Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: lefkos on December 10, 2006, 05:29:13 am

Title: breakable models?
Post by: lefkos on December 10, 2006, 05:29:13 am
well i was wondering is it possible? breakable models?
a month ago i played a game called: Galactic federation
here is a link: www.am-games.com/GF/   if you are interested in the game try the demo is damn fun!  :D
the game itself is a lower version of freespace 2 its almost the same (only freespace 2 is much better)
the cool thing of this game is that you can literly shoot the cap ships  fighters bombers etc to pieces!
is that possible in freespace 2?

ps. sorry for my bad english...
Title: Re: breakable models?
Post by: Scooby_Doo on December 10, 2006, 05:43:58 am
I fear either massive subsystem models or the impossible geomoding  :shaking:
Title: Re: breakable models?
Post by: Snail on December 10, 2006, 05:59:09 am
You could do it with the Boadicea....
Title: Re: breakable models?
Post by: Herra Tohtori on December 10, 2006, 06:14:34 am
If ship has modelled debris, it will explode into multiple chunks, but while it's alive it will pretty much stay at one piece. Those ships that dn't have modelled debris simply disappear.
 
Except that turrets, radar dishes, missile launchers and stuff like that can be destroyed.
Title: Re: breakable models?
Post by: Snail on December 10, 2006, 06:18:22 am
What about the Boadicea? How did that one work?
Title: Re: breakable models?
Post by: Herra Tohtori on December 10, 2006, 06:25:02 am
I think it had asteroid-shaped subsystems around it, which were destroyed at some time into the mission... But I'm not sure. ::)
Title: Re: breakable models?
Post by: DaBrain on December 10, 2006, 07:06:44 am
Yepp.

If you create a ship that's made of subsystems (subobjects!), you'll be able to shoot holes in it.
But that's much work and will have a negative effect on the peformance.
Title: Re: breakable models?
Post by: Flipside on December 10, 2006, 07:36:56 am
Subsystems can have debris, I suppose you could mock something together by using a lot of clever modelling and texturing, it's possible that way, but to be honest, the outcome wouldn't be work the effort involved in my opinon.

Geomodding, i.e. physcially altering the main hull mesh is currently impossible, and, to be honest, apart from a few exceptions, usually strikes me as being more work than the results are worth. It's ok for things like walls in FPS/RTS games, but personally, I think something like Bobb's damage decals coupled with subsystem debris would probably work better in the long run.
Title: Re: breakable models?
Post by: karajorma on December 10, 2006, 07:43:34 am
If you create a ship that's made of subsystems (subobjects!), you'll be able to shoot holes in it.
But that's much work and will have a negative effect on the peformance.

And it suffers from the fact you can shoot the same damn holes in every ship of that class. :)
Title: Re: breakable models?
Post by: lefkos on December 10, 2006, 02:05:34 pm
If you create a ship that's made of subsystems (subobjects!), you'll be able to shoot holes in it.
But that's much work and will have a negative effect on the peformance.

And it suffers from the fact you can shoot the same damn holes in every ship of that class. :)

well make as much subobjects as possible so you can prevent that  :p
Title: Re: breakable models?
Post by: Unknown Target on December 10, 2006, 08:10:12 pm
There's also another problem, that hasn't been mentioned. If you create a bunch of destroyable subsystems, the sections of the model can't rely on other sections. For instance, if you have a wing that looks like this: |-|, and you destroy  -, you're going to end up with one part of the wing floating in air, like this: | |, which would look very funny.
Also, you couldn't have any part be destroyed that has a weapon hanging off of it, because even if you destroy the model behind the gunpoint, the gun will still fire, which means that the gun will be firing out of thin air - something else that would also look very funny.
Title: Re: breakable models?
Post by: Bobboau on December 10, 2006, 11:46:09 pm
if you do the hierarchy right the first issue is less of an issue.
Title: Re: breakable models?
Post by: DaBrain on December 11, 2006, 02:42:44 am
Yepp... everything has to be set up from the center.

If the 'core' goes down, everthing goes down. If the connector to the wing explodes, the whole wing will be gone...

Well, you can probably get it to work right, but it's just too much work.


Also think about the number of polygons in the model. You're just wasting a lot of rendering power with them.

You better forget the idea, unless you have a better way for it.
Title: Re: breakable models?
Post by: lefkos on December 11, 2006, 10:11:29 am
well i have an idea :p
forget the breakable stuff but it iss possible to make more debri for some ships right?? because i think that some of the fighters and bombers have to  less debri. I think as much debri as a fenris/leviathan(High poly model)  but yess thats a lot of work...  :sigh:
Title: Re: breakable models?
Post by: DaBrain on December 11, 2006, 12:43:38 pm
That was suggested before already. Most of the debris parts explode way too early.

There would be a lot more debris if had a longer lifetime.
Title: Re: breakable models?
Post by: lefkos on December 11, 2006, 05:27:58 pm
is it possible to longer the life time?
Title: Re: breakable models?
Post by: Turey on December 11, 2006, 06:17:26 pm
is it possible to longer the life time?

Yes.