3rd Party Models/Media Chat / Breaking/exploding all stuff

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3com
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Posted: 15th Jan 2019 01:08 Edited at: 17th Jan 2019 18:52
Hi everyone
Bring some models already tested in 1.141 version and working fine as you can see in videos below, anyway I'm having some issues with last version, so better take this as a preview till I get version 2018.11 working fine for me.

Fixed! updating nvidia card drivers + fresh GG install.

breaking lights1 - sorry because the audio, miss to stop radio.



Exploding Barrels
























breaking bottles2








































destroying building via Plunger1



Breaking Glasses1
























Breaking Lights




















Breaking Streetlights







Breaking Bridge1








Breaking Bridge2








assault on the castle










demolition via Wreking Ball








earthquake2




































zclown exploding



I'll post more vids and pics when I get GG working fine as expected.

Regards
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GubbyBlips
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Posted: 15th Jan 2019 02:38
This would be huge! Am I guessing right that this is from FPSC?
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Blacknyt46
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Posted: 16th Jan 2019 03:42
Looks good 3com.
Jim C
3com
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Posted: 17th Jan 2019 18:54 Edited at: 17th Jan 2019 18:55
Glad you like them.

Weekend i'll put my hands on it.
Next coming...

Edit: I've fixed my GG issue, see mean post.
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3com
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Posted: 17th Jan 2019 18:58
Quote: "Am I guessing right that this is from FPSC"

Nope! just GG.
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Avenging Eagle
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Posted: 17th Jan 2019 22:59
The buildings, walls and barrels all shatter wonderfully! But the bottles and light fixtures don't shatter realistically and shatter into far too many pieces. Notice how the bottles seem to smash into long strips of glass, totally not what they do in real life where they shatter with jagged, unpredictable edges.



Also bottles and light fixtures are small so don't need so many fragments, I can see that draining the CPU.

Despite this, fantastic work! I'd love to see more walls and buildings, and building with interiors that explode and collapse!

AE
3com
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Posted: 20th Jan 2019 00:06
@ Avenging Eagle
do you meant something like this?

breaking bottles test2



breaking bottles test2



Quote: "I'd love to see more walls and buildings, and building with interiors that explode and collapse!"

Working on it.
thanks for the suggestion.
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Avenging Eagle
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Posted: 21st Jan 2019 18:11
Quote: "do you meant something like this?"


Yes, irregular pieces just like that!
So, is the crumbling/smashing/exploding an animation in the .x / .fbx file? Or is the object spawning actual debris pieces that are effected by Game Guru physics? If it's the former, I'd limit this technique to big things like buildings and walls, otherwise people are going to wonder why those bottles shatter the same every time.

AE
3com
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Posted: 29th Jan 2019 00:43
Quote: "So, is the crumbling/smashing/exploding an animation in the .x / .fbx file?"

Yes, it does so.
Quote: "I'd limit this technique to big things like buildings and walls"

I've some of them ready, but I'm having some issues with the sawage system as you can see in the product chat thread.
Quote: "otherwise people are going to wonder why those bottles shatter the same every time"

Not necessarily, I can make them break in many different ways for the same entity, and have this happen randomly in GG. The problem is that with this technique that I use I can not group them all in the same animation in 3ds max, and work with frames as GG does now.
It would be good if GG allowed different animations for the same entity.
In other way nowaday I can make bottle1 shatter in one way, botlle2 shatter in a different way and bottle3 too, and so on, but I can make botlle1 shatter in these 3 different way because Max don't allow me to enclose these 3 anims in one and work with frames as usually GG does. With this techniques I'm using in Max he overwrite the first anim when I tried to do the next, so I can't use the :
Anim0 = 0,30
Anim1 = 31,50
Anim2 = 51,100
As actually GG does, so I'll nedd something like:
Anim0 = 0,100
Anim1 = 0,100
Anim2 = 0,100
3 or more different anims working in GG radomly, so the bottle does not shattering always in the same way. Maybe some day but not today.


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cybernescence
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Posted: 29th Jan 2019 13:30
You can add separate anims now with GG. These can be added via new lua commands on the fly.

So you could have any number of discrete amimations exported and then add to the model in GG one after the other.

Check out the stock dragon entity and script think this will show you the approach.

Cheers.
Belidos
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Posted: 29th Jan 2019 13:42 Edited at: 29th Jan 2019 13:47
As Cybernecense said, you can now append anims to models in gameguru. Lee actually explained how to do it in the last live broadcast in July.


