[?] Wrecked vehicle poly guide?

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

[?] Wrecked vehicle poly guide?

Post by Rhino »

tmnoobage wrote:Hey Rhino,

I've been playing around with making wrecked versions of my vehicles, and I was wondering what the wrecked versions poly count should be, roughly?

Are you required to make more than one wrecked vehicle type for PR? I've never played MP but IIRC you can disable the tracks and so on.

And would it be possible to have the turret fly of the tank when it brews? I know tanks like the M1 have safety features preventing this but I imagine the TAM's turret would easily be hurled skywards if the Ammo ignited.

thanks,
noobage
never played PR? k....

well the poly count really depends on the vehicle type and what the poly of the vehicle is.

Really it should be fine being around about that the vehicle's poly is when its in a non wrecked state, but I would advise for it being slightly lower if possible. Thou providing the wreck has good LODs it should be fine being the same, I wouldn't go higher than it thou unless very necessary. This is also keeping in mind that the main mesh is at its correct poly count (really you should measure in tris and not polys since all polys are converted to tris on export and tris are a far more accurate measurement of performance etc).

And no, you only need one wreck model (with LODs of course), also keep in mind you might also need a 1st person model too for people inside the vehicle, even if there views are on the outside its still most of the time a good idea to make them a 1st person model as you can remove faces they can't see such as the underside of the tank or w/e. Check the other PR and vBF2 models if you can, really you need to look at the stuff in the bf2 editor and I would advise playing PR too...

As for turrets flying off when its destroyed, ehhh, its possible to have effects triggered by damage yes. I hear in the vBF2 Demo the turrets of the tanks do fly off but for some reason it was removed for the full game (like a few other things...) but I'm not 100% sure on how they did it. My guess would be they made a wreck model that had no turret and then they had the turret has an effect that was triggered when it was destroyed and the effect had the turret fly up into the air. I would advise smaller dest effects thou such as small parts of the tank flying away if you are going to do this but its not easy to do, you need to model each part, export it separately and then code the effect then code the effect onto the vehicle.


Hope that helps and please, dont PM me questions post them in the community modding forums. I will not answer any more questions you PM me unless they have a good reason to be kept off the public forums. With them being on the public forums others can use the search function to find the answer to there problem which might also be this.
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k30dxedle
Posts: 163
Joined: 2007-01-20 18:31

Re: [Answered Question] Wrecked vehicle poly guide?

Post by k30dxedle »

Turrets can fly off under the release BF2 engine. I've seen it happen with various vehicles, including non-tanks like the Tunguska, in my personal mod. The Cobra, at least, also has similar effects where the helicopter breaks in half. It's very rare, though, and the turret disappears after a couple seconds (though I think that's fairly fixable with timetolive?) Not sure how it's triggered, unfortunately... Got two examples here, including the AH-1.

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(note: I've never distributed it, so from what I've heard I think the AF/EF/USI content is ok? if not, remove)
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Answered Question] Wrecked vehicle poly guide?

Post by Rhino »

Cool good to know, got any examples of your code you can post up in here by any chance? :D
k30dxedle wrote:(note: I've never distributed it, so from what I've heard I think the AF/EF/USI content is ok? if not, remove)
Ye I doubt no one will have any problems with that, we and other mods etc only really get pissed off when its disturbed and/or claimed to be there own work.
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k30dxedle
Posts: 163
Joined: 2007-01-20 18:31

Re: [Answered Question] Wrecked vehicle poly guide?

Post by k30dxedle »

My own code? Well, the majority of my stuff is just tweaked from what other people have made, though I have done some stuff on my own. Section of the AF A-10's .tweak here where I added rockets to fit the pods that were already there:

(If you meant code relating to exploding turrets, sorry...don't have anything about those. Don't even know how it works, heh.)

Edit: regarding turrets, I can reliably blow them off a stock M1, LAV, Linebacker, or T-90 by placing 5 blocks of C-4 under the hull. I'm not sure why this works so well, and nothing else does.

