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sideshowbob
03-29-2008, 10:17 AM
i followed the video tutorial and the asset creation manual
i loaded the village house scene ::: the cryjointnodes I create look NOT like the ones already in the scene
the ones i create have NO arrow , the ones used in the scene have an arrow
is it possible that the guy in the video is NOT using the exporter that is available to the public but some later build ?

i see that the icon for the joint notes can be changed but i cant change it because the option is disabled

i imported the building from the video : when i shoot it with handgun on a corner - the whole building collapses / when i throw a granade only parts collapse
when i melee a corner from the base for example the whole building collapes

when shot by handgun and there is no external force (from a granade ) pulling the mesh pieces apart the models pieces spawn and intersect with eachother and that leads to funny looking dancing mesh pieces (bad)

that just doesnt seem quite right does it ?


still the objects wont break properly and there appear to be problems with the physics ( objects dance around )

the object property "limit" seems to have no effect
the objects also behave differently when hit by mg bullet/ handgun bullet


about Round_Leaf_Bush_big_grey_green.scn :
same for Palm_Tree_Large_a.scn :

loaded the scene and exported it switched to the vegetation painter and placed the objects
-> doesnt look like there is any wind or physical interaction like bending leaves or branches ( i guess the B E T A exporter just doesnt quite work - anyone care to confirm ? )

about civil_box_a.scn :

i melee the object - the main box dissapears as it should and the pieces spawn
i shoot the object (handgun mg or grenade ) - the main box remains visible (..) the pieces spawn intersect with the main box or bounce around


about basket2.scn :
shadow issues occure when the object is on the ground - shadows appear fine when the object is about 20 30 cm above ground ( its not the only object causing this bug theres many others )

basket shot with handgun : main object remains ( sometimes it dissapears ) pieces spawn intersect .. the usual
basket shot with mg : see above

about banana_bundle2.scn
..see above

some objects have the grab one hand/two hand helper but none of the objects can be picked up

whats flawed ? the sdk assets or the exporter ?

can anyone confirm this ?
got a fix ?


thanks in advance

Bellsey
03-29-2008, 12:34 PM
hi there, ok first things first :).......

I am currently using the same exporter as everyone else.
You are correct about the shape of the CryJoint nodes. Ones that I create are also different to what are shown in the demo asset and video. I should of perhaps mentioned this, so my apologies for any confusion.

The Cryjoints I create, do have a pointed top to them, do you get the same?
The pointed top is acting, I think, the same as the arrows, in that its is showing the Y-orientation of the joint node. Certain specific joint limits are relative to this orientation, so you can rotate it to try some things out.

You're also correct about the differences that different weapons and attacks can have on a building, and you can change this. You can get some very odd results from the physics.
From the tests that I have been conducting so far, one thing that I am finding is that, getting the asset from XSI is very easy, it's the setup and tuning inside SB2 that takes the time, and also changes how things work and react.

In the video I show a destroyable object being imported using an physics entity, which has a great deal of properties that you can change, but this is just one way of importing destructable objects. You can also import as a Brush, which gives very different results. I will be showing this in my next video, as this does effect how much influence the joint nodes have and how they are controlled themselves.

The assets provided were kindly provided by Crytek, so I think there could be a difference, between their creation and the current exporter. The assets are not broken though, and I'm still finding my feet as well. There are some minor things with the assets, that I don't quite understand yet either.

Also this exporter is still only a Beta, so there are bound to be some minor bugs, although overall the exporter is very stable and usable. I think your problems are not so much the assets or the exporter, but maybe how the parameters are setup inside the editor(for example, you can turn any wind influence for an object on and off). I will try and investigate though.

thx for the post :)

sideshowbob
03-29-2008, 01:10 PM
awesome thanks :)


yes , my cryjoint nodes have a pointed top

i tested some more and saw that sometimes objects break properly means

-> the main object dissapears and the pieces spawn
that somehow doesnt seem to work all the time and makes bug fixing impossible because theres no way to tell if its a bug from inside the engine or something in the asset creation process in xsi

the main object dissaperars sometimes ( as it should when broken) so the pieces spawn
i like to know whats causing this ( happens with crytek assets or custom ones i tried with the box and the basket ) or how to fix it

the tutorials are not hard to follow so it should not be too hard to make a simple cube give it 2 pieces make the cube dissapear and the pieces spawn on bullet hit to make it break


i cant imagine this to be some error in the settings @ sandbox editor since do what they do in the tutorials ..
the main object just should NOT stay/remain when the object is broken..
it should vanish and pieces should spawn



if just that would work i would be really happy
edit : just tested the basket again
i placed it as geo brush
breakable and destroyable
geo.brush and breakable worked just fine 100%
the destroyable object didnt hide the main object when shot always , only sometimes

edit2 : about the destroyable object : the main object remains when meleeŽed by MG
it does dissapear when meleeŽed with the handgun .. weird & amusing :)

ill do another custom model test to make sure i get it to work



thanks again :)




edit 3 :
best results for small pushable objects (pc screens baskets chairs ) achieved with "geometry entity"
object moves breaks into pieces when damaged ( main object does dissapear )

best results for half-non-pushable but breakable objects ( village houeses + pieces ) with
"breakable object" entity or "brush" ( crysis village houses are placed as "brush")

the destroyable objects entity still creates weird results


getting there :)

thanks

Bellsey
03-29-2008, 03:16 PM
yes, there is a difference between a brush object and a destroyable one. A destroyable object has alot more properties to edit in the SB2, whereas the brush object does not. A destroyable object can also be used in the Flow graph as well, but a brush can't.

There is also the use of Physical Proxy objects and their materials. I hope to cover some of these in the next videos.

sideshowbob
03-29-2008, 05:58 PM
thanks for helping :)


my next problem :

i made a test building and gave it a breakable sign ( + 2 pieces )

when i shoot the building , the sign does not break
when i melee the building however , the sign breaks , even when i hit places far away from the sign .. ( that doesnt happen with any the crysis buildings )
the ( only ) good news is :
when i shoot the sign , the sign breaks , pieces spawn .. just as i set it up

not sure if this is a bug or the manual just lacks a proper explanations of how to set things up in xsi

thanks in advance

Bellsey
03-30-2008, 02:34 PM
I get similar problems.

I create an asset and can shoot it, etc, but the objects and pieces just disappear

edit01
Still getting some strange results from the various methods of placing objects. My breakable pieces are now disappearing when placed as a brush