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Destroyable object's


The-end
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Hey guys, i have noticed there's quite a few destroyable object's in San andreas, eg boxes, palet's, lamp post's etc.

 

How do i create detroyable object's?

 

I am using Sketchup to model and 3dsm to make the dff/col.

 

Thanks in advance

 

EDIT: Also how do i create destroyable glas?

Edited by The-end
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Quadropheniac90

I'm pretty sure it's done in the IDE's. Try looking up breakable objects in the IDE's. smile.gif Also, it'd help if you'd say which version of GTA you want to do this for. wink.gif

user posted image
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Well i thhgt it was prettty oivious what gta i wanted it in when i said '' i have noticed there's quite a few destroyable object's in San andreas''

 

Anyhow ill have a look in the ide now.

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I've been trying to get glass to work..

 

I tryed copying everything I can find for "wglasssmash"

for another model, the ide, col type & surface and the object dat line

 

but it doesn't work properly, theres no shattering glass effects?

I looked through most of the files for another reference to wglasssmash but haven't found one..

the only way I found to do it successfully so far (with effects) is to get the glass model I want to use and name it the same as a working glass model from sa i.e. wglasssmash.

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Quadropheniac90

It's done through the 'object.dat', in SA at least. There all the effects and explosions and breakable stuff are listed with alot of settings. smile.gif

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yeah teun.steenbekkers is right, object.dat have all info. about objects

read these lines in object.dat

 

; (H) Collision Damage Multiplier  [0.1 - 5.0 ish]

 

; (I) Collision Damage Effect 

;  0:none

;  1:change_model

;  20:smash_completely

;  21:change_then_smash

;  200:breakable

;  202:breakable then removed (ie. never regenerated after destroyed)

;

; (J) Special Collision Response Cases 

;  0:none(default)

;  1:lampost

;  2:smallbox

;  3:bigbox

;  4:fencepart

;  5:grenade

;  6:SWINGDOOR

;  7:LOCKDOOR

;  8:HANGING

;    9:OB_COL_POOLBALL

 

; BREAKABLE INFO:

; ===============

;

; (B-SM)  Smash Multiplier  - if set to 2.0 then it will take twice the force to smash as opposed to break an object (1.0 - smash only - never break, set very large if it only breaks and never smashes)

; (B-VX)  Break Velocity X  - velocity of breakable parts

; (B-VY)  Break Velocity Y

; (B-VZ)  Break Velocity Z

; (B-VR)  Break Velocity Rand  - velocity randomness factor

; (B_GUN)  Gun Break Mode  - 0 - not breakable by gun, 1 - breakable, 2 - smashable

; (B_SPK)  Produce Sparks on Impact  - 0 - no sparks, 1 - sparks produced

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take an example like cj house`s fence "DYN_F_R_WOOD_1b"

its info. in object.dat is:

 

DYN_F_R_WOOD_1b,  50000.0, 50000.0, 0.99,  0.05,  50.0,  9999.0,
1.0,    200, 4,
1, 0, 0, 0.0, 0.0, 0.0, none 5000.0, 0.01, 0.01, 0.01, 0.07, 1, 0

 

where

H = 1.0 ( Collision Damage Multiplier [0.1 - 5.0 ish] )

I = 200 (breakable)

J = 4 (fencepart)

so its clear now that the destroyable/breakable objects define in object.dat cool.gif

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and the object dat line

/\/\ me from an above post angry.gif

 

So yes, but have you tryed it?

 

I copied a line for glass and changed the model name to the model I wanted to effect and it doesn't work properly it sort of worked but no shatter effect, but it did work when I renamed my model, taking over a working sa one.

 

Maybe I placed it in the wrong section of the object.dat I dont know?

has anyone got it working by adding rather than replacing??

 

 

 

 

 

 

 

 

 

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yeah yesterday i checked it on my island`s fence , it was working good but a little problem, and i think problem happened due to model. the problem was, when i hit the fence by infernuse the fence got disappear. there were no brokenparts on the ground.

i think the other models which R* made for break are different from ours.

and if you change R*`s dff name it wont work

and for glass check the lines of wine bottles in bars cool.gif

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Yes thats what I said in my first post in this topic!

no effects

so if you walk up on foot it'll act as a wall would but if you drive a car at it, it's as if it wasn't there.

