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Old 03-04-2015, 09:54 AM   #1   Add To Ignore List  
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Default Help with the Destruction Editor

As you may know, I replaced the Kleer with a Pigcop from DNF. I created several gibs for it:

http://abload.de/img/kleer4hqs3a.jpg

Now, I want the gibs for the Kleer to behave more... traditionally, like the Gnaar or Rocketmen.

It seems to me like the Kleer spawns random bits instead of all of them each time.
So now it can happen that a Pigcop explodes into for Arms, but no Torso.

Additionally, I would like to add blood spray effects to the Kleer when it is shot.

Basically, I'd like the Kleer destruction to behave exactly like the Gnaars, but be a bit tougher.
I am looking at the Destruction Editor but I can't get it to work. I can't find any tutorials on this topic, either.
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Old 03-04-2015, 10:26 AM   #2   Add To Ignore List  
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Default Re: Help with the Destruction Editor

For enemy to bleed when shot, you have to change the Collisions's material to Flesh.mat.

As for the Destruction Editor, what is it that you can't make to work?
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Old 03-04-2015, 10:53 AM   #3   Add To Ignore List  
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Default Re: Help with the Destruction Editor

I set the material to flesh.mat, but it doesn't seem to change anything...

No Blood.
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Old 03-04-2015, 11:56 AM   #4   Add To Ignore List  
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Default Re: Help with the Destruction Editor

You set the material in the Collision editor? Also, check inside the collision editor if there are more bodies and holders.

Man, this is the part that's just hard to explain in words.
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Old 03-04-2015, 01:55 PM   #5   Add To Ignore List  
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Default Re: Help with the Destruction Editor

In the destruction editor, there are way too much instances of all the gibs.
This must be due to the Kleer being a skeleton, and croteam simply reuses several bones.
Because of this, the Pigcop sprays way too many parts onto the ground.

http://abload.de/thumb/kleer1xvld3.jpg

Ideally, it should only look like this, (the parts are too small, too, maybe I can scale them
up somehow), but every time I delete the entries on the left, the changes don't get saved!

http://abload.de/thumb/kleer2owxb8.jpg

Additionally, the gibs don't spray blood. I think there is a tiny spray of blood initially,
but nothing like the fountains of the Gnaar. Also the gibs don't stain the floor.
(Left guys are gnaars, right ones are kleer. Gnaar effects are the benchmark.

YouTube Video: Destruction test

Last edited by Kaffeebohnson; 03-04-2015 at 03:01 PM.
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Old 03-04-2015, 03:21 PM   #6   Add To Ignore List  
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Default Re: Help with the Destruction Editor

Ah, I think the changes did get saved! You see that box on the bottom right that says "WeakBullet"? That's just one of the destruction sets. Click it and set the other ones. Hell, actually, "WeakBullet" shouldn't even have a destruction setting for a pigcop, because it's not a skeleton to just fall apart from weak bullets.

As for there not being effects and splatters, look at the Gnaar's destruction. It doesn't only have "Debris" effects, but also Decals and Particle effects as well.

Alternatively, since it's mostly the same model, you could use the gnaar's destruction for all three pigcops.
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Old 03-04-2015, 03:50 PM   #7   Add To Ignore List  
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Default Re: Help with the Destruction Editor

I also wondered about that. Is it possible to import the destruction settings and gibs from the gnaar wholesale to the kleer?

Last edited by Kaffeebohnson; 03-04-2015 at 03:59 PM.
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Old 03-04-2015, 03:53 PM   #8   Add To Ignore List  
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Default Re: Help with the Destruction Editor

Yes. When you select a model entity, on the left side tab, you can open it up with the +, and you can see things like Skeleton, Mesh, Destruction, all that, right?

Destruction should be probably called <local>. You can ctrl+c on that when highlighted and ctrl+v on the other model's destruction field to just copy it.
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Old 03-04-2015, 04:13 PM   #9   Add To Ignore List  
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Default Re: Help with the Destruction Editor

I think I got the gib numbers and sizes adjusted somehow, but I have trouble following your directions...
I am confused by all the permutations the dropdown menus under the 3D view combined with the
"Selection", "Config" and "Holder" tabs allow. I am pretty lost in all the options to be honest.

About the Pigcops behavior to weak bullets:
I want to still keep the general character of the Kleer intact (exploding from the slightest bullet),
if I started adding ragdolls, there would be no reason not to also use the Gnaar Animations. Which
in turn means why not use custom animations, and before i'd know it, I would just recreate DNF.
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Old 03-04-2015, 04:16 PM   #10   Add To Ignore List  
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Default Re: Help with the Destruction Editor

Use only the Config tab, and switch config in that dropdown menu.
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Old 03-04-2015, 04:20 PM   #11   Add To Ignore List  
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Default Re: Help with the Destruction Editor

Ok cool. What do you mean by the model's "destruction field", where I should paste the effects?

crtl+v doesn't want to work grrr... console says:

Cannot paste CEdtDestructionEffect over CDynamicContainer<CEdtDestructionEffect>.
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Old 03-04-2015, 05:18 PM   #12   Add To Ignore List  
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Default Re: Help with the Destruction Editor

http://i.imgur.com/1EhtACE.jpg

There. Where it says Gnaar.dtn. For many enemies, it's local, it seems the Gnaar's destruction is saved. That means you can just browse it for the other models.
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Old 03-04-2015, 06:06 PM   #13   Add To Ignore List  
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Default Re: Help with the Destruction Editor

Ok nice finally found it. Unfortunately using the Gnaars gibs as a complete package looks weird, since it is actually quite a bit bigger. I just want to add the blood spray effects.

Last edited by Kaffeebohnson; 03-04-2015 at 06:33 PM.
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Old 03-04-2015, 06:32 PM   #14   Add To Ignore List  
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Default Re: Help with the Destruction Editor

I think I got it! Suddenly Copy+pasting individual effects works.
Thank you very much for your patient help! Especially the tip that
the destruction is saved in a seperate .dtn file was a valuable tip.
Enjoy the new juicyness:

YouTube Video: Destruction!
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