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#1
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Hello. If you read my first guide and learned how to use the udk through the video tutorials I linked, then I think you are ready for this one!
Spoiler!
First lets open up the sdk. I am using the tutorial map I made earlier, but you can use your own map if you wish. Lets start by opening up the content browser. So the destructible I want to make is a simple fence. I want it to be destroyed by many different damage types. I also want to be able to reuse it if possible.
Spoiler!
So the fences will be located in the props_village.upk. Lets take a look at the (1) package list and unfortunately I don't have it loaded.
Spoiler!
If you do have it loaded just skip to (7). If not, then press the (2) open package button. Then navigate to the folder shown (3) here. You should set this as a shortcut because you will in the future be loading packages often.
Spoiler!
Open the packages folder and navigate to (5) Props_Static. Find (6) Props_village.upk and open it.
Spoiler!
Great! Now switch to the actors classes tab and find (7) ROStaticMeshDestructible and select it. Then right click where you want to add it and select (8) Add ROStaticMeshDestructible Here.
Spoiler!
You should see some funny cube object. Select it and press F4 to open up its properties. Now go back to the Content Browser tab and select the package (9) Props_Village. Make sure to filter out (10) Static Meshes.
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Now in the ROStaticMeshDestructible_1 Properties window search for (11) staticmesh. Lets use Village_Wood_Fence_1_256 so select (12) it. Then press the (13) arrow (Use selected object in Content Browser) for static mesh input.
Spoiler!
Lets set the different stages of destruction. Typically you will need at least two. The first stage is the damaged state. Then the next one is the destroyed state. So press the (14) plus button until you have two. You can see some new options open up. Take a look at (15). Mesh Override is the new state that you want your static mesh to look like when it is damaged. The material override and LODMaterial Override are for different variations of the damaged state such as the snow version of the fences.
Spoiler!
So we have the two states (16 and 18). Select (16) Village_Wood_Fence_1_256_Destroyed and input as the first Mesh Override by pressing the (17) arrow button. Do the same for (18) Village_Wood_Fence_1_Woodpile
Spoiler!
Now lets set the damage type. This lets the game know which damage types will damage the destructible. Search for (19) damage in the properties window. Then press the plus button to add how many damage types you want. Next select the (20) damage type that you want.
Spoiler!
Next we need to set the health. Search for (21) health in the properties window and set the health. I left it as default.
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Now we need to set the destruction emitter. This is the effect when the static mesh is destroyed. For example, the fence we expect will blow up with wood flying everywhere or a tank would explode with tank parts flying everywhere. It wouldn't make sense if we switched their destruction emitter. So search for (22) emitter. Then find (23) FX_WEP_Explosive_Two in your package list. If you don't have, you will have to find it and load it using the steps I mentioned above. Next select the (24) FX_ENV_Explosive_Wood_Small. Press the (25) arrow to input it.
Spoiler!
Almost done! Now we want to easily reuse this without having to make it again. Select your ROStaticMeshDestructible and select (26) Create Archetype...
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Make sure to select your map as the package. Put it in a group if you wish and then give it a meaningful name. Danh's fences wouldn't make much sense to someone else. Now you can find it when you select your map as the package in the Content Browser. Of course you can also use the stock destructibles by finding the package M_Common_Destructibles and loading that up. But that takes away the fun of making your own CUSTOM destructibles!
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#2
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+1
dahn your a star m8ty many thanks these are great help |
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#3
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#4
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The red symbol at the bottom of the destruct mesh, does this have to be above ground for the item to receive damage? I have some stuff I want to destroyed via grenades and arty.
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#5
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No. It just shows where the pivot point is.
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#6
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#7
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Do you know of a mesh that is invisible/has no physical properties that you could use to replace another mesh? I have a destructible at a weird angle, when it's destroyed the mesh override is in the air.
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![]() Message me if you want a large collection of ww2 sound effects for map making. |
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#8
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You have to align their pivot points. In 3dsmax just put them all at 0,0,0.
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#9
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Great tutorial danh! I never would have figured out to use an archetype without this.
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Current Projects (RO2): TE-FrozenSewers, TE-Korobilno |
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