[Tickets] [Orxonox] #425: Explosion parts for spaceships and other objects (was: Improve the BigExplosion Class)
Orxonox
trac at orxonox.net
Sun Jan 10 11:00:39 CET 2016
#425: Explosion parts for spaceships and other objects
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Reporter: fvultier | Owner: nobody
Type: task | Status: new
Priority: low | Milestone: Version 0.1 Codename: Arcturus
Component: AI | Version: 0.0.4
Severity: normal | Keywords: PPS
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Description changed by fvultier:
Old description:
> If a Pawn is destroyed a big explosion is displayed. The BigExplosion
> class is responsible for this effect. Unfortunately this class contains
> too much hard coded stuff. For example the links to the meshes for the
> explosion chunks are written in the C++ code. It would be better to
> define these paths in XML. That way we could define different explosion
> effects for different Spaceships/Pawns. If I destroy a wooden box in
> "Mission one" there shouldn't be metal pieces flying away ...
>
> Steps:
> - Understand how the BigExplosion class works.
> - Improve it
> - Design some simple explosion chunks in Blender
> - Create a possibility to define in XML something like: "If this
> spaceship is destroyed create a BigExplosion with 5 explosion chunks of
> type xy."
New description:
A new feature since HS15 is that every spaceship or other object may have
a different explosion effect. It is also possible to define that a model
collapses into many small pieces (called explosion parts) when it
explodes. So far only a few of our spaceships have such explosion parts.
Your task is to design more such parts.
Steps:
- Understand how the ExplosionPart class works.
- Design some simple explosion chunks in Blender. The easiest way to do so
is by cutting existing spacehips into pieces with Blender.
- Asteroids, Cargo crates and space stations also need explosion parts.
- Create explosion particle effects e.g. with OgreParticleLab
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Ticket URL: <www.orxonox.net/ticket/425#comment:2>
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