3rd Party Models/Media Chat / The Art of War : Destructive environment

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rolfy
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Posted: 3rd Oct 2014 23:02 Edited at: 16th Oct 2014 21:01
Art of war media released to the FPSCR store. Available as pack or individual assets.

.Build war torn, apocalyptic scenes.



Destroyed buildings, rubble mounds, roads and various media to build war torn and apocalyptic scenes.

Excuse the video quality this was captured on my ailing laptop.







The destructible assets can be triggered from script, a placed explosive sniped from a distance or shot directly with the RPG. I am sure some of the more innovative scripters will find other ways to use it.
Cosmic Prophet
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Posted: 4th Oct 2014 00:59 Edited at: 4th Oct 2014 01:01
So that's where you've been! Awesome work Jim. Definite purchase here my friend.



How difficult is the setup?

Back from the Wasteland.
rolfy
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Posted: 4th Oct 2014 01:16
Quote: "How difficult is the setup?"
Thanks Dale, you just drop em in and blow 'em up, models are single objects before destroying with no separate parts to build.

A funny thing happened on the way to the forum...
Cosmic Prophet
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Posted: 4th Oct 2014 01:33
Nice! I was just wondering how you managed the dug out ground, with the car effect. I remember you were working on this for awhile in classic.

Back from the Wasteland.
rolfy
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Posted: 4th Oct 2014 01:47 Edited at: 4th Oct 2014 01:49
Simply create a crater in the terrain underneath

A funny thing happened on the way to the forum...
TattieBoJangle
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Posted: 4th Oct 2014 02:18
Amazing +1 Rolfy





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synchromesh
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Posted: 4th Oct 2014 08:34
Ok ...That's so cool
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wildman4
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Posted: 4th Oct 2014 13:44
Wow! Great stuff.
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Wolf
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Posted: 4th Oct 2014 17:12
I find these to be most impressive!

Everything seems to crumble naturally and there is a distinct,realistic sense of weight to it.



-Wolf

"When I contradict myself, I am telling the truth"

"absurdity has become necessity"
3com
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Posted: 4th Oct 2014 17:53
Amazing mate!

3com
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Bolt Action Gaming
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Posted: 6th Oct 2014 19:30
This is so much better than I was expecting when I read the thread title

Please check out my reviews blog

http://fpscreloadedreview.blogspot.com
Teabone
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Posted: 7th Oct 2014 06:35
Somebody passed physics class....

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unfamillia
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Posted: 7th Oct 2014 10:18
Looking good Rolfy!

We can always rely on you to push the boundaries and try new things.

How is the LUA coming along? I know you said you would be looking at trying to learn a little.

Cheers

Jay.

Scene Commander
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Posted: 7th Oct 2014 15:07
Hi Rolfy,

I've only just seen this thread. Let me know if you need assistance with any of this prior to uploading.

SC

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rolfy
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Posted: 7th Oct 2014 16:26 Edited at: 7th Oct 2014 16:46
Had a hard time getting the explode/debris sound to run properly in the script. Took me a couple of hours of trial and error to get it working but finally got there and it works perfectly, I find Lua to be a lot more complex and weird compared to my comfort zone in .fpi and the syntax may look a lot simpler but was very difficult for a novice like me to get my head around. I like to try myself before asking for help as it means I understand it better, but many thanks for the offer of help SC.

You would think a simple playsound() function would do the trick, but no...it took a bit more than that.

It was mostly down to some info smallg gave out in another thread that put me on the right track, got to love this community



All the same it looks like a go for some uploading tonight

A funny thing happened on the way to the forum...
Errant AI
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Posted: 7th Oct 2014 16:51
Looking excellent, Rolfy. Glad to see that you've brought these to Reloaded. Do (or did we at one time) have self-shadowing for dynamic entities? I can only speculate how brilliant these would look with fancier lighting.

The prospect of learning Lua seems a bit daunting but I'm looking forward to what will be possible with it. I need Plystire to rise from the grave and make me tutorials lol

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rolfy
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Posted: 7th Oct 2014 17:07 Edited at: 7th Oct 2014 17:31
In Classic as I remember it was possible to get some self shadowing but really difficult to get it matching with static objects until Mark released the right shaders, the more unified shader system in Reloaded means they look exactly the same as other objects in game now (don't know how much this will change with baking in next Beta).

They do look a lot better in Reloaded and you cant tell the difference between a static road section and a dynamic one, till ya blow it up

A funny thing happened on the way to the forum...
rolfy
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Posted: 16th Oct 2014 21:04
Uploaded and now available on the store as a pack or individual assets.

If folks like these and find them useful I will create more to add to this particular theme
granada
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Posted: 17th Oct 2014 18:33
Very nice work .

Dave

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smallg
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Posted: 30th Oct 2014 13:19
edited the scripts a little bit so they are now arrays so you can destroy more than 1

life's one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11

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rolfy
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Posted: 30th Oct 2014 23:19
Thanks smallg, I wasn't sure how to handle that other than renaming and re-using the same script . So for anyone who has these you can use the script provided by smallg to blow up multiple roads and buildings in the same level.
smallg
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Posted: 31st Oct 2014 11:44
sorry didnt actually think about it but i probably should have asked before i released your script, i'm sure anyone buying the pack/models would be doing so for the cool models though anyway and they are definitely worth buying

is it difficult to get animated/destructible objects working in reloaded? would be cool to see some more stuff like this; doors (after all who has time to run up and open them when they're holding a rocket launcher? ), bridges, basic walls, maybe even some different buldings to add some variety too

life's one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11
rolfy
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Posted: 31st Oct 2014 14:29 Edited at: 31st Oct 2014 14:40
Yeah I guess we need to be a little more careful about releasing others scripts now they can sell them through the store, in this case it's right though as it helps improve the media somewhat and I welcome any additions that do this. It also adds to my own knowledge so thanks for that and it was info that you gave out that helped me do it in the first place

This pack has been fairly popular so I will be doing another.

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