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Please be aware that this is not a tutorial request forum! Use the appropriate topic for the effect.
xmen

[3ds MAX][SA]How to make Breakable Object

Recommended Posts

xmen

PREREQUISITE: How to add model in SA.

 

NOTE : EVERY PART MUST HAVE A SEPARATE MATERIAL.

 

Breakable Objects Script

 

1. This is an already textured teapot with 2 textures named as "BreakableTeapot".

user posted image

 

2. Export its dff and col as usual.

 

3. When done, break it into pieces as like we want to spread on the floor, i break(Detach) it into 8 parts and separate them so that i can set Material IDs easily.

user posted image

 

4. Select the top one, click on "Polygon" in selection, press Ctrl + A to select all polygons and scroll down the properties and set its Mat ID to 1, do the same with other parts too with increment of 1 Mat. ID

user posted image

 

5. I've set these Mat. IDs to all parts, it will be better to set same textures' Mat IDs after each other so that all same textures can be in correct order.

user posted image

 

6. When done, set all parts back to their location(i.e. 0, 0, 0), select "BreakableTeapot" and attach all parts, if it ask for "Attach Options", select "Do Not Modify Mat ID or Material" and press OK, it may possible that textures look change but we do not need to worry about it.

7. Press M to open "Material Editor", select new Material, here i select 3rd, click on "Standard" next Select "Multi/Sub-Object", again it will ask for "Replace Material", select "Discard old material?" and press OK

user posted image

 

8. Since the breakable parts are 8 so i have to set the No. of Sub Materials to 8, to do this, Click on "Set Number", write 8 and press OK.

user posted image

 

9. Click on Material whose ID is 1, next click on the square button that follows "Diffuse" and select "Bitmap"(that image should match to the Mat ID 1 that set in step 4)

user posted image

 

10. when done, press "Show Map in Viewport" and then press user posted image until it get disable.

11. keep doing step 9 and 10 until all 8 sub Materials get assign

12. when done, select "BreakableTeapot" and click on "Assign Material to Selection" and check, are all textures on model looking like before ? if not, correct it before going further, if yes, run the "Breakable Objects" script and export the binary data.

user posted image

 

Now open the dff in RW analyze, find and select "Mesh Extension" and import that binary data, next save dff and add that model in sa as usual.

user posted image

 

13. write this Line in object.dat (editing lines in object.dat may little bit tricky)

 

breakableteapot  20.0,  20.0,  0.99,  1.0,  50.0,  9999.0, 1.0,    200,	1,	1,  0,	0,	0.0, 0.0, 0.0,  none  	100.0, 0.0,  0.0,  0.01,	0.07,	0,	0

 

 

in game

 

Known Bug :

Parts get brighter after smash/break

 

CONCLUSION :

Making BOs is not too difficult task, all things goes same as usual however we just need to apply separate Mat. IDs and Mats. for every part only for exporting binary data and a line in object.dat.

 

at the end thanks to locO G for his help smile.gif

Enjoy !!

Edited by xmen

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Gouveia

Really good guide. I don't use Max/3DS, but it should really help to bring even more custom content in the game icon14.gif

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JohnPro

gud topic for a tut xmen

 

The bright pieces anybody know of a fix?

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Gouveia
gud topic for a tut xmen

 

The bright pieces anybody know of a fix?

I think it's either an engine bug (as in the way the game engine threats the lighting on smaller objects) or some other lighting problem that was done in 3ds Studio itself.

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Angel of Death Dr Gonz

were do i get 3ds max??

Edited by ljonny

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Arvis

Search net for trial version / buy full one / download Gmax, it's free and there is

all you need for modding GTA.

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xmen

Update :

Known bug fix, add NVC before export the binary info. wink.gif

 

Cannot update first post because of BBCodes sad.gif

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Paudge

Can you use character models and make them breakable and can this work for VC? cookie.gif

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xmen
Can you use character models and make them breakable and can this work for VC? cookie.gif

never tried

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uNi

Thanks for that, I might try apply this to buildings.

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cj360

Really good tutorial! icon14.gif

Edited by cj360

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xmen
Really good tutorial! icon14.gif But where is the detach command?

press F1 in 3ds max, type "detach" in Index tab.

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cj360

-nothing-

Edited by cj360

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xmen
Thx I found the detach command but only for objects in max like a box or teacup I don't see it when importing a custum model. confused.gif

its not important, the object can be in any shape. I will suggest you to read some basic 3d Max tuts before proceed. smile.gif

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cj360

-nothing-

Edited by cj360

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RestractPrime

sorry for bump , i want to know , why screenshoot is not avaliable ? hard to understand without screenshoot at this tutorial :(

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