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Re: How to? Dismemberment with Seamless Models. [Re: miez] #383262
09/18/11 10:13
09/18/11 10:13
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Earth
Use OGRE 3d and manipulate the mesh in realtime grin

This would be a load of coding though. But in the end you'd have a system that has different damage on objects every time you destroy them, plus it'll run on mac and linux^^

Sorry, have never done it with 3dgs, and can't imagine doing it either... Sure, it's possible, but it'll be much 3d work in your modeling program.


~"I never let school interfere with my education"~
-Mark Twain
Re: How to? Dismemberment with Seamless Models. [Re: Germanunkol] #383318
09/18/11 22:18
09/18/11 22:18
Joined: Jun 2011
Posts: 133
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nomis23uk Offline
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nomis23uk  Offline
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Posts: 133
Originally Posted By: Germanunkol
Use OGRE 3d and manipulate the mesh in realtime grin

This would be a load of coding though. But in the end you'd have a system that has different damage on objects every time you destroy them, plus it'll run on mac and linux^^

Sorry, have never done it with 3dgs, and can't imagine doing it either... Sure, it's possible, but it'll be much 3d work in your modeling program.


well done on the worlds most contradicting post of all time.

So what your saying is no matter what game engine the OP uses there be a alot of coding involved?

Wouldnt it be easier to just stick to what the OP knows best and going based on them posting on a 3dgs forum board im going to take a stab in the dark and say they know 3dgs better.

To make this post a little more helpful and less of a flame, is there nothing about destruction in the AUM's?

nomis.

Last edited by nomis23uk; 09/18/11 22:19.

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Re: How to? Dismemberment with Seamless Models. [Re: nomis23uk] #383328
09/19/11 02:31
09/19/11 02:31
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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thats a good question. i would guess if so its pretty old, and uses the turok gibs type method.

Re: How to? Dismemberment with Seamless Models. [Re: Germanunkol] #383334
09/19/11 06:00
09/19/11 06:00
Joined: Aug 2008
Posts: 482
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bart_the_13th Offline
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Originally Posted By: Germanunkol
Use OGRE 3d and manipulate the mesh in realtime grin


I believe 3DGS has the function to that. Just need to ent_clone the entity so the mesh manipulation doesn't affect all entities using the same mesh.

Re: How to? Dismemberment with Seamless Models. [Re: bart_the_13th] #383381
09/19/11 20:31
09/19/11 20:31
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
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Roel  Offline
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Posts: 379
Flevoland, 5 meters under wate...
A discussion of this question can be found here:

I doubt if it will help, but it is possible to do with 3dgs.
there are some users that create meshes on the run(there is a demo in the 256kb contest somewhere).
It involves a lot of work, but if it works... you've got a killer effect.


Check out the throwing game here: The throwing game
Re: How to? Dismemberment with Seamless Models. [Re: Roel] #383506
09/21/11 10:57
09/21/11 10:57
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline
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Germany


no science involved
Re: How to? Dismemberment with Seamless Models. [Re: fogman] #383513
09/21/11 12:40
09/21/11 12:40
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Earth
nomis23uk, I'm sorry but I really don't understand how my post was contradicting, nor what you mean.
Quote:

So what your saying is no matter what game engine the OP uses there be a alot of coding involved?

... no, what I meant was that if making the system dynamic, i.e. coding the damage parts instead of modeling them, - which would be possible in Ogre 3d and maybe possible in 3dgs - that would be the coolest way (because then you can truly destroy every part of pretty much any object you'd want to destroy) but the most coding work. The second part of my post was meant to say that in 3dgs, I would chose the methods posted by others before, where models (or parts of models) would have to be exchanged, but this is a ton of modeling work.


~"I never let school interfere with my education"~
-Mark Twain
Re: How to? Dismemberment with Seamless Models. [Re: Germanunkol] #383520
09/21/11 15:19
09/21/11 15:19
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Germany
As already said before:

Why not use vmask? this handy bitmask allows you to hide certain meshgroups from a model.

Its a single model, but you can clip arms/head/legs independently laugh


MY Website with news of my projects:
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Re: How to? Dismemberment with Seamless Models. [Re: Rackscha] #383662
09/23/11 11:41
09/23/11 11:41
Joined: Nov 2005
Posts: 112
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miez Offline OP
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miez  Offline OP
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Joined: Nov 2005
Posts: 112
Also...

Realtime manipulation is (as I expected) no option for
me, because it is as complex as I expected to sever meshes, create triangles and texture them.

Vmask... the parts of the models are just clipped visually?
This must have disadvantages... how would it work in detail specific for gamestudio?

(Reading manual regarding Vmask).....

You are Right. Vmask gives great possibilities. And I found
through that, that I can bones give names and can detect them via C_traces Hit structure through the vertex attached to the bone.

I have to experiment when I need it.

Re: How to? Dismemberment with Seamless Models. [Re: miez] #384021
09/28/11 10:50
09/28/11 10:50
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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EvilSOB  Offline
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Posts: 3,232
Australia
There is another way that I was playing with a while back, and will do again eventually.
It cant hold a candle to valves effects, and there are still significant limitations,
but I was only at an EARLY stage of development when I put it on hold.
(No performace testing or its like have been performed either. So if anyone can see
any significant factors I havent taken into account, I would like to hear them.)


Most importantly, it fits your requirements. ie Single-mesh models, with bones.

Just follow these steps in your head, and if anyone wants to ask any questions for clarification
or on the reasoning behind any step, just ask.


1: Identify the bone whose HINGE will be the severing point. We will call it "CHOP".
2: Duplicate whole model, including skins and bone-positioning and origin-point.
3: On the ORIGINAL, re-scale the CHOP bone (and all its children) down to 0.001.
4: On the DUPLICATE, re-scale all the bones EXCEPT the CHOP bone(and its children) down to 0.001.
5: Create two "meat ball" entities, and scale them to match the "stumps" of each model.
6: Attach one meat-ball to each entity's "stump".
7: Make sure the duplicate (and its meat-ball) is PASSABLE relative to the original model.
8: Apply physics to the duplicate, and add any sound/visual effects required.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
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