Hard Light Productions Forums

Community Projects => The FreeSpace Upgrade Project => Topic started by: High Max on February 12, 2010, 04:45:31 pm

Title: Flaming and smoking debris
Post by: High Max on February 12, 2010, 04:45:31 pm
;-)
Title: Re: Flaming and smoking debris
Post by: Galemp on February 12, 2010, 07:13:17 pm
I approve of this idea. Could be done quite easily if we let debris spew particles!
Title: Re: Flaming and smoking debris
Post by: Tarvis on February 12, 2010, 07:47:49 pm
Reminds me of a spot in the Descent Freespace alpha commercial, where the Valkyrie blows up.

The debris chunks SPEWED flames. It used explode1.ani if I can tell for sure. (In fact, it seems most trails, such as missles, did.)

http://www.youtube.com/watch?v=3ZYVICqbI7w&feature=related
Title: Re: Flaming and smoking debris
Post by: Rodo on February 12, 2010, 08:49:14 pm
yes please, debris need a ton of work!

I would also love to see a small debris cloud in the whereabouts of the explotion and get some shaking-screen effect when crossing said cloud, then it would be just a mater of adding a metal collision sound to create a powerful effect.

Sadly I have no clue on how to do all that  :( , would some of those things require coding?
Title: Re: Flaming and smoking debris
Post by: Dragon on February 13, 2010, 08:38:10 am
All of them.
Title: Re: Flaming and smoking debris
Post by: Rodo on February 13, 2010, 08:56:04 am
dammit!
Title: Re: Flaming and smoking debris
Post by: Maverick on February 13, 2010, 11:33:04 am
I had mentioned somewhere before that it would be cool sometimes after getting pierced with beams sometimes ships do not explode when Hull Integrity reaches 0 but rather sometimes becomes a derelict but i would assume that its really hard to code that, let alone making holes in ships that you would be able to fly through...
Title: Re: Flaming and smoking debris
Post by: Rodo on February 13, 2010, 11:45:57 am
I had mentioned somewhere before that it would be cool sometimes after getting pierced with beams sometimes ships do not explode when Hull Integrity reaches 0 but rather sometimes becomes a derelict but i would assume that its really hard to code that, let alone making holes in ships that you would be able to fly through...


that would require hulk models of the entire ship, or geomod :p

IIRC there was a thread on the source code section about a trunk build with this kind of feature added, I can't seem to find it now though.


and yes, that would also be cool.
Title: Re: Flaming and smoking debris
Post by: Aardwolf on February 15, 2010, 04:09:56 pm
IIRC there was a thread on the source code section about a trunk build with this kind of feature added, I can't seem to find it now though.

C08062008 - Debris After Tomorrow (http://www.hard-light.net/forums/index.php?topic=55622.0)
Title: Re: Flaming and smoking debris
Post by: Zacam on February 15, 2010, 04:49:50 pm
So, code for it should still be sitting in the unstable branch. It won't be until WELL after 3.6.12 Final, and probably not until after 3.7.0 before it get's looked at being tested in Antipodes.
Title: Re: Flaming and smoking debris
Post by: Thaeris on February 15, 2010, 06:27:38 pm
So, code for it should still be sitting in the unstable branch. It won't be until WELL after 3.6.12 Final, and probably not until after 3.7.0 before it get's looked at being tested in Antipodes.

Woot. That looks great! ...Well, it did back then. I assume that all the given code did was to leave the debris model in one place without applying a velocity to it, or "them" for that matter. Assumably, the individual chuncks would still be destroyable, though having a random detonation time for each piece greater than the default debris explosion period would be desired. Intermittent burning of pieces would also be lovely for this condition.

...Ultimately, it would take a presumably long piece of code to make enough variety that the effect wouldn't have overly-predictable results. For instance, a consideration might be to add something along the lines of (in pseudocode): "If enough of a given hulk's debris has been destroyed, there will be an increasingly random chance of a shockwave/explosion happening at the last position of the ship which will propell the debris away from the central location." Also, the general debris quality of the HTL models would have to be improved.

