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Destroyalbe Building Test Results


Skyviper086

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Okay some time ago I posted a number photos of me testing out some destroyable buildings.

 

Small House Image

 

Small Hut Image

 

Well this project has been forced to be discontinued due to computer issues.

 

However that isn't the only reason. Though a convenient one.

 

I found that the destroyed objects were placed randomly after the explosion. Too randomly. Sometimes the object the wouldn't even show, which was okay, other times the object would be half way into the ground, which wasn't so bad either, but sometimes and a bit too often for my taste the object would simply float up in the air sometimes high into the sky.

 

I can not figure out how to prevent the destroyed object from appearing into the sky like that.

 

I thought I owe it to those who shown some interest in the project to give you my report on the matter. Ultimately a script will be needed to add more immersion to the experience.

 

The buildings were planned to be released as a resource as there is really no logical way to replace all the buildings in the wasteland with that. You can it would just be tedious. Then a script would have to made so that certain building when destroyed would kill certain NPCs inside of it (or the cell linked to that building) and affect the game accordingly. That would be very possible to script it would just take a lot of freaking time and this is coming from someone that doesn't know a lot of about scripting.

 

Its possible it just isn't practical.

 

The destroyable buildings as is are possible and practical if you're doing a story mod or something that would add a level of excitement to your quest.

 

Its just frustrating because the destroyed building object appears wherever and however it wants too.

 

END REPORT.

 

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I would definitely love to get my hands on those models. I think I can relate to the problem you're talking about.

 

If I had to guess I'm assuming you're using a "placeatme" function to put destroyed building in the same spot as the original building? I've found through doing my own mod experiments is it is either hard or impossible to get that function to place the object exactly where you want it. It does fine for a lot of objects except objects that have to be in a very particular spot like immovable statics. I tried messing around with the parameters of the function (the x-axis, y-axis, z-axis) and had minor success but it's not possible to have the object spawn in appropriate places in every single scenario.

 

The only way I can figure how to pull this off is if we put the original and destroyed building on the exact same spot on the map in the GECK and using enable/disable commands switch between the two when appropriate.

 

If you could hook me up with those models I would greatly appreciate it. And of course many thanks to devinpatterson for making them. That guy is awesome.

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The destroyed house frame is already in the game itself ... something like destroyed novac home or something. I'll get back to you on that later.

 

And he posted the link to the hut in the request forum. Here's the DL link for the model.

 

https://www.dropbox.com/s/yt5pehzu69t155a/nvnellisquonsethut01Exp.nif

Edited by Skyviper086
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Yeah the first few test runs had some really promising results. I was actualy ready to release the resource mod. It was very exciting. But I had this urge to keep testing and that's when I noticed the random occurances. That one teeny tiny little kink will need to get ironed out and I think this would be something people would like to use. Polyfemus had a great idea that I will be looking into as soon as I can.

 

I did employ other methods that left the destroyed structure on the ground however the problem with that is that the pre destroyed structure has be to placed in GECK a certain way for everything to look okay. Example. You would have to place a house with the front door facing west because the destroyed model would appear that way regardless if the front door was facing north.

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