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IndigoRage
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Re: Breakthrough: HUGH Discovery! [Re: kwshipman]
      #2654769 - 06/04/04 06:20 AM

As soon as I put together enough animations to warrent exporting, and figure out where I stuck my copy of Fraps, I'll pull an in-game vid... but I can say from the few tests I've done, the in-game animations look identical to the Max renders!

Pax,
Indigo

--------------------
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TheSlof
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2655154 - 06/04/04 07:56 AM

Could you post a short tutorial on how to do these reactors? I've been tampering with some, but I'm not too sure on how to make it work in Morrowind.. And how to export/apply the animations, as I've not been successful...

Great job, though!!!

--------------------
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IndigoRage
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Re: Breakthrough: HUGH Discovery! [Re: TheSlof]
      #2655664 - 06/04/04 10:36 AM

Sure, I can do a basic tutorial... I'll do a full-fledged tutorial with pictures and all later and post it to my site, along with some additional animation tutorials!

Here's the bare-bones basics to get ya going though...

1. Create your mesh.

2. Decide which parts of your mesh will break apart.

3. Using Edit Mesh, select the parts of your mesh that will break.

4. Select ONE part at a time, either using Vertex, Face, or Polygon selections.

5. Use DETACH to seperate that part of the mesh. I reccomend giving the detached object a useful name, as you could end up with quite a few pieces when you're done.

6. Repeat step 5 until all the breakable pieces of your mesh have been detached. DO NOT detach the last piece of your mesh.

7. Add a box to your scene, large enough to "catch" all the pieces when they break. This will represent your ground plane. Position this mesh so that it is just below, but does not intersect any part of the bottom of your mesh, or you will get an "error" type message stating that there are intercollisions, and you'll end up with some outrageous simulation times.

8. Create another box, some distance above your mesh. It should be as long as the mesh, but only .1 units wide and .1 units deep. This will be the impacting force on your mesh that causes it to shatter.

9. Switch to the Utilities panel. Now this is where things get complicated (not really)...

10. Choose Reactor either from the list of utility buttons, or from More if you don't have Reactor on your Utility rollout.

11. Select each breakable part of your mesh, and expand the Properties section of the rollout. You'll see a section called "Mass" in kg's. Enter an amout of mass for each part of your mesh. Keep in mind that you should have some idea of what your mesh "weighs", and divide its mass up among the number of fragments your mesh will be broken into when shattered.

Example: Breaking a 10 kg sphere into 8 pieces of roughly the same size, the individual pieces will have a mass of 1.25 kg.

12. Leave the Elasticity and Friction values at .3.

13. Set the mass of your force box to something like 10 kg.

14. DO NOT repeat DO NOT set a mass for your ground plane. It HAS to be 0 or it will "fall" when you simulate.

15. Once all your mesh pieces have a mass, go to the Create panel, and select Helpers. From the dropdown, select Reactor.

16. You'll need two helpers, a RBCollection and a Fracture. Add one of each to your scene. Place them somewhere out of the way, but somewhere you can easily select them.

17. Change to the Modify panel.

18. Click on the RBCollection, and choose Add. Add your ground plane box to the RBCollection and your force box.

19. DO NOT add anything else to the RBCollection.

20. Select the Fracture helper.

21. In the fracture helper there is a button marked RBCollection. Click that, and select the RBCollection in your scene. That associates your RBCollection with the Fracture.

22. Select Add a little further down the rollout, and add all the breakable parts of your mesh. Add ONLY the breakable parts of your mesh to the Fracture.

23. To keep things simple, select each part of your mesh, and click the radio button "Keystone". Keystones, basically, tell the simulation that "if this object is broken, it will cause adjacent objects to break.

24. A little further down the rollout, you'll see something called "Impulse". The default value is 10. Change this to 5, and remember where this setting is, as you may need to adjust it later to suit your needs.

25. Take a deep breath, because you're almost done! Then switch back to the Utilities panel.

26. Expand the Simulation section of the rollout, and click the "Run Simulation" button. Depending on the complexity of your scene, this could take a while.

27. Once the simulation is done, expand the Display section, and click the "Display in Window" button. This will bring up the simulation display. You might need to reposition the view, as it's typically to-down. Once you've gotten your mesh in a view you like, press the "P" key to play your simulation. You'll see your force box fall down and strike your mesh, and you'll see your mesh break apart. If parts of it fly off the ground plane, you'll need to make the ground plane larger.

