Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Havock on July 14, 2003, 04:25:11 am
-
i dont know if it has been done already, but why not make damaged ship models and textures of the original?
it would certainly fit in the "protect- the-poor-destroyer-which-ate-a-volley-of-antimatter-torpedoes" missions.
or which had large red beams inserted.
something, like the orion wreckage you see in the fs2 intro movie, big hole in it.
-
*was just having the same idea a few hours ago*
I guess the only drawback would be is that they are the same models. So if you wanted an Orion with a gaping hole in the middle from the Lucy or the Sathanas, you couldn't really use it for say, an Orion that still functions, but has a few hull breaches here and there.
Still ain't a bad idea though.
-
well, i had this idea for the scp some time ago. in the current pof format, LOD's 5 through 9 are unused, and can be used to make copy's of LOD's 0 through 4, but then the damaged model. it would only be usefull for one change in looks, but perhaps it would do something. the other option would be to make more destroyable subobjects for one hull, so you can slowly destroy chunks of a ship.
-
Originally posted by Havock
something, like the orion wreckage you see in the fs2 intro movie, big hole in it.
I've made that one :p
-
If somebody can make a model, he could make some parts of a ship destroyable. For example. cleaving the Orions nose to a seperate part, and set it as a destroyable subsystem(and make a debris chuck for it), write the TBL, and give it a go.
But it is as targetable as another subsystems, and that's the matter.
-
so what we need are destroyable, non-targetable subsystems, right?
-
Originally posted by TopAce
If somebody can make a model, he could make some parts of a ship destroyable. For example. cleaving the Orions nose to a seperate part, and set it as a destroyable subsystem(and make a debris chuck for it), write the TBL, and give it a go.
clipping fest if you ask me.
-
Originally posted by TopAce
If somebody can make a model, he could make some parts of a ship destroyable. For example. cleaving the Orions nose to a seperate part, and set it as a destroyable subsystem(and make a debris chuck for it), write the TBL, and give it a go.
But it is as targetable as another subsystems, and that's the matter.
that would be soooooo much work and for soooooo little gain it would really not be worth it. :( believe me, i've tried. for one it ruins the continuity of the model by making these lines of the damage texture show in some places (chunk seams) quite clearly (in many places the clipping of the model is thrown out the window-completely ghost faces, faces showing through from the other side of the ship etc, no matter how many times you triangulate the model), it also ruins any smoothing on the model, and if you destroy a chunk with a turret on it without destroying the turret, the turret will float in midair still firing at you. to stop that requires a ton of sexp's checking for the status of each chunk and if it is destroyed to destroy the turret on it also.
however the idea of a damaged model is not a bad one.
if used right it can look very cool. putting the damaged model in the lod slots 5-9 would work, but it would be nearly impossible to do with any existing ships (PCS' global data import thing has crashed on many an occasion for me :( )
it would probably be easier (for both a modeler and total-polycount-on-the-model-wise) to make a whole new model of the damaged ship and use the change pof feature in the SCP fred to use it without needing a whole new tbl entry for it. that way you could have a damaged ship wich still has some functioning turrets if needed etc :)
-
Originally posted by kasperl
so what we need are destroyable, non-targetable subsystems, right?
From my point, but Vasudan Admiral convienced me ... that floating turret is a really great matter.
-
Originally posted by Venom
I've made that one :p
Show us a pic about it.
-
(http://www.swooh.com/premium/venom/fs2pics/legion.jpg)
-
good timing, heh?
-
Quede. I though the hole would have the damaged texture used at turret debris.
-
'Snot bad at all, the Legion. I'd like to see a crossover between that and a normal Orion, so it looks battered and scarred, but can still actually fly. :yes:
-
As I know FS2_open has the SEXP to immediatly change a ship model from x to y. This one would have a good use for simulating 'hole damage' on the Orion. The funny would only be that if the Orion is hit on the nose and the back gets holy. We'll say sabotage happened. :)
-
Originally posted by TopAce
Quede. I though the hole would have the damaged texture used at turret debris.
it's firey... as that model was made for OTT, I think in 300 years the fire had the time to go off :doubt:
-
Originally posted by TopAce
As I know FS2_open has the SEXP to immediatly change a ship model from x to y. This one would have a good use for simulating 'hole damage' on the Orion. The funny would only be that if the Orion is hit on the nose and the back gets holy. We'll say sabotage happened. :)
Or you could use the fire-beam SEXP to target a particular subsystem in that location.
-
Originally posted by kasperl
well, i had this idea for the scp some time ago. in the current pof format, LOD's 5 through 9 are unused, and can be used to make copy's of LOD's 0 through 4, but then the damaged model. it would only be usefull for one change in looks, but perhaps it would do something. the other option would be to make more destroyable subobjects for one hull, so you can slowly destroy chunks of a ship.
I thought of that too.
An easy solution would be to make a realy big ship By attaching Sevral Smaller Ships ( Mor Like Chunks that fit together like legos) each with its own HP and Big chunks can do the propagating explosion. that would be sweet
-
Originally posted by GalacticEmperor
Or you could use the fire-beam SEXP to target a particular subsystem in that location.
Weapons, it is nearly there, but the fire-beam SEXP cannot target subsystems. As I know :doubt:
-
Originally posted by TopAce
Weapons, it is nearly there, but the fire-beam SEXP cannot target subsystems. As I know :doubt:
Check again. Read the comment at the bottom of the Event editor when you click on the SEXP or try using the Add Data option from the right click menu. Act surprised.
-
I see it now. OK now.
Thank you :yes:
-
from my scavenging I had acquired a few damaged ST models trying to get a Wolf359 effect (bunch of debris, by half intact ships)... I figured these would need a seperate table entry and can occasionally be used for battles IN PROGRESS or in space docks/stations as ships under repair ect...