Damage model for the Ships

Post ideas and suggestions on new features or improvements here.
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posted on January 12th, 2009, 5:05 am
damage parts would be cool ^.^ If we could get dismembered models that'd be cool... if not, damage meshes that blend would be fine ^.^
posted on January 12th, 2009, 5:38 am
What about having the light and nacelles turn off with damage?
posted on January 12th, 2009, 12:47 pm
yep flashing lights and similar stuff is on todo, but sadly thats not as easy as it sounds :sweatdrop:
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posted on January 12th, 2009, 4:01 pm
hehe
i guessed so, specally if you want to keep the game at a playable speed
posted on January 18th, 2009, 12:50 pm
Optec wrote:yep flashing lights and similar stuff is on todo, but sadly thats not as easy as it sounds :sweatdrop:



I believe you...

The game run´s good until there is an explosion....
posted on January 18th, 2009, 1:06 pm
Dark Painkiller wrote:
I believe you...

The game run´s good until there is an explosion....



yeah, and what's with the annoying rattle when the spacestation or shipyards get blown up. It feels like my ships got infested with A1 stock nanites!!
posted on January 19th, 2009, 4:24 am
It's the rumble effect: it is also with the romulan Serkas ships, or very large borg cubes if I remember.

Though it is extremely irritating for the Serkas ships... It actually makes it difficult for me to play as I like to build perimeters of Serkases to defend turrets... and the constant rumble makes it inordinantely difficult to click and move units... as well as place turrets in the right spot  >:(

I still think rumble should only be on exploding buildings n' ships... not on explosive weapons
posted on January 19th, 2009, 7:11 am
we will take a look at it :)
posted on January 19th, 2009, 1:53 pm
Is is possible to make the rumble amount (inversely) relative to the distance of the camera. So, for example, if you have the camera right next to the artillery target, plenty of shakage. But when zoomed out, minimal/none...? Good compromise?
posted on January 19th, 2009, 10:41 pm
That would definitely work  :D
posted on January 31st, 2009, 12:02 pm
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posted on February 10th, 2009, 6:45 pm
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posted on April 19th, 2012, 10:58 am
@ Dev-Team

What´s the status here?  :innocent:
posted on April 19th, 2012, 5:41 pm
when the ships are destroyed they break apart into pieces, whats to stop that from happening before the unit is lost? and with some sorch marks added to the textures?
posted on April 20th, 2012, 1:17 am
Damage textures can be done, I have screenshots, the problem arises in how they are done.

Basically, you need to copy the polygons of the section you wish to damage, lets say the saucer top. So, you copy those polygons, move them up a tiny amount, just enough to prevent texture filtering issues. Then, you assign a damaged texture to that area. Then, using the same system as the original Armada added Borg Bits, you hardpoint the ship so that when a particular system is damaged, that new mesh with the damage on it shows up.

The downside is that this takes nigh on forever to do, it means you need at minimum twice the amount of textures (one fixed, one damaged, assuming that's 1 texture file per ship, most 3d models use far more) and you are ramping up the poly count by almost double too (again, depends on the way the Storm3d engine renders things. If it doesn't process the mesh until it's made visible through damage, then your system would be fine until that occurs, if it processes all geometry regardless of whether it's currently visible, you are in serious trouble from the get go)

As for bits breaking off, as far as I can determine, cannot be done. You can only add with the above method, not subtract; You can make a nacelle "turn off" and be burned and smouldering, you cannot make it disappear.
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