Hey on I project im working on were looking to have a van smash through a wall similar to this http://youtu.be/0OYBEquZ_j0?t=4m53s , being new to UDK im curios what's the best way to go about doing this.
First, included with UDK is a level called ExampleMap.udk. This has an example of placing a bomb on a wall and destroying it.
A while back I released a side-scroller level for a PC challenge where the player jumps through a window. For this, I simple hide the window, unhide a broken variation, unhide panes of glass, activating physics on them in kismet causing the glass to fall. It's a simple effect made in Kismet. http://forums.epicgames.com/threads/753280-Polycount-Beat-em-up-Challenge
Again, a bit more simple than the effect shown in the video.
I would also suggest watching that (about an hour long) making-of the Diablo 3 cinematic as it shows in pretty good detail how they made a huge cave wall crumble. A point they make is hand animating as opposed to dynamics/physics. The result of being dynamic is always fun for the wacky results. This is also the downside as you never know the result which could be horrid.
Spawning lots of rubble either dynamic or matinee. Activating some rubble, glass, dust and wood splinters particles being wary of overdraw should yield a quality result.
@DeadlyFreeze It will be a real-time cut scene, we want it in slow motion but I think im a bit out of my depth on this one
@choden Thanks man looks like a lot of good resources to keep me busy, I have only been learning particles thus far so I have got a lot of things to read up on.
Replies
A while back I released a side-scroller level for a PC challenge where the player jumps through a window. For this, I simple hide the window, unhide a broken variation, unhide panes of glass, activating physics on them in kismet causing the glass to fall. It's a simple effect made in Kismet.
http://forums.epicgames.com/threads/753280-Polycount-Beat-em-up-Challenge
Again, a bit more simple than the effect shown in the video.
I would also suggest watching that (about an hour long) making-of the Diablo 3 cinematic as it shows in pretty good detail how they made a huge cave wall crumble. A point they make is hand animating as opposed to dynamics/physics. The result of being dynamic is always fun for the wacky results. This is also the downside as you never know the result which could be horrid.
Spawning lots of rubble either dynamic or matinee. Activating some rubble, glass, dust and wood splinters particles being wary of overdraw should yield a quality result.
@choden Thanks man looks like a lot of good resources to keep me busy, I have only been learning particles thus far so I have got a lot of things to read up on.