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Thread: breaking glass

  1. #1

    Default breaking glass

    can anyone point me in the right direction on how to make a glass window break i am using a brush with a glass material put on both sides to give a window effect and i cant seem to figure out how to make it breakable...ive looked for tutorials but none of them talk about this i figure it would be the same as making a wall crumble but i cant find anything about that either

    thanks
    Last edited by sargebx; 12-01-2007 at 02:34 PM.

  2. #2
    MSgt. Shooter Person
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    Only thing that pops into my mind right now would be to build the glas plane out of small pices and them breaking up using a Matinee sequence that gets triggered somehow....

    Maybe there's a more easy way to do it, but that's my only idea right now....

  3. #3
    Seriously...
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    Yeah either make it a matinee/mover or remove it and replace it with a single fire emitter that spews glass chunks.
    "Your effort to remain what you are is what limits you."

  4. #4

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    couldn't you make that a mover and when it gets triggered have it fly off instantly and then use the new fancy partical editor to make the shards?

  5. #5
    MSgt. Shooter Person
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    there is an game breakable actor in:
    actor classes > DynamicSMActor > KActor >...
    but i don't know how to use it yet

  6. #6

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    I am bumping this, because I too need to know how to make breakable glass. At this point it's becoming a necessity so that I can move on with the less involved areas of the map, like adding meshes and such.
    "He who dies with the most toys, still dies... and I steal their toys." ~SM

    Specs: Gigabyte S-Series GA-P35-DS3L, Intel Core 2 Quad Q6600 2.4 GHz, 4GB Crucial Ballistix Tracer 1066, EVGA Nvidia e-8800 GT 512 MB, X-Fi XGamer, 2x WD 500 GB SATA, Philips 20x DVD+-RW Dual Layer, SolyTech 1000W PS, Cooler Master CoolDrive 4, NZXT LEXA Blackline Case /w LED Temperature Display, Sylvania 22" Widescreen Flat Panel Monitor (1680x1050)

  7. #7
    MSgt. Shooter Person
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    This tutorial details scripted destruction in Kismet, including fancy effects and whatnot. Should be adaptable to your glass.

  8. #8

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    Thanks man

    Hopefully that's enough to at least get me started in the right direction.
    "He who dies with the most toys, still dies... and I steal their toys." ~SM

    Specs: Gigabyte S-Series GA-P35-DS3L, Intel Core 2 Quad Q6600 2.4 GHz, 4GB Crucial Ballistix Tracer 1066, EVGA Nvidia e-8800 GT 512 MB, X-Fi XGamer, 2x WD 500 GB SATA, Philips 20x DVD+-RW Dual Layer, SolyTech 1000W PS, Cooler Master CoolDrive 4, NZXT LEXA Blackline Case /w LED Temperature Display, Sylvania 22" Widescreen Flat Panel Monitor (1680x1050)

  9. #9

    Default

    Well, I have made the emitter, added sound, but have one serious issue now: I want the glass to re-spawn so you can re-shoot it out again later. I haven't seen a tutorial on this and have been trying to Google it, to no avail.

    It's probably something really simple that I am missing....

    EDIT: Figured it out. Damn that thing ended up being a lot more complex than I thought it would be lol...
    Last edited by ShadeMistress; 01-15-2008 at 10:24 AM.
    "He who dies with the most toys, still dies... and I steal their toys." ~SM

    Specs: Gigabyte S-Series GA-P35-DS3L, Intel Core 2 Quad Q6600 2.4 GHz, 4GB Crucial Ballistix Tracer 1066, EVGA Nvidia e-8800 GT 512 MB, X-Fi XGamer, 2x WD 500 GB SATA, Philips 20x DVD+-RW Dual Layer, SolyTech 1000W PS, Cooler Master CoolDrive 4, NZXT LEXA Blackline Case /w LED Temperature Display, Sylvania 22" Widescreen Flat Panel Monitor (1680x1050)

  10. #10

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    Hey there Sarge, did you ever get yours working? If not I could always type up a quick rundown of what I did. Don't follow that other tutorial. It's confusing because the guy puts a ton of detail into it.

    The Good: It looks amazing.

    The Bad: It's tedious and very hard to follow his layout. Also, his setup is for a One-Time destructible object. Would work well for a Barrel that you could kick around and blow up or something.

    The Ugly: FPS TANKS as soon as the Sequence fires off (On a decent rig, Dual Core 3.0 GHZ with 6 GB Ram and NVidia 8800 GT my FPS went all the way down to 8 at one point).
    "He who dies with the most toys, still dies... and I steal their toys." ~SM

    Specs: Gigabyte S-Series GA-P35-DS3L, Intel Core 2 Quad Q6600 2.4 GHz, 4GB Crucial Ballistix Tracer 1066, EVGA Nvidia e-8800 GT 512 MB, X-Fi XGamer, 2x WD 500 GB SATA, Philips 20x DVD+-RW Dual Layer, SolyTech 1000W PS, Cooler Master CoolDrive 4, NZXT LEXA Blackline Case /w LED Temperature Display, Sylvania 22" Widescreen Flat Panel Monitor (1680x1050)

  11. #11

    Default

    There is breakable glass in at least one of the retail DM maps. It's the one with the robot assembly line.

    Regardless, breakable glass can be set up (somewhat) simply. An interpactor as the 'pane' and at least one emitter as the glass shards.

    In kismet, use the interpactor pane to create a 'take damage' event. When the interpactor takes damage, fire the signal into a destroy action with the target of the destroy being the interpactor pane. At the same time, use a toggle to turn on the emitter showering glass everywhere.

    That's a one-time use.

    If you need the glass to shatter, and then individual pieces come out, then you're going to have to elaborate on the setup above with individual glass pieces dropping out when they're shot and... although you might want to... I suggest you don't the amount of work, and the degredation in performance you'll get, won't be worth it.

    There is a 'cheap' way to 'respawn' the glass.

    Instead of using the destroy action, you can use kismet to hide the interpactor (action -> toggle hidden) and change its collision (action -> change collision) when its shot. Then, output that signal to a delay for the amount of time you want it to stay gone. Then output the 'finished' of the delay in an unhide and change collision. Now, you should be able to shoot it again and fire off the sequence all fresh.

    Hope that helps!

    -AV
    Website: AVLD.org | UT2K4 Maps:NaliCity UnrealPlayground
    NaliCity Reviewer | UCMP Project Lead
    UE3 Kismet Tutorials

  12. #12

    Default

    To add to this thread, Ageia has several nice tutorials that explain how to make a mesh that breaks apart, and how to use the KActors that another poster asked about. Here's the link:

    http://www.ageia.com/ut3modkit/

    and

    http://65.19.169.188/~utmods/mod-kit...tor_Create.htm

    Don't let the PhysX stuff scare you off - depending on what you do, it can often run fine on machines without PhysX cards.
    Last edited by rRuuben; 02-20-2008 at 06:43 PM.

  13. #13
    MSgt. Shooter Person
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    Default Links not working

    Quote Originally Posted by rRuuben View Post
    To add to this thread, Ageia has several nice tutorials that explain how to make a mesh that breaks apart, and how to use the KActors that another poster asked about. Here's the link:

    http://www.ageia.com/ut3modkit/

    and

    http://65.19.169.188/~utmods/mod-kit...tor_Create.htm

    Don't let the PhysX stuff scare you off - depending on what you do, it can often run fine on machines without PhysX cards.
    Hey rRuuben those links you posted don't work. I would really like to get ahold of that information. If you could repost that would be great.


 

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