The-end Posted June 9, 2006 Share Posted June 9, 2006 (edited) 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 June 9, 2006 by The-end Link to comment Share on other sites More sharing options...
Quadropheniac90 Posted June 9, 2006 Share Posted June 9, 2006 I'm pretty sure it's done in the IDE's. Try looking up breakable objects in the IDE's. Also, it'd help if you'd say which version of GTA you want to do this for. Link to comment Share on other sites More sharing options...
The-end Posted June 9, 2006 Author Share Posted June 9, 2006 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. Link to comment Share on other sites More sharing options...
xrk Posted June 10, 2006 Share Posted June 10, 2006 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. Link to comment Share on other sites More sharing options...
Quadropheniac90 Posted June 11, 2006 Share Posted June 11, 2006 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. Link to comment Share on other sites More sharing options...
xmen Posted June 11, 2006 Share Posted June 11, 2006 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 Link to comment Share on other sites More sharing options...
xmen Posted June 11, 2006 Share Posted June 11, 2006 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 Link to comment Share on other sites More sharing options...
xrk Posted June 11, 2006 Share Posted June 11, 2006 and the object dat line /\/\ me from an above post 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?? Link to comment Share on other sites More sharing options...
xmen Posted June 12, 2006 Share Posted June 12, 2006 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 Link to comment Share on other sites More sharing options...
xrk Posted June 12, 2006 Share Posted June 12, 2006 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?? Link to comment Share on other sites More sharing options...
DexX Posted June 12, 2006 Share Posted June 12, 2006 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. Link to comment Share on other sites More sharing options...
xrk Posted June 12, 2006 Share Posted June 12, 2006 (edited) 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 Edited June 12, 2006 by xrk Link to comment Share on other sites More sharing options...
DexX Posted June 12, 2006 Share Posted June 12, 2006 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 >_< Link to comment Share on other sites More sharing options...
xrk Posted June 12, 2006 Share Posted June 12, 2006 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. Link to comment Share on other sites More sharing options...
xmen Posted June 12, 2006 Share Posted June 12, 2006 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 Link to comment Share on other sites More sharing options...
xrk Posted June 12, 2006 Share Posted June 12, 2006 (edited) 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 June 12, 2006 by xrk Link to comment Share on other sites More sharing options...
Gforce Posted June 13, 2006 Share Posted June 13, 2006 (edited) 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 .......... 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 don't copy my ID numbers as they are from Myriad Islands SA and (probably) wont work with SA. Edited June 13, 2006 by Gforce Link to comment Share on other sites More sharing options...
xmen Posted June 13, 2006 Share Posted June 13, 2006 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 Link to comment Share on other sites More sharing options...
xrk Posted June 13, 2006 Share Posted June 13, 2006 (edited) 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 Edited June 13, 2006 by xrk Link to comment Share on other sites More sharing options...
xmen Posted June 14, 2006 Share Posted June 14, 2006 hey xrk i didnt told you are doing wrong i just want broken parts appear in new objects which made in 3ds. Link to comment Share on other sites More sharing options...
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