(about 35 minutes in)

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Wolf
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Posted: 29th Jan 2019 15:30
Interesting approach and I see that you have already a lot of models set up!
3com
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Posted: 29th Jan 2019 18:34
I was watching the whole video, and I'm sure it contains valuable information, unfortunately my English is not necessarily good and Lee speaks a little fast for me, because I do not understand almost anything he says.
For this reason I have some silly questions that surely are already well explained in the video, so please be patient with me.

question1:

appendanim1 = Dragon-idle.dbo
appendanimframe1 = 110
appendanim2 = Dragon-sniff.dbo
appendanimframe2 = 610

appendanim1 = Dragon-idle.dbo

This line meant I should make a X or dbo file for each anim?
IE: I make bottle1 with animations 0-100, export model as X file in max, then place X file in GG, then GG make the dbo file for me, and I use dbo file instead of X file, then I do in fpe file:

appendanim1 = Bottle1-break1.dbo
appendanimframe1 = 100 (this is the qty of frames the animaton has, I guess.)
appendanim2 = Bottle1-break2.dbo (repeat the process as I did with Bottle1-break1.dbo)
appendanimframe2 = 200 (in Max animation frames going from 101 trought 200)

Is it correct? if so:

appendanim2 = Dragon-sniff.dbo
appendanimframe2 = 610
appendanim3 = Dragon-turnleft.dbo
appendanimframe3 = 763

although GG works with separate animations GG takes this as frames? if so, how can I know what animations should I put here?

;anim
animmax = 1
anim0 = 610,763
playanimineditor = 1


question2:

I can notice in ai_dragon LUA file, GG working with frames as usually, SetAnimationFrames(110,610), does this means this anim going from 110 trough 610 (appendanimframe1 + appendanimframe2) ?

My idea is my script working with animation radomly, but firts I need to understand the concept.

Thanks in advance
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3com
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Posted: 29th Jan 2019 18:41
Quote: "Interesting approach and I see that you have already a lot of models set up! "

Yes I have, But I'm guessing I'll have to redone most of them.
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3com
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Posted: 6th Feb 2019 16:31
Breaking walls, wooden fences



more to coming...
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granada
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Posted: 6th Feb 2019 18:43
Great vid 3com, looks like it’s working well

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3com
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Posted: 7th Feb 2019 13:07
since I've recreated earthquake to show all building together, I did that vid to show them, one by one .

breaking buildings all






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3com
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Posted: 7th Feb 2019 13:59
I am considering joining these buildings with the buildings in the other thread, in the end they have a certain relationship between them.

@ granada
Glad you like it. Yes, now working fine.
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3com
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Posted: 7th Feb 2019 16:33
Finally I've got merge 4 anims into one, so eah bottle break in 4 differents ways (randomly)



I have decided not to upload things like bottles, lights, crystals, to the store.
The reason is simple:
10 bottles with 4 different ways to break are 10x4 = 40, with 4 dieferentes animations in one are 10x4 = 40, the same with lights, crystals, etc.
Too much work if you want to stay within a reasonable price.

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GubbyBlips
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Posted: 9th Feb 2019 18:30
Awesome! One of the best additions to GG.
I'll be your first customer (I hope) 3com!

I agree about the bottles. No need.

Would be very nice to get;
breaking crates, breaking bridge (or floor/ ceiling), and breaking boulders (rocks)?
The rocks don't need to be complex at all, just a rounded cubic shape.
That would be awesome * 10

Pillars are another suggestion-- just suggestions here. Have a happy!

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3com
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Posted: 10th Feb 2019 21:59
@ GubbyBlips
Ty mate, glad you like them.

Quote: "breaking boulders (rocks)?"

Do you means like this ones?





I've some crates and bridges, just need make some more else.
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3com
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Posted: 22nd Feb 2019 20:11
Hi guys
Ive decide to pack these with the old_grunge_pos_apocalytic, deliric building pack as megapad, you can grab it here

Or you can buy just this one here as separate pack.
Thanks guys for buy my meshes.
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Pink Panther
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Posted: 24th Feb 2019 17:05
Wow! These are fantastic!
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Flatlander
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Posted: 4th Apr 2019 02:40
I can't remember how I ran across this amazing pack, but I just did and I just bought. Thanks, 3Com. I also wanted to keep the thread alive a little longer.

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3com
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Posted: 5th Apr 2019 13:05
Thanks guys.
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