[TUTORIAL] Realistically looking breakables

Discussion in 'Tutorials & Resources' started by DjD, May 24, 2010.

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Was this tutorial helpful?

  1. Yep ;)

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  1. DjD

    DjD L5: Dapper Member

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    First of all, I guess the most of you have heard of DMM (Digital Molecular Matter).
    It is used in many video games to simulate objects that can be destroyed realistically.
    In TF2 there is only an option called func_breakable, which doesnt look realistically though, however you can sort of "fake it" using func_physboxes. Take a look!



    Step 1:
    Create a brush, in my example I created a window. (Pic 1)


    [​IMG]




    Step2:
    Use the "clipping" tool and cut your brush into realistic looking pieces. (Pic 2)


    [​IMG]


    Once you are done it should look similar to this (Pic 3)


    [​IMG]




    Step 3:
    Select the individual pieces and press ctrl+t to make them func_brushes, do not select them all together, select every one individually. (Pic 4)



    [​IMG]




    Step 4:
    When you are done with that, select all, double click on them and make them a func_physbox. (Pic 5)



    [​IMG]





    Step 5:
    Now you can change the
    Material Type to glass or wood or whatever,
    the Strength (damage you need to inflict in order to destroy the brush) to maybe 75, depends on your material,
    the Health Level to Override Motion to 1
    and the Physics Impact Force to Override Motion to something like 200. (It determines if the object brakes when you walk over it, high amount -> doenst brake of walking/touching)



    Hope this helped!
    I appreciate positive and negative feedback in order to improve my tutorial skillz ;)
     
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    Last edited: May 24, 2010
  2. Sel

    Sel Banned

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    I'm not sure realistic is the right word for this really. It still won't look anywhere near real, just better than the whole thing breaking at once.

    Otherwise, neat, I'm sure some people here will find that helpful.
     
  3. DjD

    DjD L5: Dapper Member

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    Maybe your impression of it not being realistically comes from the screenshots. If you clip your brush very detailed into little shards (which I didnt do in that tutorial due to a lack of time) , like they would be if you kick a ball through your window, it certainly looks real.
    Despite that, the physics they use when they are made "func_physboxes" comes very close to reality. They fall apart and drop down like real glass shards.
     
  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Problem a) that's a significant amount of physboxes for TF2 (and its limited dynamic entity count). I would not recommend this for extensive maps like 3 stage A/D or TC that use a lot of doors and capture points.

    problem b) shooting out the glass around the centre leave floating glass. If the entire thing is loose you can push the pieces out which poses its own problem.

    problem c) Breakable glass does not really have a place in TF2; largely because it looks crap, but mostly because it's not a dynamic function that compliments TF2's gameplay. Events at most should be triggered by world events such as capture point being captured that opens or closes paths such as seen in cp_steel. Allowing players to destroy rock walls/glass as many have attempted to simulate for ported TFC maps that had demo-pack destroyable sections, look attrocious and are confusing to players.

    It's nothing personal but i would recommend not utilising breakable glass in your maps to any extent, even if it was realistic enough. Players are used to the sight of glass being bullet proof and providing X tactical advantage at x location on x maps. They know how to respond to it and what it means; if you don't, listen to the developer commentary on gravelpit point A.
     
    Last edited: May 24, 2010
  5. DjD

    DjD L5: Dapper Member

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    your probably right about glass being a static cover etc.
    This is just for fun maps / non-competitive.
    Despite that, this tutorial isnt limited to breakable glass/windows, you can make every brush breakable like walls etc which can be used for trigger events as well
     
  6. honeymustard

    honeymustard L9: Fashionable Member

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    I enjoy the glass that breaks in arena_watchtower. Is it done in the same way?
     
  7. DjD

    DjD L5: Dapper Member

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    gimme a minute, I'll take a look.

    Edit:
    Nope, those are func_breakables
     
    Last edited: May 24, 2010
  8. Mick-a-nator

    aa Mick-a-nator

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    I thought that was done with a func_breakable
     
  9. DjD

    DjD L5: Dapper Member

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    Yes it is, if it would have been created using the method presented above, it would act more realistic
     
    Last edited: May 26, 2010