So yeah, in the mod there is a new actor called "DECO_RFSmashable".
You can reach it in the actor browser here (I think):
Actors
|
|_Decoration
| |+ DECO_RFSmashable
Add this guy to your map somwhere and a Light will appear. (this is just a "placeholder"
You can now open the properties of this actor by having it selected and pressing F4.
Now open the StaticMeshes browser and choose a static mesh you want to use. ..switch to the properties of the actor... Go to Display and click on StaticMesh, then click on that "use" button and the mesh will change.
All this is not new, you'd do it this way with many other actors too.
The trick is to create a static mesh that is only a piece that fills a hole.
You can also cut out a complex hole (for example you could copy the "hole brush" from DM01) from the BSP and then create a static mesh with a simple shape that covers this hole.
It is tricky to create BROKEN static meshes, or meshes that are part of a whole patchwork that creates a wall.
In 3DsMax I use the boolean modifier to split/cut/substract the meshes.
For this create a simple BOX or SPHERE with a split amount of 4x4x4 (or higher but not too high). Add a noise modifier and change the values. (make it work as "rough noise"
Now you can cut out pieces of your unboken mesh with this box. Make sure your mesh has no holes (use the CAP HOLES modifier to avoid them) because boolean doesnt like them.
Working with boolean can be tricky, for further information read the help file.
Make sure you backup the unbroken meshes before you make a broken version of it.
So working with boolean sometimes doesnt work properly so you should use the "Cut" tool instead. Cut some areas of your mesh where you want to have the whole or a slice. Select the inside polygons and hit delete.
Now activate the "edge mode" and select that new open edge. Hit "Cap" to cap the hole. Now you must use the cut tool again and connect some of the vertieces. Do some cross over cuts to have additional vertecies on the new polygon. Move them up and down to have rough surfaces at the broken areas. Select the polygons again and assign a rock texture to it. After that add the UV unwrap modifier and make it look right.
So thats pretty all you've got to know about the geomod actor.
It pretty works the same as Static Meshes (they are static).
You can also set a different health value and some other custom things I cant remember now. But most of them are not important.
edit. the smashable actors will no longer be destroyable with bullets. Both versions are only destroyable with explosions only.