Code: Select all

ObjectTemplate.create GenericFireArm air_a10_HydraLauncher
ObjectTemplate.modifiedByUser k30
ObjectTemplate.createdInEditor 1
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\bomb.tga
ObjectTemplate.weaponHud.hudName "HYDRA 70"
ObjectTemplate.weaponHud.guiIndex 19
ObjectTemplate.weaponHud.hasFireRate 2
ObjectTemplate.weaponHud.addShowOnCamMode 2
ObjectTemplate.weaponHud.displaySelectOnActivation 1
rem ---EndComp ---
rem ---BeginComp:MultiFireComp ---
ObjectTemplate.createComponent MultiFireComp
ObjectTemplate.fire.addFireRate 2
ObjectTemplate.fire.fireInput PIAltFire
ObjectTemplate.fire.roundsPerMinute 415
ObjectTemplate.fire.addBarrelName air_a10_hydra_barrel
rem ---EndComp ---
rem ---BeginComp :D efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.nrOfMags 1
ObjectTemplate.ammo.magSize 14
ObjectTemplate.ammo.reloadTime 4
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.reloadWithoutPlayer 1
rem ---EndComp ---
rem ---BeginComp:WeaponBasedRecoilComp ---
ObjectTemplate.createComponent WeaponBasedRecoilComp
ObjectTemplate.recoil.cameraRecoilSpeed 13
ObjectTemplate.recoil.cameraRecoilSize 1
rem ---EndComp ---
rem ---BeginComp:SimpleDeviationComp ---
ObjectTemplate.createComponent SimpleDeviationComp
ObjectTemplate.deviation.minDev 0.05
rem ---EndComp ---
rem ---BeginComp :D efaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp :D efaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.addZoomFactor 0
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.aiTemplate AHE_AH1Z_Rockets
rem -------------------------------------
ObjectTemplate.addTemplate S_air_a10_HydraLauncher_Fire1P
ObjectTemplate.addTemplate S_air_a10_HydraLauncher_Fire1P_Outdoor
ObjectTemplate.addTemplate S_air_a10_HydraLauncher_Fire3P
ObjectTemplate.addTemplate S_air_a10_HydraLauncher_BoltClick
ObjectTemplate.addTemplate S_air_a10_HydraLauncher_TriggerClick
ObjectTemplate.addTemplate S_air_a10_HydraLauncher_SwitchFireRate
ObjectTemplate.addTemplate S_air_a10_HydraLauncher_Reload1P
ObjectTemplate.addTemplate S_air_a10_HydraLauncher_Reload3P
ObjectTemplate.addTemplate S_air_a10_HydraLauncher_Deploy1P
ObjectTemplate.addTemplate S_air_a10_HydraLauncher_Deploy3P
ObjectTemplate.addTemplate S_air_a10_HydraLauncher_Zoom
ObjectTemplate.addTemplate air_a10_hydra_barrel
ObjectTemplate.setPosition 5.89464/-0.3162/0.0989451
ObjectTemplate.setRotation 0/0/0
ObjectTemplate.addTemplate air_a10_hydra_barrel
ObjectTemplate.setPosition -5.89464/-0.3162/0.0989451
ObjectTemplate.setRotation 0/0/0
rem ObjectTemplate.addTemplate ahe_ah1z_hydra_barrel
rem ObjectTemplate.setPosition 0.832/-0.42/0.991
rem ObjectTemplate.setRotation 0/3/0
rem ObjectTemplate.addTemplate ahe_ah1z_hydra_barrel
rem ObjectTemplate.setPosition -0.832/-0.42/0.991
rem ObjectTemplate.setRotation 0/3/0
rem ObjectTemplate.addTemplate ahe_ah1z_hydra_barrel
rem ObjectTemplate.setPosition 0.947/-0.492/0.991
rem ObjectTemplate.setRotation 0/3/0
rem ObjectTemplate.addTemplate ahe_ah1z_hydra_barrel
rem ObjectTemplate.setPosition -0.947/-0.492/0.991
rem ObjectTemplate.setRotation 0/3/0
rem -------------------------------------
ObjectTemplate.projectileTemplate ahe_ah1z_HydraLauncher_Projectile
ObjectTemplate.velocity 100
ObjectTemplate.itemIndex 1

ObjectTemplate.activeSafe Sound S_air_a10_HydraLauncher_Fire1P
ObjectTemplate.modifiedByUser psh
ObjectTemplate.soundFilename "objects/vehicles/air/mi24e/sounds/mono/missile_fire_hind.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/

ObjectTemplate.activeSafe Sound S_air_a10_HydraLauncher_Fire1P_Outdoor
ObjectTemplate.modifiedByUser "armandoma"

