the best way? Created 20 years ago2003-12-17 23:04:44 UTC by StupendousMan StupendousMan

Created 20 years ago2003-12-17 23:04:44 UTC by StupendousMan StupendousMan

Posted 20 years ago2003-12-17 23:04:44 UTC Post #8161
hey..i was trying to make a hole in the wall (as if blown into by a rocket launcher or something), and i wanted to know the best way to do it because mine comes out really choppy and unrealistic.

btw, when i say hole in the wall, i mean something real messy, with pieces of wall on the ground and rough, sharp sides. like something from dod.

thanks!
Posted 20 years ago2003-12-17 23:20:35 UTC Post #8163
Vertex Manipulation... You can also try some clipping if you feel unsure about Vertex Manipulation but bear in mind you will have to master it (if you don?t already) some day. Read the tutorials about Vertex Manipulation in the site and then start trying. You will get loads of errors at first but will get to in with a little practice. Good luck!.
Posted 20 years ago2003-12-17 23:28:05 UTC Post #8166
yeah, ive been VMing for a bit...not that great yet but im working on it. thanks for the support...but if anyone has any examples of "blown-up" walls that'd b nice! :)

(i tell u, twhl is awesome.) :)
Posted 20 years ago2003-12-18 00:21:32 UTC Post #8170
Hmmm... Actually I don?t know about any and surely decompiling original HL maps to look at them will work bad... Try the map vault.
Posted 20 years ago2003-12-18 00:36:14 UTC Post #8172
Posted 20 years ago2003-12-18 05:22:43 UTC Post #8189
Lot's of hard work carving and using VM, and even then it isn't all that realistic. Come to think of it... I haven't seen a really good Hole blown in a wall ?
The trick is not to make it too jaggerd or too smooth.

Good luck
Posted 20 years ago2003-12-18 06:25:36 UTC Post #8195
think about how the material would break in real life and try to mimic it.

eg. a brick wall, leave some bricks sticking out or pointing in random directions, displaced by the breakage
or a cement wall, most explosions would leave a circular, slightly jagged hole, with pockets created for minor blast damage, think of the wall as if being plasticine pushed inwards with your thumb
do remember that rockets cause some explosive damage, but are rarely ever as powerful in real life as in games, if you care for the whole realism thing anyway ;)
Posted 20 years ago2003-12-18 17:31:59 UTC Post #8257
Try using the shear modifier of the brush can create some pretty complex brushwork, sometimes this can be used to great effect:

look:
http://www.hl-nightwatch.net/images/nw_chap5-01.jpg

^ Nightwatch
Posted 20 years ago2003-12-18 18:21:49 UTC Post #8260
Shear modifier?? How? :lol:
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-19 15:52:55 UTC Post #8393
EEErm...

Click on a bruch twice and use the little boxes to 'shear' instead of resize ;) ;)
Posted 20 years ago2003-12-19 16:24:42 UTC Post #8403
that explosion makes no sense, its exploding outwards yet the interior lacks any buckling of the metal, too clean cut
Posted 20 years ago2003-12-19 16:28:06 UTC Post #8405
Maybe I'd understand if I knew exactly what shear meant...
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-19 16:41:43 UTC Post #8409
Shear:

Going from this : |
To this :
Posted 20 years ago2003-12-19 17:10:58 UTC Post #8412
Hmm. Thanks, but I'm wayyyy too tired.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-12-19 19:09:35 UTC Post #8434
Um... What? ---

Nevermind... i just found out that using shear is the only good way of punching holes in tubes ;)
Posted 20 years ago2003-12-28 09:16:43 UTC Post #9575
Making blown up walls takes time, and practice...

That's all there is to it ;)
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