Thread: [WIP] Lighthouses mod
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Old 07-22-17, 03:29 PM   #344
Kendras
Stowaway
 
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Quote:
Originally Posted by gap View Post
When we finish with more important features/fixes, I can create a destroyed tower model to be linked to the main model through ObjectRemains controller (or, if it doesn't work, I can split the main model in two halves), and we can work on some 'concrete debris falling in the water' effect. What do you think?
IMO, it's not a good idea to use the ObjectRemains controller, not enough realistic to have a new model poped up from no where. The idea to create several destroyable parts is much better, like ships breaking in two parts. There, you could create several small parts that could have collisionable spheres in order they fly in the air when they are hit by shells. No need to create a new effect !

Quote:
Originally Posted by gap View Post
P.S: can you please copy/paste your zone settings here?


Here are my first values, but they can be a bit lowered if needed.

 
[ReinforcedTower]
Multiplier=1.000000
Flotability=0.000000
HitPoints=1000
Destructible=Yes
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[ConcreteTower]
Multiplier=1.000000
Flotability=0.000000
HitPoints=1000
Destructible=Yes
Armor Level=90
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[StoneTower]
Multiplier=1.000000
Flotability=0.000000
HitPoints=700
Destructible=Yes
Armor Level=60
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[BrickTower]
Multiplier=1.000000
Flotability=0.000000
HitPoints=600
Destructible=Yes
Armor Level=50
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[MetalTower]
Multiplier=1.000000
Flotability=0.000000
HitPoints=400
Destructible=Yes
Armor Level=40
Critic Flotation=0.300000
Critical=No
Effect1=Effect1=#Fire_small, 70
Effect2=#Fire_big, 100
FloodingTime=59.999996
CargoType=None

[SkeletalTower]
Multiplier=1.000000
Flotability=0.000000
Destructible=Yes
HitPoints=200
Armor Level=40
Critic Flotation=0.300000
Critical=No
Effect1=Effect1=#Fire_small, 70
Effect2=#Fire_big, 100
FloodingTime=59.999996
CargoType=None

[GasCylinder]
Multiplier=3.000000
Flotability=0.000000
HitPoints=50
Destructible=Yes
Armor Level=5
Critic Flotation=0.300000
Critical=No
Effect1=#Small_splinter_explosion_no_halo, 100
Effect2=#Fire_big, 100
FloodingTime=59.999996
CargoType=Fuel

[LanternRoom]
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=Yes
Armor Level=20
Critic Flotation=0.300000
Critical=No
Effect1=Effect1=#Fire_small, 70
Effect2=#Fire_big, 100
FloodingTime=59.999996
CargoType=None

[LanternBig]
Multiplier=1.000000
Flotability=0.000000
HitPoints=50
Destructible=Yes
Armor Level=5
Critic Flotation=0.300000
Critical=No
Effect1=#Small_splinter_explosion_no_halo, 100
FloodingTime=59.999996
CargoType=None

[LanternSmall]
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None


Quote:
Originally Posted by gap View Post
Please scrap all the tweaks I suggested yesterday and check the 'Disable z-buffer wtite + enable alpha blend' checkbox for all the materials with SpeculaMask action controller attached
Still black.

Quote:
Originally Posted by gap View Post
Please, enabled this patch on top of alpha v 11 without your node changes, and tell me if now lantern and topmark are destroyed when the platform is destroyed
No, halo and top mark are still there after the platform is destroyed.
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