Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Solatar on March 09, 2003, 02:10:51 pm

Title: Damage LODs
Post by: Solatar on March 09, 2003, 02:10:51 pm
Any of you who have played any of the Command and Conquer games know that when a building is damged to a certain point, a new animation is sent in the replace it that makes the whole thing look damaged. I was wondering if a similiar thing could be implemented in fs2.

We already have model and texture replacement code, so implementing this could be easier than thought.

On the downside it would require a few models for each ship; such as "Model.pof", "Model-d1.pof", "model-d2.pof", all the way down to as far as you want to go. If there are no models with the -d~.pof at the end, then no damage models are used.



Okay...n00bish idea...but what do you think?
Title: Damage LODs
Post by: Bobboau on March 09, 2003, 02:13:44 pm
so you want damage models?
Title: Damage LODs
Post by: vyper on March 09, 2003, 02:14:13 pm
I think it sounds cool and is viable but means a helluva lot of extra model work. :nervous:
Title: Damage LODs
Post by: kasperl on March 09, 2003, 02:24:20 pm
but it would somehow replace damage decals, wich would make porcessing alot faster. at least if i red the boards here correctly.
Title: Damage LODs
Post by: Bobboau on March 09, 2003, 02:37:52 pm
no it would not replace them, it would do something entierly diferent, and it seems as if the decals code isn't as bad as i had thought
Title: Damage LODs
Post by: kasperl on March 09, 2003, 02:48:25 pm
ok, i already tought i was talking nonsense
Title: Damage LODs
Post by: Goober5000 on March 09, 2003, 04:15:01 pm
Maybe you could do this manually.

Code: [Select]
when
  <
    hits-left
      GTD Intrepid
    50
  change-model
    GTD Intrepid
    GTD Orion#Damaged