Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Scooby_Doo on November 27, 2012, 10:44:59 pm

Title: Disable Subsystem/Subobject
Post by: Scooby_Doo on November 27, 2012, 10:44:59 pm
Does the ability to enable/disable subobjects/physical subsystems from the rendering engine exist?  For example, landing gears don't need to be rendered when they're retracted.
Title: Re: Disable Subsystem/Subobject
Post by: MatthTheGeek on November 28, 2012, 01:38:20 am
Detail boxes ?
Title: Re: Disable Subsystem/Subobject
Post by: Nuke on November 28, 2012, 02:20:47 am
i think he wants something more along the lines of conditional rendering. ship parts are taken out of play until certain conditions are true. they wont be rendered or be allowed to take damage otherwise. detail boxes technically are a type of conditional rendering, youre just not allowed to re-define those conditions. you could do a lot of interesting stuff if that were the case.
Title: Re: Disable Subsystem/Subobject
Post by: zookeeper on November 28, 2012, 02:21:54 am
I don't think there are any other ways besides destroying the subsystem (and having there be no -destroyed model) with a SEXP which doesn't trigger any explosions or other effects. Or by changing the ship class when the animation completes, but that's obviously not suitable for general use.

I don't think it's really worth the hassle.
Title: Re: Disable Subsystem/Subobject
Post by: FreeSpaceFreak on November 28, 2012, 01:00:57 pm
Use the animation code to 'retract' it inside the hull? It won't be gone, but nobody will see it either.
Title: Re: Disable Subsystem/Subobject
Post by: Scooby_Doo on November 28, 2012, 01:34:55 pm
Use the animation code to 'retract' it inside the hull? It won't be gone, but nobody will see it either.

That's not the problem, it's just the landing gear it is rather detailed and wasting polys that could go for other details while in normal game play.
Title: Re: Disable Subsystem/Subobject
Post by: Dragon on November 29, 2012, 08:51:27 am
I don't think this would be much of a problem. As long as you keep mapping efficient (with fighters, you're good at it), it shouldn't be a big performance hit.
Title: Re: Disable Subsystem/Subobject
Post by: Luis Dias on November 29, 2012, 08:54:10 am
Consider the LODs as well. In LOD0, you might have some extra hundred polys, but far enough and you can have the same landing gear for 12 polys or so. Most ships out there will be rendered with LOD1, a few with LOD0. So, don't stop sleeping over this issue I'd say.