ObjectTemplate.activeSafe Sound S_air_a10_HydraLauncher_Fire3P
ObjectTemplate.modifiedByUser psh
ObjectTemplate.soundFilename "objects/vehicles/air/mi24e/sounds/mono/missile_fire_hind.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
ObjectTemplate.position 0.0297319/0/0
ObjectTemplate.minDistance 3
ObjectTemplate.halfVolumeDistance 14

ObjectTemplate.activeSafe Sound S_air_a10_HydraLauncher_BoltClick
ObjectTemplate.modifiedByUser ljo

ObjectTemplate.activeSafe Sound S_air_a10_HydraLauncher_TriggerClick
ObjectTemplate.modifiedByUser ljo

ObjectTemplate.activeSafe Sound S_air_a10_HydraLauncher_SwitchFireRate
ObjectTemplate.modifiedByUser ljo

ObjectTemplate.activeSafe Sound S_air_a10_HydraLauncher_Reload1P
rem ObjectTemplate.modifiedByUser ljo
rem ObjectTemplate.soundFilename "objects/weapons/armament/missiles/sounds/mono/bomb_reload.wav"
rem ObjectTemplate.loopCount 0
rem ObjectTemplate.is3dSound 0
rem ObjectTemplate.stopType 1
rem ObjectTemplate.volume 1
rem ObjectTemplate.pitch 1
rem ObjectTemplate.pan 0.5
rem ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_air_a10_HydraLauncher_Reload3P
ObjectTemplate.modifiedByUser ljo

ObjectTemplate.activeSafe Sound S_air_a10_HydraLauncher_Deploy1P
ObjectTemplate.modifiedByUser ljo
ObjectTemplate.soundFilename "common/sound/weapon_toggle_vehicle.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.3
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

ObjectTemplate.activeSafe Sound S_air_a10_HydraLauncher_Deploy3P
ObjectTemplate.modifiedByUser ljo

ObjectTemplate.activeSafe Sound S_air_a10_HydraLauncher_Zoom
ObjectTemplate.modifiedByUser ljo

ObjectTemplate.create RotationalBundle air_a10_hydra_barrel
ObjectTemplate.modifiedByUser ljo
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_air_a10_hydra_barrel_RotationRpm
ObjectTemplate.addTemplate e_muzz_rocketpod
ObjectTemplate.setPosition 0/1.09896e-007/-1.71713
rem -------------------------------------

ObjectTemplate.activeSafe Sound S_air_a10_hydra_barrel_RotationRpm
ObjectTemplate.modifiedByUser ljo

ObjectTemplate.activeSafe Sound S_air_a10_HydraLauncher_Projectile_Looping
ObjectTemplate.modifiedByUser ljo
ObjectTemplate.soundFilename "objects/weapons/armament/missiles/sounds/mono/rocket_engine_start_idle.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.85
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 3
ObjectTemplate.halfVolumeDistance 6
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Answered Question] Wrecked vehicle poly guide?

Post by Rhino »

ye I was referring too the turret flying off code if you have it.

Did you by any chance change the power of your C4?

And can you confirm that you are using the retail version of BF2 and what version of it are you using (ie, current version is Bf2 1.41)

Cheers.
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k30dxedle
Posts: 163
Joined: 2007-01-20 18:31

Re: [Answered Question] Wrecked vehicle poly guide?

Post by k30dxedle »

Did the C-4 testing on vanilla, retail BF2 1.41 (unmodified).

If it's any help, I think it might be related to the explosion template. The EF Leopard 2A6 uses v_exp_m1a2, and I've seen an Abrams turret come off that before.

Also, the Linebacker seems to also lose its turret consistently with 2x C-4s under the hull (all on the ground, by the way, not stuck to the bottom of the vehicle.)

Edit: After looking through the files, the vehicle explosion templates do dictate what come off, and the wreckparticles for the parts do seem to say how long they last, by default set at either 3 or 4 seconds. But I can't seem to find any trigger for it to actually occur.

Here's a copy of the M6 explosion if anyone else wants to look through that.

