The pipes are model based, and I am not a modeller. The BM team didn’t model any destroyed pipes based on the gaspipes in that courtyard, so there’s no easy good looking way for that to happen. Though that DOES give me an idea, should my techniques for controlling him keep on failing.
The pipes are encased by an invisible metal brush which is set to break on touch (Garg only), with each pipe model being parented to their own individual brush. I then have a generic model/brush based end “stump” which appear on the ends of each pipe (as the gaspipes used in that courtyard don’t have their ends modeled because they’re supposed to connect together). This could potentially work quite nicely - but with one major problem - it could be quite performance hungry. Couple that with the fact that this courtyard is one of the least well optimized places on Surface Tension (it makes my rig, which is pretty damn powerful cry tears of agony), and you’ve got a difficult recipe.
Still, I may or may not give it a shot.
Quick progress report: Just finished C2A5H at 4AM. Took many many more hours than I thought it would. Tomorrow is pretty much C2A5G time, which I can’t foresee taking anything like as long (the map is much more “linear” rather than C2A5H which is circular, making things a LOT easier). There’s also much less to do on C2A5G as I’ve already re-worked it once before. Then it’s just fixing up the garg chase (don’t expect the entry to be the grand one I’d hoped for) and linking the levels together.