I was actually thinking of an effect which would be really neat for hulks: A generic "hole" model which would be applied to various (by means of power) "lance" beams - slash beams wouldn't produce this affect. Essentially, the idea is that upon critical damage (in a similar fashion to how the new beam effects can shoot through hulls), the "tube" would be placed along the vector of the killing beam along the central axis of the given ship at the appriate altitude and angle. The tube is only visible from the inside - the normals thus point inward with the nice, glowing debris texture.

The general idea is that the outer limits of the "damage hole" would only be visible from the interior region of the ship - perhaps the outer limits of the "tube" could be disabled (made invisible) by a code which would recognize where to place the effect by means of noting where the "negative normals" of the target model's (ex.: FUBAR Orion) mesh were. Likewise, the tube would make those regions of the mesh on the destroyed (or near dead) ship which were within the target area (a) invisible and (b) not collidableable with - you'd see through the ship! ...Essentially, this would amount to an in-game boolean-like operation which would ultimately let you fly through a hulk! Obviously, upon the given debris piece being destroyed, the area affected by the effect would disappear.

For FSO 9000.  :D
Title: Re: Flaming and smoking debris
Post by: Vasudan Admiral on February 15, 2010, 08:42:18 pm
That's basically Geomod, so....... no. :p

Also, please tell me WMCs debris code is still in FSO and working?? I thought it had been for ages. That stuff was the best thing to happen to the debris system ever. :( I've always put a lot of effort into making cool ship debris in anticipation of changes like that, cos it's rather dull just having a ship go POOF and then 90% of the debris chunks vanish in seconds. :\
Title: Re: Flaming and smoking debris
Post by: Aardwolf on February 15, 2010, 11:13:21 pm
*sigh*

Geomod is the name of a specific engine. And as far as I can tell, it just does a boolean subtraction (using pre-made 'hole' meshes). That Digital Molecular Matter tech they had in The Force Unleashed, though... that'd be AWESOME.

But of course that's not really feasible.
Title: Re: Flaming and smoking debris
Post by: Vasudan Admiral on February 15, 2010, 11:24:06 pm
Meh! I'm describing the effect, and 'geomod' is better understood than 'real time boolean subtraction. :p
Title: Re: Flaming and smoking debris
Post by: Aardwolf on February 15, 2010, 11:47:18 pm
Constructive Solid Geometry, *****es!  :lol:

Edit: laughing smiley for good measure.
Title: Re: Flaming and smoking debris
Post by: pecenipicek on February 16, 2010, 03:00:38 am
*sigh*

Geomod is the name of a specific engine. And as far as I can tell, it just does a boolean subtraction (using pre-made 'hole' meshes).
*sigh* learn your terms. Boolean subtraction (http://en.wikipedia.org/wiki/Polygonal_modeling#Operations) works in a way that it subtracts mesh A from mesh B, without anything like "pre-made holes" in between.

i am not 100% sure about how geomod works, but i'm 99% sure that it isnt boolean subtraction.
Title: Re: Flaming and smoking debris
Post by: Vasudan Admiral on February 16, 2010, 05:06:38 am
No he had it right there: pre-made hole meshes - or, 'mesh A' in your example. The shapes that are cut out of the other mesh. Not pre-made holes in the terrain.
Title: Re: Flaming and smoking debris
Post by: Nighteyes on February 16, 2010, 05:07:59 am
isn't there a quick fix for this like adding a table entry for debris HP? so they won't all die as the ship is dieing? then just edit the ship table and adjust the debris velocity and rotation speed to something very close to 0...
Title: Re: Flaming and smoking debris
Post by: Aardwolf on February 16, 2010, 12:41:04 pm
That's basically what WMC's code would have done. Still waiting for confirmation w.r.t. whether it's in /trunk yet or not.