 

and its not the model itself

if you open the model in max, for the glass anyway its just a plane

and if you change your model name to the working sa model (swap them) you get effects, so there must be another reference to the breakable models somewhere else or are they hardcoded??

 

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so there must be another reference to the breakable models

Yes. Breakable objects with multiple parts, are declared in multiobj.ide, not dynamic.ide.

 

Fences for example, are all declared in multiobj.ide, not the dynamic.ide files. So i'd try that if i were you.

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Yes. Breakable objects with multiple parts, are declared in multiobj.ide, not dynamic.ide.

 

 

Yeah, thats where I copied the ide flags for wglasssmash from or do you mean we have to define our models in the multiobj.ide for them to work properly?...

 

EDIT; nope I just double checked and I had moved the modified wglasssmash to my own ide and it still worked

 

user posted image

Edited by xrk
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There is a chance its looking at the actual model name, inside the dff, so make sure its named correctly as well? when you say you renamed it, im not sure if you just changed the filename, or the actual object name inside the dff as well.

 

i checked inside the exe with a hex editor, there is one mention of wglasssmash, along with some other objects. its is very possibly hardcoded >_<

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To get the lc glass model to work I just changed the dff name to wglasssmash inside it's still glassfx55.

 

So probably hardcoded, no adding just replacing... s'pose its not that bad theres a bit to use unless your adding to the sa map.

 

user posted imageuser posted image

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Yes thats what I said in my first post in this topic!

no effects

so if you walk up on foot it'll act as a wall would but if you drive a car at it, it's as if it wasn't there.

 

and its not the model itself

if you open the model in max, for the glass anyway its just a plane

and if you change your model name to the working sa model (swap them) you get effects, so there must be another reference to the breakable models somewhere else or are they hardcoded??

hey xrk i didnt told that it was not there.

i just said it was appearing and as i hit it got disappear but there is no broken parts

and you are doing work on R*`s glass .make your own glass model then check

cool.gif

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You i just said it was appearing and as i hit it got disappear but there is no broken parts

 

Me it sort of worked but no shatter effect

 

are we not saying the same thing there? thats what was happening when I tryed to add a breakable model

Edited by xrk
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Hardcoded!! ............. hell no.

 

you guys must be using bad ID numbers or missing something obvious.

 

object.dat line .........

 

wglasssmash1	9999.0,  99999.0  0.99,  0.1,  50.0,  125.0,	1.0,	0,	4,	1,  0,	0,	0.0, 0.0, 0.0,  none

 

 

ide line .......

 

13020, wglasssmash1, wglass1, 50, 1028

 

 

ipl line ......

 

13020, wglasssmash1, 0, 69.5, -68.01, 24.83, 0, 0, 0.587785, 0.809017, -1

 

 

not the best screenshots in the world ..........

user posted imageuser posted imageuser posted image

 

2 custom double sided glass models using seperate txd's using a custom ide, ipl and colfiles.

 

and it makes absolutely no difference to the filename within the dff !!

 

you do need to make sure your colfile is col2 though wink.gif

 

don't copy my ID numbers as they are from Myriad Islands SA and (probably) wont work with SA.

Edited by Gforce
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yeah you are right but one question if you shoot this glass there will any broken parts appear???

i just want broken parts spread on the ground

and i know how to make breakable objects

 

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yeah you are right but one question if you shoot this glass there will any broken parts appear???

i just want broken parts spread on the ground

and i know how to make breakable objects

Look at the pictures Gforce posted.

 

It does work, I dont understand what I was doing wrong?

must have been an ID mistake thats the only thing I did differently this time

anyway cheers, adding is slightly less work than replacing tounge2.gif

Edited by xrk
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hey xrk i didnt told you are doing wrong i just want broken parts appear in new objects which made in 3ds. cool.gif

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