Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: TrashMan on September 11, 2005, 06:17:02 pm
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How abou having anothrt possible subobject?
For now we have the basic one (like turret01) and the destroyed version (turret01-destryed).
How abot adding a possibility for turret01-damaged, that is shown when the subsystem integrity drops below 50%
Allso, If I made a sensor array on a ship as a destroyable subobject, if it is destroyed and I repair it in the mision, the array model won't come back, right?
if so, would it be possible to make it so that the re-apperace of subobjects s optional (mission toggle or a special SEXP)?
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Why do we need damaged subobjects when no one's even using the damage decals feature? :wtf:
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because nobody remembers to check the wiki for documentation that may be there, but probably isnt :blah:
the second part should be possible once 3.6.7 is relased. soon™
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Originally posted by WMCoolmon
Why do we need damaged subobjects when no one's even using the damage decals feature? :wtf:
AFAIR it caused horrible performance and didn'z work quite right for transparent textures.
If I'm wrong, and I hope I am, we could put something together for the next Media VP.
I guess it won't be much work.
Umm... btw we're talking about impact deacals, right?
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Yeah.
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"Yeah" to all points?
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Umm... btw we're talking about impact deacals, right?
Yeah to that.
I don't know how much slowdown impact decals cause, because I've never seen them in action myself. I think Bobb rewrote that section of the code to be faster too.
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So no to may idea? May I ask why?
Wouldn't a damaged sensor array with twisted and missing antennas look cool?
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Probably would be too much effort for the product. Those are minor details, and in your example, not very many ships have stuff like that anyway
And think about it - how exactly would you transition from perfectly normal to a little bent to destroyed? It'd look weird, to say the least. It just wouldn't work unless physical impact actually made "dents" in the structures you're talking about, or even in the hull for that matter.
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Originally posted by AqueousShadow
Probably would be too much effort for the product. Those are minor details, and in your example, not very many ships have stuff like that anyway
And think about it - how exactly would you transition from perfectly normal to a little bent to destroyed? It'd look weird, to say the least. It just wouldn't work unless physical impact actually made "dents" in the structures you're talking about, or even in the hull for that matter.
once we have normal maps, we'll be able to have impact decals that will look like dents, as the decal can have a normal map(i dunno if we actually can, but they do it in HL2
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Originally posted by Turambar
...but they do it in HL2
actually, I don't think so. At first I thought it was doing this and was impressed but then I realized that the decals look the same no matter which direction light is coming from. Still, I think using normal maps for decals is a great idea I just wished they had done it in HL2.
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Originally posted by AqueousShadow
Probably would be too much effort for the product. Those are minor details, and in your example, not very many ships have stuff like that anyway
And think about it - how exactly would you transition from perfectly normal to a little bent to destroyed? It'd look weird, to say the least. It just wouldn't work unless physical impact actually made "dents" in the structures you're talking about, or even in the hull for that matter.
and moving form just fine to destroyed in 1 sec is fine?
Just mask the transition with a explosion - when subsystem reaches 50% a explosin occurs nad the models are switched..
Besides, the good thing about this is - it's optional and backwards comnpatable.
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Originally posted by Turambar
once we have normal maps, we'll be able to have impact decals that will look like dents, as the decal can have a normal map(i dunno if we actually can, but they do it in HL2
Yeah, that should be pretty easy. ;)
Even I could do that with my limited normal map knowlegde. ;7
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Impact decals don't work at all for me.
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Normal maps are geometry dependent, so I'm not sure they would be suited for decals, unless all of the decals contained identical geometry (i.e. a flat quad). That, however, would look odd going around smooth surfaces or corners of objects. That's probably why HL2 didn't contain this feature.
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AFAIK F.E.A.R has normal mapped decals. They look great. :)
Just use a smooth fading out alpha channel and it will look fine.