Author Topic: Question regarding feasibility of some damage effects  (Read 1423 times)

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Offline IronBeer

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Question regarding feasibility of some damage effects
Just like the title suggests. Since I have no programming experience that would be of use regarding the FS2 engine, I'm basically asking what the engine is capable of regarding (surprise, surprise) visual damage effects. I DID do a little searching on this topic beforehand and came up with this thread: http://www.hard-light.net/forums/index.php/topic,55465.msg1120671.html#msg1120671. Tl;dr of that thread: the titular effects would not be realistically possible without rebuilding everything from scratch, but some more minor effects might be possible.

Specifically, I'm asking which effects are possible. Presently, ships that take hits will spew particles from the location of the hit, and when their hull integrity drops below critical, electrical arcs will start to course over the hull. The only thing that bothers me about said arrangement is that even a petty hit will cause a ship to spew particles from the location of the hit as though it were on fire. Granted, I've seen the effect stop occasionally, but I cannot tell what those conditions are.
What I would propose/ inquire about are just a few small changes-
a) weaker hits would cause a much more temporary particle spew, perhaps resembling smoke more than fire. Hold on, the fire effect still has a place.
b) Particularly strong hits or hits taken while the target ship's hull integrity is below, oh 50% or so would cause the usual particle effects.
c) The critical damage electricity arcs are fine- I don't feel they need any adjusting.
d) This would apply more for capital ships, but could theoretically work on fighters as well. I never was able to get a good feel for the current limitations of damage decals, so I'll just straight-up ask what those limits are now.

Again, I wouldn't have the foggiest idea how to implement any of these changes, but I feel that if these modifications were possible, it would be a subtle and welcome addition to an already impressive array of visual effects. So if anybody wants to comment, slap me back to reality, or possibly even take this on, speak up!  :)
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Offline Mobius

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« Last Edit: April 03, 2009, 01:09:03 pm by Mobius »
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Offline IronBeer

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Re: Question regarding feasibility of some damage effects
Good find, and thanks for providing some examples, but I'm more asking about the way ships appear before they explode...
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Offline Getter Robo G

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Re: Question regarding feasibility of some damage effects
He appears to be asking about the DAMAGE DECAL SYSTEM that was attempted and then abandoned ATM...

I forget the details, I think there is some graphical issue. Like someone had to do something and then stopped for a reason...

  Like a lot of things, there is a limit to effects visible. So when you shoot a ship the most RECENT hits are shown. As you fire more the earlier shots go away and eventually fade. Same thing with the damage decals.

You'd shoot a ship and have holes, but then the holes go away... Kinda unrealistic and defates teh purpose of teh decals in teh first place...
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Offline IronBeer

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Re: Question regarding feasibility of some damage effects
Ok, so how about different-colored particle trails based on damage level, then? Would there be any way to implement that?
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Offline Getter Robo G

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Re: Question regarding feasibility of some damage effects
What you need is to talk to a CODER for more details.

When you mean "damage LEVEL" you mean PERCENTAGE of hull damage for FS2,

FRED operates sexp's on percentages of established T/F arguments so if code exists you can trigger ti with that.

AFAIK no one have created code for "damage levels".

Switching paticles is relatively easy (I think, as I do more with weapon textures than a damage hit that spews from teh ship afterward). Check the Wiki.

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Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

  

Offline Mobius

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Re: Question regarding feasibility of some damage effects
I'm not an expert, but I think that Scripting would be the best solution.
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