Destructible Regenerating Wall for EP2 - Alpha

Destructible Regenerating Wall for EP2 - Alpha

Re: Destructible Regenerating Wall for EP2 - Alpha Posted by Shrinker on Sat Aug 23rd 2008 at 2:06am
Shrinker
11 posts
Posted 2008-08-23 2:06am
Shrinker
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11 posts 1 snarkmarks Registered: Aug 23rd 2008 Occupation: student & programmer Location: Germany
Hey there!

A long time ago, I created this for Prey:
http://www.youtube.com/watch?v=vv-FJM9H1a0

I am now trying to do the same for the latest installment of a Half-Life 2 episode, but since there is no scripting like that in the id Tech 4 engine, I had to fall back to other tricks. Unfortunately, a wall twice as big and high needed too long to copy around, so for now I am sticking with the current size.

Drawbacks:
  • I disabled bullet holes, since they always respawn on solids created with the entity maker
  • direct explosive hits don't seem to cause damage exactly as one would expect, but that is due to how the source engine handles this
  • cells can float in mid-air, as I found no efficient solution to determine such unconnected areas
  • there are no respawn animations and sounds yet, but that is planned
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Shrinker @ Beyond-Veils, InterComm
Re: Destructible Regenerating Wall for EP2 - Alpha Posted by G4MER on Sat Aug 23rd 2008 at 2:16am
G4MER
2460 posts
Posted 2008-08-23 2:16am
G4MER
floaty snark rage
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
DAYUM! All that for a simple breakable wall.. guess its not simple after all.

Might have to DL this just to see what the different attachments do.
Re: Destructible Regenerating Wall for EP2 - Alpha Posted by Shrinker on Sat Aug 23rd 2008 at 10:40am
Shrinker
11 posts
Posted 2008-08-23 10:40am
Shrinker
member
11 posts 1 snarkmarks Registered: Aug 23rd 2008 Occupation: student & programmer Location: Germany
Yeah, it is not that simple after all, as all the cells are connected. For each cell, there is a timer that polls the adjacent cells, so no cell is spawned if there are no others around. When you just blow away the thing with a rocket launcher and watch the whole wall grow from the four seed cells at the bottom, you'll see. To optimize performance a bit, I made sure that in "blank" areas, timers deactivate themselves until there is work to do.

This illustrates it:
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Shrinker @ Beyond-Veils, InterComm
Re: Destructible Regenerating Wall for EP2 - Alpha Posted by RedWood on Sat Aug 23rd 2008 at 7:38pm
RedWood
719 posts
Posted 2008-08-23 7:38pm
RedWood
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719 posts 652 snarkmarks Registered: Sep 13th 2006
Dam! How vary pointless and how vary cool... Nice one.
Reality has become a commodity.
Re: Destructible Regenerating Wall for EP2 - Alpha Posted by Le Chief on Sat Aug 23rd 2008 at 10:32pm
Le Chief
2605 posts
Posted 2008-08-23 10:32pm
Le Chief
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Wow, very interesting. Nice! :)
Aaron's Stuff
Re: Destructible Regenerating Wall for EP2 - Alpha Posted by ReNo on Mon Sep 1st 2008 at 10:13pm
ReNo
5457 posts
Posted 2008-09-01 10:13pm
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Interesting experiment indeed! Have you a particular use for it in mind? Seems like something tricky to fit into a level. I imagine it would have to be in a level where it played a big part in order to pull it off. You'd need to have at least 2 or 3 of these, perhaps acting as "doors" of sorts, or else people are just going to go "errr...wtf?" at the sheer randomness :D In the right setting though it could definitely impress and act as a nice memorable moment that sets your level apart, particularly if you can create some nice visual/sound effects to make it a more polished sight to behold :)

What sort of hit does it take on framerate however? Could you get away with having a few of these in an area? Perhaps increasing the size of the blocks to 16x16 or something could make it more manageable while still retaining the effect's wow factor.