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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: YodaSean on October 14, 2003, 05:13:32 pm

Title: Damage modeling
Post by: YodaSean on October 14, 2003, 05:13:32 pm
Would it be difficult to have slightly more detailed damage modeling,  like the kind seen it WW2 Flight sims?(such as IL2).  In those games it is possible for planes to have holes knocked in the wings, or an outer piece of the plane to be missing, in addition to bullet marks.  I'm not sure exactly how they do it though, I think they just swap out the models for different pieces of the plane? :confused:
Title: Damage modeling
Post by: Taristin on October 14, 2003, 05:18:57 pm
*ducks for incoming geomod flames*
Title: Damage modeling
Post by: YodaSean on October 14, 2003, 05:30:13 pm
I don't think this is the same as geomod.  I've noticed in Il-2,  the holes appear in the same places every time, they are premodeled(don't know the right term for that).  So if the left outer wing gets hit a few times, the game decides to make it the left-wing-with-holes instead...
Title: Damage modeling
Post by: WMCoolmon on October 14, 2003, 05:45:14 pm
Yes; damage mapping was implemented a while back but caused big performance loss on some systems. It's not geomod, but it does look pretty good. I don't know what the status is on it, though...
Title: Damage modeling
Post by: Taristin on October 14, 2003, 06:17:19 pm
It never worked on my box... Unless I was doing it wrong...
Title: Damage modeling
Post by: Unknown Target on October 14, 2003, 06:22:00 pm
Whatever happened to the old texture map damages? Could we get a resurrection of that?
Title: Damage modeling
Post by: Corhellion on October 14, 2003, 06:22:55 pm
*cough* damage-able sub-models *cough* think of turrets *cough*

*cough* possible big a$$ clipping issues too *cough*

sorry...had a cough attack, I have no idea how that could work...;)

Cor
Title: Damage modeling
Post by: aldo_14 on October 15, 2003, 04:20:28 am
If someone fixed the problems in using true-green maps, you could get something like that to work by  having maps with green 'holes' in them & using differently mapped subobjects.  Or does the transparency mapping allow this already?
Title: Damage modeling
Post by: Drew on October 15, 2003, 08:05:06 pm
try thinking Microsft Combat flight sim (i can get you some pictures if you want)
that had an awesome damage system iirc
Title: Damage modeling
Post by: Unknown Target on October 15, 2003, 08:21:23 pm
MS Combat Flight Sim has some of the ****tiest damage models ever. You can get pegged with about 1000 rounds, and only get three wholes.

IL-2 FB is the best, followed by IL2, then Jane's WWII Fighters, followed up by Something something: Screamin' Demons over Europe.
Title: Damage modeling
Post by: Drew on October 16, 2003, 01:00:18 pm
dude i was talking about Combat flight sim 2

if you are shot, there are damage marks on both sides of the fighter, where  the bullet enterd and exited.
hell you can even fly with half a wing if part of it was destroyed


i need to post some screens or sumhing....
Title: Damage modeling
Post by: IceFire on October 16, 2003, 04:02:01 pm
Il2-FB has a wicked damage system.  Essentially each plane is broken up into multiple parts, if the tip of the wing is lightly damaged (and this is done using a physics engine, not a hitpoint system) then it displays a particular bitmap variation.  If its heavily damaged then another bitmap is overlayed on that section.

Its done the same way each time, but its done in such a way that its extremely effective.

To do it in FS2, the trick would be to make sure that we did it in a way that its not immediately noticeable...so the ship doesn't go from pristine to all beaten up in single shot.

Perhaps doing this over specific scorch marks would be better.
Title: Damage modeling
Post by: Unknown Target on October 16, 2003, 05:05:04 pm
How about transparant holes in some parts?

Like, this is how it would work: for each section of the model that is hit, you have three seperate damage "layers". First layer is a simple burn mark, second layer is maybe a hole, third layer is a large chunk.


Even better than that is a dynamic system, sort of like a First Person Shooter: you shoot something, you get a skid mark where the projectile impacted. Then you could have a "High Explosive" tag to the weapon, where if you hit something, you would get a large burn mark, and if you hit it again, or near the first hit area, you would get a hole.

Holes can easily be done with transparancy maps, even now, although it would look better if they were fixed completely ;)
Title: Damage modeling
Post by: Drew on October 16, 2003, 05:50:26 pm
btw, does Fs2 have a particle "spawner"?
i mean, u know like when say a missle hits somthing and debris appears from the explosion?

iv been experienceing alot of debris from explosions and stuff in HALP pc and i think it would enhance the damaging appearance of weapons when an exploson leaves behind lods of debris
Title: Damage modeling
Post by: Unknown Target on October 16, 2003, 06:14:23 pm
BTW, all three Combat Flight sims damage models suck. Especially the one-hit wonder aileron "glitch" in CFS2, where one bullet makes your plane barely rollable.
And the enter-exit stuff was done once every, oh, 500 rounds. Otherwise, you just heard a "ping" sound, with no damage effects.