payload explosion.

Discussion in 'Mapping Questions & Discussion' started by Laz, Jan 16, 2009.

  1. Laz

    Laz L7: Fancy Member

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    Hi there,

    I wanted to put a big explosion in my map, similar to badwater/goldrush.

    so I opened the goldrush decompiled to check out how they did it. Looks like the models for the debris flying about, is set to the map's architexture, and stuff falls exactly like it would react to the goldrush walls etc. so if you put it on a flat environment, stuff will look like its colliding in midair, and floating on invisible shelfs.

    Are there any tips on creating these kind of explosions for your own map?

    thanks
     
  2. Icarus

    aa Icarus

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    Usually people don't notice/care since the animation only lasts around 10 seconds, time they'll be spending looking at the actual explosion and finding the losing team to humiliate.
     
  3. Nineaxis

    aa Nineaxis Quack Doctor

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    Yeah, Valve uses a grossly expensive Maya plugin to simulate a highly realistic explosion and convert it to an animated model.

    For Stovepipe, I just rotated the models to try and hide floating stuff inside geometry so it wouldn't be seen.
     
  4. Laz

    Laz L7: Fancy Member

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    Is the badlands one different? It looks like it would be on more of a flat surroundings, and produce less "floaters"
     
  5. Nineaxis

    aa Nineaxis Quack Doctor

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    You mean badwater? Not really, since most of the cap area is surrounded by elevated platforms.

    Gold Rush just has a lot more stuff bouncing off walls or landing on really high roofs.
     
  6. Laz

    Laz L7: Fancy Member

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    Perhaps Ill mix em up a bit.

    I'm thiking of having my cart slide through doors into an inside area, then just roll down a ramp, and falling into the pit, blowing it up. It will give you the feeling of really breaching the hearth of red's base, an area only visible when you complete the map, and blowing it up at the same time.
     
  7. Ezekel

    Ezekel L11: Posh Member

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    i just used some phys overides (set as debris) with physics being switched off/on when needed.
    (i put invisible brushes around them to simulate the collision space you'd expect on those objects if they were prop statics and killed the brushes when the explosion happens)
    true it won't give you quite as much shower of debris all over cos phys objects have processing costs, but if you are smart you can overcome that. in my case it works mainly cos the 'bomb' isn't just a bomb but a contaminant, so the explosiveness isn't the only thing going on.
     
  8. Icarus

    aa Icarus

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    Badwater and Gold Rush have different animations.

    Goldrush has higher roofs, a longer, a canal/moat, more debris, and the debris flies farther out because of the straight entry point.

    Badwater is very flat and large, with some of the debris landing on a upper platform.