Code: Select all

rem *** Generated with Bf2Editor.exe [created: 2005/3/10 9:53]
ObjectTemplate.activeSafe EffectBundle e_vexp_M6
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.createdInEditor 1
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_e_vexp_M6_Start
ObjectTemplate.addTemplate em_vexp_M6_door
ObjectTemplate.setPosition -0.456/0.336/-3.098
ObjectTemplate.addTemplate em_vexp_M6_shelf
ObjectTemplate.setPosition 0.405/1.60526/-1.90825
ObjectTemplate.addTemplate em_vexp_M6_launcher
ObjectTemplate.setPosition -0.937985/1.98251/0.0297085
ObjectTemplate.addTemplate em_vexp_M6_turret
ObjectTemplate.setPosition 0.125949/1.45892/-0.775552
ObjectTemplate.addTemplate em_vexp_M6_barrel
ObjectTemplate.setPosition 1.05996/1.62189/0.645133
ObjectTemplate.addTemplate em_vexp_M6_firefingers
ObjectTemplate.setPosition 0/1.025/1.24
ObjectTemplate.addTemplate em_vexp_M6_doorblast
ObjectTemplate.setPosition -0.456/0.336/-3.098
rem -------------------------------------
ObjectTemplate.setStartOnEffects 0
ObjectTemplate.setStopOnEffects 0
ObjectTemplate.timeToLive CRD_NONE/1/0/0
ObjectTemplate.randomAgeFactor CRD_NONE/1/0/0
ObjectTemplate.startAtCreation 0
ObjectTemplate.speedFromPhysics 0

ObjectTemplate.activeSafe Sound S_e_vexp_M6_Start
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.createdInEditor 1
ObjectTemplate.soundFilename "objects/effects/sounds/explosions/tank_explode_01.wav,objects/effects/sounds/explosions/tank_explode_02.wav,objects/effects/sounds/explosions/tank_explode_03.wav,objects/effects/sounds/explosions/tank_explode_05.wav,objects/effects/sounds/explosions/wreck_explosion_02.wav,objects/effects/sounds/explosions/wreck_explosion_03.wav,objects/effects/sounds/explosions/wreck_explosion_04.wav,objects/effects/sounds/explosions/wreck_explosion_05.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.9
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.9/1.1/
ObjectTemplate.minDistance 9
ObjectTemplate.halfVolumeDistance 18
ObjectTemplate.soundRadius 2

ObjectTemplate.create Emitter em_vexp_M6_door
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.template p_wreck_M6_door
ObjectTemplate.intensity CRD_NONE/10/0/0
ObjectTemplate.positionalSpeedInDof CRD_UNIFORM/-4/-8/0
ObjectTemplate.positionalSpeedInRight CRD_UNIFORM/0/0/0
ObjectTemplate.rotationalSpeedInDof CRD_UNIFORM/-10/-5/0
ObjectTemplate.rotationalSpeedInUp CRD_UNIFORM/-5/10/0
ObjectTemplate.rotationalSpeedInRight CRD_UNIFORM/0/0/0
ObjectTemplate.startRotation CRD_NONE/0/0/0
ObjectTemplate.zRotation CRD_NONE/0/0/0
ObjectTemplate.zRotationSnap 1

ObjectTemplate.create Emitter em_vexp_M6_shelf
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.template p_wreck_M6_shelf
ObjectTemplate.intensity CRD_NONE/10/0/0
ObjectTemplate.positionalSpeedInDof CRD_UNIFORM/3/6/0
ObjectTemplate.positionalSpeedInUp CRD_NONE/5/0/0
ObjectTemplate.positionalSpeedInRight CRD_UNIFORM/0/0/0
ObjectTemplate.rotationalSpeedInDof CRD_UNIFORM/8/-8/0
ObjectTemplate.rotationalSpeedInUp CRD_UNIFORM/10/4/0
ObjectTemplate.rotationalSpeedInRight CRD_UNIFORM/6/5/0
ObjectTemplate.startRotation CRD_NONE/0/0/0
ObjectTemplate.zRotation CRD_NONE/0/0/0
ObjectTemplate.zRotationSnap 1