28. Once you've viewed the simulation, close the simulation window.

29. If you don't like the way things have broken, change the Impulse value a little at a time. Then view in window again, until you're happy with the results.

30. Once you're happy with the simulation, and have closed the simulation window, press Play on the animation control bar. You'll see your animation play back.

31. That's it. Really. It's done. Hide your ground plane and force box, and export your animation to a .NIF.

32. Send cash, checks, or money orders to me! =)

Pax,
Indigo

--------------------
"On a long enough timeline the survival rate of everyone drops to zero." -Tyler Durden

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TheSlof
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2656624 - 06/04/04 07:01 PM

Not too hard! I'll be modding next week! Wee!
Uhm, there's one thing... How do you export the animation and get it to play using a script?

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IndigoRage
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Re: Breakthrough: HUGH Discovery! [Re: TheSlof]
      #2658048 - 06/05/04 06:01 AM

File > Export
This will export the animations. You will need to go into the Track view and add some animation notes first. To do this, you'll need to create a note track, then create some note keys. These should be placed at the start and end of each animation sequence. You'll need at least four notes, Idle: Start and Idle: Stop, Idle2: Start and Idle2: Stop.

Your Idle animation would be of the object just sitting there, unbroken. This can be a single frame (acutally works very well as a single frame), with both the Idle: Start and Idle: Stop on the same animation note.

Your Idle2: Start would be the first frame of the object breaking, and your Idle2: Stop would be the last frame of the object breaking. Be sure to set your Parameter-Curve-Out-of-Range to Constant (the default).

To call the animations from a script use the PlayGroup function. For example, to make an object that breaks when click-activated:

Begin Breaking

Short Break

If (MenuMode == 1)
Return
EndIf

If (OnActivate == 1)
Set Break to 1
EndIf

If (Break == 1)
PlayGroup, "Idle2"
Set Break to -1
EndIf

End

Just keep in mind: ANY SCRIPT-ANIMATED objects HAVE to be ACTIVATORS, or they will not play animations.

Pax,
Indigo

--------------------
"On a long enough timeline the survival rate of everyone drops to zero." -Tyler Durden

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Nigedo
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2658219 - 06/05/04 07:03 AM

Wow! This sounds really exciting Indigo. You certainly seem to have figured out the possibilities of this very quickly.

Looking forward to seeing these great fx appearing in mods everywhere.

--------------------
Dean of The Theoretical Whirling School Of Vivec

The Whirling School | Academy for Dwemer Studies | TES Lore FAQ

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TheSlof
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Re: Breakthrough: HUGH Discovery! [Re: Nigedo]
      #2665253 - 06/07/04 08:21 AM

Thanx! I've been wondering on how to do the animations...
I'll start making stuff right now!!! Yay!!

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J.B
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Re: Breakthrough: HUGH Discovery! [Re: TheSlof]
      #2715613 - 06/22/04 04:22 PM

Nice find
(starts experimenting)


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Falmarin
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Re: Breakthrough: HUGH Discovery! [Re: J.B]
      #2715662 - 06/22/04 04:56 PM

I wonder if this could be used to similate towers toppling - what a sight that would be!

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domestico
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Re: Breakthrough: HUGH Discovery! [Re: Falmarin]
      #2715925 - 06/22/04 07:38 PM

If we can get physics into MW, it will improve the gaming experience and modding possibilities by 100% !!!

Well done !!

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domestico
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Re: Breakthrough: HUGH Discovery! [Re: Falmarin]
      #2715927 - 06/22/04 07:39 PM

Quote:

I wonder if this could be used to similate towers toppling - what a sight that would be!




That is most likely to be possible if this does what it promises, might take a little while though

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RL_101
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Re: Breakthrough: HUGH Discovery! [Re: domestico]
      #2716130 - 06/22/04 09:18 PM

Very cool! (I need to get Max again from my cousin )
wait! so this means you can alter the water mesh to splash when you jump into the water?
and does it means that you can make the rain at MW to drip when colliding on a static? it would be SO COOL!

great discovery!

