Time for action - making your object destructible
In this example, we will use the wooden_barrel_simple
asset created earlier in the chapter. Alternatively, you can open the example file objects\wooden_props\ wooden_barrell_destructible.max.
To create a .cgf
containing the object's broken pieces, we must create them as submodels for our main mesh. Each submodel must also have a physics proxy geometry. The submodel's name and User Defined Properties will determine its behavior.
Create the original model to be used as the non-destroyed mesh. In this example, it is the unbroken barrel.
Name the non-destroyed mesh main. It will act as the alive geometry for the entity within CryENGINE.
At this point, you can use various methods within 3ds Max to break up an object. For this example, you can simply cut out the shape using the cut tool within 3ds Max.
First, create the destroyed geometry that will replace the original geometry when the object is destroyed and name this object remain.
The remain model...