Author Topic: Just an idea  (Read 1401 times)

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Offline Charismatic

  • also known as Ephili
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I don't MOD, yet id like to someday; but anyways...

My idea is this. Someone could model a unfinished ship. Unfinished\half-complete\being built ship. Deimos, hecate, colossus.. hell, we have plenty of ANI's in FS2 (and or fs1-maby) to come up with a good accurate model of a ship being built.  Like a 'protect the colossus as its being built' or a deimos class or w\e. You could have those kinds of missions and actually see it being built, not just 'oh, protect the gas freighters so it can be complete'. Wouldent it be cool to fly inside or through a big hole in a ship being built (hell, or a destroyed one, like in the FS1 cutseen). This would make for some very interesting missoins. Realistic too. Fly through a destroyed ship, or one being bulit.

Just an idea. Comments?
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Offline Fineus

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I think that'd definitely add a lot of depth to levels with shipyards and such in them. I'm quite suprised that nobody has really modelled a battle damaged / destroyed version of most of the existing FS2 capital ships.

 

Offline aldo_14

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I think that'd definitely add a lot of depth to levels with shipyards and such in them. I'm quite suprised that nobody has really modelled a battle damaged / destroyed version of most of the existing FS2 capital ships.

IMO it's simply because there's not so much a reward for that, in terms of the time it takes.  Because there's not too many times you can use that one prop model, within a single campaign, without it getting old.

 
You could probably make it so there's a frame of the ship. The frame of the ship could be divided into sections, each section and individual ship. They all dock together and eventually a ship is built.
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Offline Charismatic

  • also known as Ephili
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Maby. But that may be complicated. But if you made several versions of damaged\being built ships, it would be interesting. With SCP and all, think of the visual effects u could see of a damaged or really damaged model of a deimos cap or w\e. It would add a feeling of 'hmm this ship is actually getting raped' instead of it looking pritty at 1% ya know? Could be very usefull. Expecialy if there is many different versions. Even if it was only many versions of a slightly damaged cap.

If you could get a thing to work that when a beam hit a cap, a line would be dug into a cap, not necessarially models, but in game generated scar effects.
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Offline WMCoolmon

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The best way would be to model the 'shell' of the ship, break that up into subobjects, and then model the 'guts'.

That way you could feature the same model multiple times by just destroying in FRED (or removing with some kind of remove-subsystem feature) a different subsystem.

If done right, you could use it for ships getting damaged.
-C

 
At the very least, separate models and texture jobs for different percentages of hull damage would be interesting. Then you could see just how badly a ship is doing, even if your subsystems are completely gone. The problem with this is that you'd have to make the damage uniform --- if its too localized in one given spot, you run the risk of two damaged ships side by side with burn marks and missing chunks of hull located in the same spots (which would look stupid). So you'd have to take the hull and just make it uniformly look more and more like crumpled paper rather than Swiss cheese.

This system would work best on smaller ships where you're not apt to notice as easily --- transports, fighters, etc. A subsystem "chunks break off" setup is ideal for capital ships and other big things --- but it'd have to be heirarchical to prevent outlying chunks from "staying a part of the ship even though theyre floating completely outside it" --- destroy enough parts around one part and the other part must go, too. Complicated...which is probably why we don't have this yet!

However, there is one alternative idea:

Imagine if a GTCv Deimos blew up, but most of it survived the explosion -- and the model were split in half, revealing decks and wires and tubing and etc.

What do I mean?

HTL ship debris, of course! ^^ Why the hell not!? As before though, would have to make sure that damage details aren't too..."recognizable" to make sure that you don't kill realism, but it'd be well worth it. Before, you could sit next to a capship exploding, take the shockwave, and the debris was just eyecandy. If a Deimos corvette blows up in front of me, dangit, I want a huge chunk to hurtle at me so I can have something to DO when it blows up. =p
« Last Edit: December 09, 2005, 10:34:05 am by Gregster2k »

 

Offline StratComm

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The problem is that modeling out the "guts" of a ship in any sort of appreciable detail consumes far more polygons than I think anyone understands.  Girders and superstructure is one thing, but if you want individual decks and damaged systems on the edge of the ship then you're talking about thousands of polys just to get it looking passable.  Never mind the extra texture space that would require.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline NGTM-1R

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Good-looking debris on the current model are polys enough as it is. My Akula's (STILL can't get it to work ingame) debris LOD has more polygons then all the others put together.
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Offline WMCoolmon

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Girders and superstructure would probably be good enough to get the feel across. Engines would be nice too. You could always say that GTVA shipbuilding techniques are to build the outside shell of the ship first, pressurize it, and then build on the individual decks.
-C