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Help with T3D dismemberment and decapitation body part

by Kory Imaginism · in Torque 3D Beginner · 09/11/2011 (5:30 pm) · 4 replies

I was wondering how do I add dismemberment and decapitation body parts in T3D like Cod 5 WORLD OF WAR - Nazi ZombieI seen someone did a videowith the dismemberment and decapitation body part is this done in the animation or in the script code.

thanks for the help in advance
Kory James

#1
09/11/2011 (6:42 pm)
I've been thinking of ways to do this for a while now and have basically just been toying with different ideas in my head. How I'm considering achieving this is by using different textures for damaged states. For example, changing out the player's texture with one that has a transparent alpha layer for the arms, head, or legs (whichever is getting lobbed off). That would render that limb invisible. Then it should be a simple matter of dropping a limb model. Using the engine's way of dropping weapons should look pretty convincing if one were to use a leg or head model instead.

I'm sorry I don't have any example code to share but like I said, this is just how I've been thinking of doing this. If you ever get it figured out then you know of at least one other person around here that wouldn't mind a resource on it. :)
#2
09/11/2011 (6:47 pm)
Hey. A quick forum search revealed this post with a link to a few resources. Maybe those will help.
#3
09/15/2011 (3:29 pm)
Mesh hiding works. Create your mesh in two pieces than hide the "dismembered" piece of the mesh when it takes the damage/damage type you want. you can even spawn the dismembered limb when it detaches near the dismemberment and add some ragdoll physics to it for some interesting images.
#4
09/23/2011 (1:02 pm)
Yup - and there's a series of resources on building destructables in script. Basically, you set your players up as destructables and when they're "destroyed" you let the scripts do the magic of hiding the player model and replacing it with pieces....


Adding ragdoll physics might be the challenge there - have to add PhysX or Bullet into the mix and from there it gets hairy.