Explosion Crater

Okay so I’ve seen and heard about BF3 “Need a Door? Use your RPG or grenade.”

So can you do that in Blender? Here is a .blender file that I have, and the RPG round needs to create a crater in the wall, or go make a hole, Yes I know it will mean more polygons BUT it could also lower it to…

So here are three walls, each are different thickness.

Wall one, Nice size hole.
Wall two, Nice size crater with a hole.
Wall three, Nice size crater.

Just needs to look good, not too realistic, but still somewhat realistic.

Reason why I need this, Number 1: There will be bridges and some other things that will have to be “Removed”. Now I know that I could make a bridge then copy it then edit the copy for the damage look, BUT I want it to look good and different every time I shoot an RPG at it.

Number 2: Cause I might need some cover or a new “door” or “window”.

Number 3: CAUSE IT WOULD BE A NEW THING FOR BGE!

EDIT: Um for some reason, The file did not upload, and I have tried again, and nothing.
So I’m asking you to make the rig to :confused: I have the rig set up, but I cant upload the file.
But please help me out on this.

Files often cannot be uploaded if they are too big. But I wouldn’t guess this is the Case here as your .blend doesn’t need any Texture Images, Sound Files et cetera…

It would be a new Thing, indeed, that is a good Reason.
However, if you only want the damaged Object to look different each Time, you can as well »abuse« UV Scroll Script so that instead of perpetuive UV-Scrolling it only would scroll once (when adding the Object) and the Texture would have changed its Place. With one basic UV Layer for the actual Bridge Texture and a second one for the Damage Texture, this could be done. However, it is not what you are asking for, so you probably won’t bother anyway.^^

You could, however, make your Bridge of several Parts, split it up, and delete the Parts that get damaged.

I’ve tried that method before but it looks cheap… and its only a 365kb file…

But If there is a way I would like to know how, and a UV scroll script… I keep that in mind, but If i made one with a transparent black part, then I would like to make the black part Noncollision would that be possible?

Hi there. If I get you right, I believe you want to dynamically create and edit mesh data during the game. I have never played BF3 (or any other big, popular FPS such as that), but you basically want to “Shoot wall with RPG, wall gets hole it, head-shot some guy through it :)” right? Unfortunately editing (deleting, adding, reconnecting, etc) mesh data such as verts during the game is impossible.
So yes, you saying that it would be a new thing for Blender is correct in more than one way ;). I so, sooo wish you could edit mesh data during the game. It is possible to move verts during the game, but right off, I do not see how that would help you.
Guess I really do not have any suggestions at the moment.

No, NoCollision can, as all Physics Modes only be applied to the whole Object/Mesh.
Concerning how cheap it might look, I guess it depends on the specific Case and how (/how well) it is done. I actually found the Technique working pretty well on my cheap and buggy lil’ Game Free Hugs For Brains, however, I used it on the Zombies’ Limbs and also made the shot Limbs fall off – I guess is one of the most important Things, that you do not simply delete the Piece but make it look like it would break off.

Awww, thanks though, How would you make a hole/crater look realistic? (I have tried and failed) (and don’t need head/limbs being blown off) Okay thanks, I’ll see if I can upload the bridge file…Nope still not letting me upload, any ideas why? Is it cause I have 4 other files already?

Can’t be the Reason. But you can as well upload it to PaseAll.org directly, that is also quite common here on the Forum.
Concerning Holes an Craters looking realistic, they are two different Things. For a good Hole you might just break the Object apart into mostly random looking Shapes.
When it comes to Craters, I once attempted a Technique of hitting Vertices and moving them towards the Object Center, revealing Faces of another Model beneath that would be the destructed Object. I never finished it or even got very far, but I still find it a nice Idea. However, you won’t get any Holes with that. :wink:

Mmmm… don’t know why you can’t upload. Its not from your other files though. I have a lot more than four files uploaded.

Okay here is the .blend (TEST file)

http://www.mediafire.com/?aoxt4qveoftm7pb

And could you upload that Technique?

I cannot load from Mediafire, and I have never got far enough to present it, so no, there is nothing to upload, I am afraid. (Acsessing the nearest Vertex under the Cursor, that was the Problem…)

Okay, A while back I made ice for Render engine, could I make a cube, on frame 1 it looks like a cube then on frame 3 it looks distorted would that work in the BGE or no?

And I will note this, I do know how to make a vehicle do this, with a end ob and add ob, but with a bridge, IDk how I should try…

Yes, you are able to move a meshes vertexes in the game. You just can’t add or delete, etc.

It would work, but you might have to use some Tricks like using Vertex Colors and change them via Script or Animation (I haven’t used Animation before, only can guess that would work), or, if you would actually want something like Ice (something »growing«) then you may as well dissect my Dissolve Material – the Node and Script Setup is very easy and with some Tweaking you could make one Texture dissolve to another one instead of Zero Alpha.

Okay thanks, and here is something that takes me hours to fix, maybe you could help me out on this?

.blend http://www.mediafire.com/?lk6n6hdyfzfufgf

There is about, 200faces that are messed up, how do you fix the flashing faces?

I cannot load from Mediafire, still.

Uploaded to pasteall for you.
Bridge.blend http://www.pasteall.org/blend/11179
Lake.blend http://www.pasteall.org/blend/11180

The problem with lake.blend is that you can’t overlap vertices. It creates an error in the normals.

Thanks, hamstaq. :slight_smile:

And about the Lake, @MouseDroid, hamstaq is right. You have to go into Edit Mode and manually retopologize the Mesh. I suggest you merge the Vertices like this:

Oh okay thanks guys, sorry I din’t say anything I had to go to sleep… But thanks, and this will be very helpful. I haven’t used Blender in over a month so I forgot somethings, and with the texture problem a while ago, I found out that if I use Global or Object for my texture position, then it will so up in the GE. However it looks good for some things, but for terrain not so good.

Hey MouseDroid, I have a quick way to redo that terrain mesh If you want to know it. I had to go to bed to last night or I would have told you. :slight_smile: Manually retopoing that mesh would take forever, it’s pretty much a disaster. Did you go crazy with the the Decimate modifier or something? Just let me know what you want. If you want to do it by hand go ahead…