--------------------
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domestico
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Re: Breakthrough: HUGH Discovery! [Re: RL_101]
      #2716310 - 06/22/04 10:54 PM

The water and rain thing may be a bit harder, but it might be possible (I am no expert )

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IndigoRage
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Re: Breakthrough: HUGH Discovery! [Re: domestico]
      #2717323 - 06/23/04 06:36 AM

Yes, toppling towers is 100% feasable... so is knocking over buildings, creating rockslides, avalanches, and all manner of nifty visual effects.

Changing the water-splash or rain/snow collisions MIGHT be feasable, but I haven't really experimented with any of this - and it might be handled in a completely different manner.....

Likewise, implementing what I call "non-seintient gravity" might also be POSSIBLE, but I've no idea how yet. Non-seintient gravity would be the gravity that topples a stack of stuff when the bottom object in the pile is pulled out - something that is currently missing. This could very well be because the .dll's to do this, and a number of other things were never compilied or included with the game.

Certainly the ENGINE can manage it, and even more in its most up-to-date version, but Morrowind was built on an older version of the engine, and a large number of things were left out, so the minimum system requirements would not match or exceed what Doom 3 will be!

Slightly off-topic - another exceptional engine is Far Cry's CryEngine, though UBI has been horrifyingly slow to release the SDK... I may take a little vacation from MW when this SDK comes available - but I do know I'll be back!

Pax,
Indigo

--------------------
"On a long enough timeline the survival rate of everyone drops to zero." -Tyler Durden

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domestico
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2717788 - 06/23/04 08:42 AM

Though i wonder, after seeing this. As this is just a few models, not to major or anything, how will these physics, animations and collitions actually work around the FPS issue when the time comes ?

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slacker007
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2717796 - 06/23/04 08:44 AM

The idea is probably alot more helpful than the effort, but here is a script I came up with to "throw away" broken pieces of pots, chairs, NPC's, etc.
Code:

Begin Garbage_Man


Short GoAway
Float Timer


If ( OnActivate == 1)
set GoAway to 10
disable
endif


if ( GoAway == 10 )

set Timer to ( Timer + GetSecondsPassed )

if ( Timer >= 4 )
setDelete, 1
set Timer to 0
endif
endif



end


Something like that. I haven't tested it yet, but you seem to be alot better at this than me.

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IndigoRage
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Re: Breakthrough: HUGH Discovery! [Re: slacker007]
      #2718146 - 06/23/04 10:41 AM

Yeah, something like that would work... though I'm inclined to just leave the broken bits laying around... it's a lot more realistic...

Pax,
Indigo

--------------------
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RL_101
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2720404 - 06/24/04 03:10 AM

And add the "Return" command so you won't be able to activate it when
it's broken (if you aren't going to disable it)

and about the engine, can you somehow change or upgrade it?

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IndigoRage
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Re: Breakthrough: HUGH Discovery! [Re: RL_101]
      #2721228 - 06/24/04 06:25 AM

We can't change/upgrade the engine. Only Bethesda can do that, as they're the ones with the license agreement with NDL.

Pax,
Indigo

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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2721672 - 06/24/04 08:25 AM

The avalanche/tower thing.. Could you use a script to damage the player if he/she comes in contact with falling object (isn't it a command for collision in tribunal/bloodmoon)?

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Cid89
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2723906 - 06/24/04 10:41 PM

Man, I wish I had 3dsmax ...

I wonder if it is for cheap on Ebay? lol

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Re: Breakthrough: HUGH Discovery! [Re: TheSlof]
      #2723929 - 06/24/04 10:55 PM

Yes, a simple thing that activates a short to 1 when this occurs then has the classic HurtCollidingActor...

So maybe something like:

;script until you get here
playgroup, "Idle2"
set hurtme to 1
endif

if ( hurtme == 1 )
HurtCollidingActor, 40 ;40 hitpoints removed per second
endif

;and then

if ( hurtme == 1 )
set timer to (Time + GetSecondsPassed)
if ( timer > 10 ) ;or however long the animation lasts
set hurtme to -1
endif
endif

end

or something like that.

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TheSlof
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Re: Breakthrough: HUGH Discovery! [Re: Cid89]
      #2725368 - 06/25/04 06:02 AM

The HurtCollidingActor... Is it based on the objects Bounding Box? If so, could you add a bounding box to each fragment/rock, to make each fragment hurt the actor? Or is this standard?

