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destroy part of the map

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enyerbeth View user's profile Send private message

Reply with quote Saturday, October 05, 2013

good. my question is .. if anyone thinks in modify the maps of the game ZEQ2 lite .. bone that can destroy some parts .. as the walls .. and when the player casts energy. and then the energy impact with the ground .. creates a large hole . ¿because no one has thought of something ?. I I imagine .that to DEVELOP a map. where it can destroy some parts. takes time . but they should do something. to make the game more amazing . that's my opinion

qwerty In Advance View user's profile Send private message

Reply with quote Saturday, October 05, 2013

The best solution is to convert ZEQ2-Lite (ioquake engine) to unity engine.

enyerbeth View user's profile Send private message

Reply with quote Saturday, October 05, 2013

my friend. excellent information .. but who could do that job .

SparkingVegito View user's profile Send private message

Reply with quote Saturday, October 05, 2013

enyerbeth wrote : my friend. excellent information .. but who could do that job .


our community leader Zeth is collecting people for new project ZEQ2 Unity. If enough people gathered then his team will start it.
Source: http://ZEQ2.com/lite/forums/viewtopic.php?t=7267
http://www.moddb.com/games/zeq2lite/news/ZEQ2

Zeth The Admin View user's profile Send private message

Reply with quote Sunday, October 06, 2013

Also qwerty, the approach you have suggested is just heightmap deformation. It's not really an ideal approach if you want true Dragon Ball Z terrain destruction. A simplified boolean, metaball, or mesh masking technique would provide much more diverse and manageable results with actual overhang support.

Richma View user's profile Send private message

Reply with quote Sunday, October 06, 2013

Baldwin has done that I mean he never released a map with a fully enviroment that can be destroy but he posted a video how he destroy a cliff with a kamehameha but since he has a job I think that he is not able to work on it anymore

enyerbeth View user's profile Send private message

Reply with quote Sunday, October 06, 2013

good .. I hope you finish soon. this project ..

Kakarot2550 View user's profile Send private message

Reply with quote Monday, October 07, 2013

Zeth wrote : Also qwerty, the approach you have suggested is just heightmap deformation. It's not really an ideal approach if you want true Dragon Ball Z terrain destruction. A simplified boolean, metaball, or mesh masking technique would provide much more diverse and manageable results with actual overhang support.


Oh Hey Zeth(Whoever that guy is)...Is it so dificult to
make destructable objects and terrain?I got a Car with candy inside(I guess)

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Monday, October 07, 2013

Kakarot2550 wrote :

Zeth wrote : Also qwerty, the approach you have suggested is just heightmap deformation. It's not really an ideal approach if you want true Dragon Ball Z terrain destruction. A simplified boolean, metaball, or mesh masking technique would provide much more diverse and manageable results with actual overhang support.


Oh Hey Zeth(Whoever that guy is)...Is it so dificult to
make destructable objects and terrain?I got a Car with candy inside(I guess)



That entirely depends on what type of destruction you're looking at.

For something like heightmap deformation, it's relatively simple to do, but not all that realistic, nor accurate to what we would be looking to do with either ZEQ2 or ZEQ2-Lite. For that, much more complex systems, such as Brad described above (though more would likely be required for a well rounded and more accurate system) would be needed, and there's really no "drop in" solution to it. There's some that come close, but nothing really works how we would need it.

For example, with my months of fiddling with Unreal's UDK, I found I could easily slap together a super basic destructible map using UDK's Fracture tool(in fact, I even tried it on a small scale), but there are too many problems to make it viable, such as inconsistent responses to splash damage, inconsistent "chunk health", the massive resources required for a map filled with dozens/hundreds of pre-broken meshes, too uniform/similar shape of every broken chunk, and lack of proper physical property based fracturing(doesn't matter if it was a 2x4 or a giant bolder, they look and break exactly the same after being run through Fracture...). Granted there's the PhysX based destruction, as well as Direct X 11 based mesh tessellation in UDK, but the first is more a particle effect, and the second isn't much different than the above linked video...

enyerbeth View user's profile Send private message

Reply with quote Friday, October 18, 2013

example something like this . http://www.youtube.com/watch?v=jqLigbd4soI . is displayed the explosion and the destruction very well .. I hope you do so at similar . *intense laughter*..

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Friday, October 18, 2013

enyerbeth wrote : example something like this . http://www.youtube.com/watch?v=jqLigbd4soI . is displayed the explosion and the destruction very well .. I hope you do so at similar . *intense laughter*..



The kind of destruction in that video is not possible to simply slap into Unity, or any other engine for that matter, because that game's engine was built with that type of destruction in mind where as Unity and the like were not.

To add something like that to an existing engine would practically require the equivalent of rewriting the entire engine because you would need to rework half of the physics and rendering portion of the engine to handle it. That's not something that can realistically be done when currently there's no centralized team around to focus on such a massive endeavor.

Zeth The Admin View user's profile Send private message

Reply with quote Friday, October 18, 2013

The kind of destruction in that video is not possible to simply slap into Unity, or any other engine for that matter, because that game's engine was built with that type of destruction in mind where as Unity and the like were not.

To add something like that to an existing engine would practically require the equivalent of rewriting the entire engine because you would need to rework half of the physics and rendering portion of the engine to handle it. That's not something that can realistically be done when currently there's no centralized team around to focus on such a massive endeavor.


Did you check out his video much in-depth, Shenku? That game doesn't even use terrain deformation (only crude object destruction)! Unless I missed a particular segment, all it does it remove a model in the map and replace it with a few particles whenever it's hit. Super super basic stuff.

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Saturday, October 19, 2013

Was watching it on my phone, and the quality was kind of low, but I could swear I saw some slight terrain deformation from the clip with Frieza throwing a Death Ball at the ground, but I could have been mistaken. I'll watch it again on my computer once my internet's fixed and examine it more closely, but the poor video quality might have just been playing tricks on me... (Seriously, it was super pixelated as I was watching it...)

Most of the rest did seem to be pretty basic though, I do agree on that.

Either way, we don't really have enough people here currently to get the level of destruction being asked for in this thread, or at least not in any sort of timely manner.

Could we do it? Yes.

Could we do it soon? Probably not without more people to help out with the heavy lifting as far as coding this and other more vital systems.

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