ObjectTemplate.create Emitter em_vexp_M6_launcher
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.template p_wreck_M6_launcher
ObjectTemplate.intensity CRD_NONE/10/0/0
ObjectTemplate.positionalSpeedInDof CRD_UNIFORM/3/6/0
ObjectTemplate.positionalSpeedInUp CRD_NONE/5/0/0
ObjectTemplate.positionalSpeedInRight CRD_UNIFORM/0/-3/0
ObjectTemplate.rotationalSpeedInDof CRD_UNIFORM/8/-8/0
ObjectTemplate.rotationalSpeedInUp CRD_UNIFORM/10/4/0
ObjectTemplate.rotationalSpeedInRight CRD_UNIFORM/6/5/0
ObjectTemplate.startRotation CRD_NONE/0/0/0
ObjectTemplate.zRotation CRD_NONE/0/0/0
ObjectTemplate.zRotationSnap 1

ObjectTemplate.create Emitter em_vexp_M6_turret
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.template p_wreck_M6_turret
ObjectTemplate.intensity CRD_NONE/10/0/0
ObjectTemplate.positionalSpeedInDof CRD_UNIFORM/0/0/0
ObjectTemplate.positionalSpeedInUp CRD_NONE/1/0/0
ObjectTemplate.positionalSpeedInRight CRD_UNIFORM/1/3/0
ObjectTemplate.rotationalSpeedInDof CRD_UNIFORM/-10/-5/0
ObjectTemplate.rotationalSpeedInUp CRD_UNIFORM/-5/10/0
ObjectTemplate.rotationalSpeedInRight CRD_UNIFORM/0/0/0
ObjectTemplate.startRotation CRD_NONE/0/0/0
ObjectTemplate.zRotation CRD_NONE/0/0/0
ObjectTemplate.zRotationSnap 1

ObjectTemplate.create Emitter em_vexp_M6_barrel
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.template p_wreck_M6_barrel
ObjectTemplate.intensity CRD_NONE/10/0/0
ObjectTemplate.positionalSpeedInDof CRD_UNIFORM/0/0/0
ObjectTemplate.positionalSpeedInUp CRD_NONE/5/0/0
ObjectTemplate.positionalSpeedInRight CRD_UNIFORM/3/1/0
ObjectTemplate.rotationalSpeedInDof CRD_UNIFORM/0/5/0
ObjectTemplate.rotationalSpeedInUp CRD_UNIFORM/3/1/0
ObjectTemplate.rotationalSpeedInRight CRD_UNIFORM/5/0/0
ObjectTemplate.startRotation CRD_NONE/0/0/0
ObjectTemplate.zRotation CRD_NONE/0/0/0
ObjectTemplate.zRotationSnap 1

ObjectTemplate.create ParticleSystemEmitter em_vexp_M6_firefingers
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.createdInEditor 1
ObjectTemplate.showInFirstPerson 1
ObjectTemplate.showInThirdPerson 1
ObjectTemplate.emitPrio High
ObjectTemplate.lodDistance High
ObjectTemplate.qualityLevel Medium
ObjectTemplate.emitterType Standard
ObjectTemplate.isLocalSystem 0
ObjectTemplate.emitRadius 0/0/0
ObjectTemplate.emitRangeX CRD_NONE/0/0/0
ObjectTemplate.emitRangeY CRD_NONE/0/0/0
ObjectTemplate.emitRangeZ CRD_NONE/0/0/0
ObjectTemplate.randomRadialDirection 360
ObjectTemplate.radialDirection 0
ObjectTemplate.emitFrequency 22
ObjectTemplate.preWarmTime 0.15
ObjectTemplate.emitTime 0.3
ObjectTemplate.emitDelay 0
ObjectTemplate.isLooping 0
ObjectTemplate.emitSpeed 160
ObjectTemplate.emitDirection 0/1/0
ObjectTemplate.timeToLive 0.6
ObjectTemplate.randomTimeToLive 0.1
ObjectTemplate.windAffectionFactor 0
ObjectTemplate.forceToWaterSurface 0
ObjectTemplate.waterSurfaceOffset 0.03
ObjectTemplate.rotationGraph 0/0/0/1
ObjectTemplate.alignRotationToSpeed 1
ObjectTemplate.transparencyGraph -0.19/-0.7/-0.1/1
ObjectTemplate.gravity -40
ObjectTemplate.gravityGraph 0/0/0.41/0.58
ObjectTemplate.airResistanceGraph 0/0/0/1
ObjectTemplate.emitSpeedGraph 0.29/-0.48/-0.09/1
ObjectTemplate.randomSpeed 20
ObjectTemplate.randomDirectionAngle 60/0/60
ObjectTemplate.airResistance 0.2
ObjectTemplate.collisionEnable 1
ObjectTemplate.collisionSpeedAlongNormal 0.7
ObjectTemplate.collisionSpeedAlongPlane 0.8
ObjectTemplate.randomRotation 0/0/0
ObjectTemplate.randomRotationSpeed 0/0/0
ObjectTemplate.rotationSpeed 0/0/0
ObjectTemplate.speedFromParticle 0
ObjectTemplate.particleSystemTemplate em_exp_firefinger_large