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Re: Breakthrough: HUGH Discovery! [Re: TheSlof]
      #2725522 - 06/25/04 06:40 AM

I believe this is based on the object's bounding box. I don't know if it would be possible to add individual bounding boxes to each fragment, though it would be possible to make each fragment a seperate object - though this would likely have a HUGE impact on framerate, as many objects could be involved at one time.

Personally, I think if someone were to be caught in the collapse of a tower the amount of damage recieved would likely be outright lethal, even if they were hit only by a single brick... that whole terminal velocity/accelleration of gravity thingy just makes falling objects nasty =)

But that's my POV...

Pax,
Indigo

PS: I don't PS very often, but if anyone else is experimenting with this, I'm curious to see what you've come up with! Share a screenie, or an .AVI!

Pax,
Indigo

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AcidBasick
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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2725959 - 06/25/04 08:21 AM

Hey Indigo.

I'm not sure if you saw this, but I released some animated breakable practice dummies.
There's an .AVI and download link in this thread.

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TheSlof
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Re: Breakthrough: HUGH Discovery! [Re: AcidBasick]
      #2728175 - 06/25/04 08:13 PM

Nice! This helps a lot understanding how to animate..
Hehehe... Creature deaths with gore... Mmmm...

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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2728404 - 06/25/04 10:39 PM

A better idea I just had (since I forgot about the bounding box thingy...). Activate with a hurtstandingactor or whatever when the avalanche occurs, since that invisible box should show up (the one the peices fall on), right? Or am I completely wrong about the box?

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Re: Breakthrough: HUGH Discovery! [Re: Cid89]
      #2728660 - 06/26/04 12:34 AM

If i understood this correctly, and i'm sure i am waaaay off
This bounding box thingie, are those the boxes that show up under simple activators like mist, waterfall mist, mournhold sprouts et ?

If so, they could easily be placed underground?

And i know i was wrong

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Re: Breakthrough: HUGH Discovery! [Re: domestico]
      #2730579 - 06/26/04 08:58 AM

A bounding box tells the grafics engine where the object is, and how big it is eg. if you created an arc of stone with vines hanging down, you would want the player to be able to walk through the vines, but not the arc. This is made by placing a bounding box around the arc, but not the vines.

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Re: Breakthrough: HUGH Discovery! [Re: TheSlof]
      #2730626 - 06/26/04 09:15 AM

I tested the second dummy, the one without the "_B"... That was spooky...
Uhm... And.. However I try, I cant get the my stupid animatin to work... It's a simple box that morphs into a sphere... It just won't work!
I've done exactly as the dummy (notetrack at the Root Bone, that has the sphere linked to it) and added two animations: Idle and Idle2. Then I used the script provided in this thread, but nothing happens... I tried shortening the animation, lengthening Idle, etc.
Any ideas?

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Re: Breakthrough: HUGH Discovery! [Re: TheSlof]
      #2733783 - 06/27/04 08:38 AM

Acid: Excellent anim! It's given me inspiration for a few truely horrible things to add to my current Work-in-Progress!

As for the question of "what sound to add" - well.. either wood hitting a solild floor, or heavy sacks of cloth doing the same (hard to tell what the dummy's made of, the vid's a touch dark here).

Pax,
Indigo

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Re: Breakthrough: HUGH Discovery! [Re: IndigoRage]
      #2733815 - 06/27/04 08:50 AM

Wait, wait wait...let me get this straight, are those animations recorded with havok, or do they use havok on the fly. By this I mean, do they fall down cool-like the same way every time, or differently every time...if so Morrowind is going to be completely different.

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Re: Breakthrough: HUGH Discovery! [Re: Arsonide]
      #2735617 - 06/27/04 10:28 PM

I had a look at the .3ds and the dummy in-game, and it seems as if it's pre-recorded.. Three different deaths that happens randomly.
Any ideas why my box won't morph?

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Re: Breakthrough: HUGH Discovery! [Re: TheSlof]
      #2738240 - 06/28/04 01:47 PM

The animations are created by Havok. Though there may be more than one animation for the death sequence, the animations will not change. The Havok animations are pre-calculated, rather than done on-the-fly.

This can be seen easily enough by placing an object under the dummy (in this case) then breaking it. The parts will fall as if the object placed wasn't there.

It's not 100%, but it is a 100% improvement over the stock animations!

Pax,
Indigo

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