ObjectTemplate.create SpriteParticleSystem em_vexp_M6_doorblast
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.createdInEditor 1
ObjectTemplate.showInFirstPerson 1
ObjectTemplate.showInThirdPerson 1
ObjectTemplate.emitPrio High
ObjectTemplate.lodDistance High
ObjectTemplate.qualityLevel Medium
ObjectTemplate.emitterType Standard
ObjectTemplate.isLocalSystem 0
ObjectTemplate.emitRadius 0/0/0
ObjectTemplate.emitRangeX CRD_NONE/0/0/0
ObjectTemplate.emitRangeY CRD_NONE/0/0/0
ObjectTemplate.emitRangeZ CRD_NONE/0/0/0
ObjectTemplate.randomRadialDirection 360
ObjectTemplate.radialDirection 0
ObjectTemplate.emitFrequency 33
ObjectTemplate.preWarmTime 0
ObjectTemplate.emitTime 0.2
ObjectTemplate.emitDelay 0
ObjectTemplate.isLooping 0
ObjectTemplate.emitSpeed 6
ObjectTemplate.emitDirection 0/0/-1
ObjectTemplate.timeToLive 1
ObjectTemplate.randomTimeToLive 0
ObjectTemplate.windAffectionFactor 0
ObjectTemplate.forceToWaterSurface 0
ObjectTemplate.waterSurfaceOffset 0.03
ObjectTemplate.rotationGraph 0/0/0/1
ObjectTemplate.alignRotationToSpeed 0
ObjectTemplate.transparencyGraph -1/-0.17/0.2/1
ObjectTemplate.gravity -2
ObjectTemplate.gravityGraph 0/0/0/1
ObjectTemplate.airResistanceGraph 0/0/0/1
ObjectTemplate.emitSpeedGraph 0/-0.38/-0.26/1
ObjectTemplate.randomSpeed 0
ObjectTemplate.randomDirectionAngle 20/20/20
ObjectTemplate.airResistance 0
ObjectTemplate.collisionEnable 1
ObjectTemplate.collisionSpeedAlongNormal 0.2
ObjectTemplate.collisionSpeedAlongPlane 0.8
ObjectTemplate.randomSize 0.2
ObjectTemplate.particleMaxSize 1
ObjectTemplate.sizeGraph 0/0/0/1
ObjectTemplate.randomIntensity 0
ObjectTemplate.lightMapIntensityOffset 0
ObjectTemplate.color1 1.80392/1.80392/1.58431
ObjectTemplate.color2 1/0.678431/0.356863
ObjectTemplate.colorBlendGraph 0/0/1/0
ObjectTemplate.alphaCull 0.2
ObjectTemplate.particleType Sorted
ObjectTemplate.drawOrder Back
ObjectTemplate.randomRotation 360
ObjectTemplate.randomRotationSpeed 1
ObjectTemplate.rotationSpeed 1
ObjectTemplate.pivotOffset 0/0
ObjectTemplate.selfShadowIntensity 1
ObjectTemplate.textureName objects\effects\textures\animated\anim_grenade2
ObjectTemplate.animationEnable 1
ObjectTemplate.animationSpeed 16
ObjectTemplate.animationPlayOnce 1
ObjectTemplate.setAnimationFrameWidthRelative 0.25
ObjectTemplate.setAnimationFrameHeightRelative 0.25
ObjectTemplate.animationRandomizedStartFrame 0
ObjectTemplate.animationFrameCount 16
ObjectTemplate.animationFrameCountX 4

Last edited by k30dxedle on 2009-07-06 21:41, edited 2 times in total.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Answered Question] Wrecked vehicle poly guide?

Post by Rhino »

cool might look into it a bit more. Can never recall it happening in vBF2 myself.
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Answered Question] Wrecked vehicle poly guide?

Post by HughJass »

Vehicle wrecks going apart is always a feature i wanted to see in PR that is in 2142.
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