Author Topic: To SCP staff: is this possible? [belive it or not, geomod related]  (Read 4835 times)

0 Members and 1 Guest are viewing this topic.

To SCP staff: is this possible? [belive it or not, geomod related]
Link to the thread

Is this possible? I guess so... it can't be that hard to make invisible subsystems [at least not when compared to things you have done already].

But would this be feasible? It would certainly be a lot of work... but image of capships looking like a swiss cheese after the battle would certainly be very attractive. Can you imagine the FS2 intro in-game, including Orion getting cored? Coolness. And it would add a bit of realism to FS.

 

Offline Drew

  • 29
    • http://www.galactic-quest.com
To SCP staff: is this possible? [belive it or not, geomod related]
dude... ud have to have the Redfaction scource to even think of doing somthing like that... (somthing THQ will never release)

if you wanted to port the Geomo code over you would litereally have to gut the whole Fs2 code and redo it to make everthing work right.

i dont mean to be mean but think through these things beforehand ok?
[(WWF - steroids + ties - spandex) / Atomic Piledrivers] - viewing audience = C-SPAN

My god.. He emptied the gasoline tank from the van onto your cat, lit him on fire, threw him in the house and dove for cover.  :wtf: Family indeed.  ~ KT

Happiness is belt fed.

 

Offline Starks

  • 29
To SCP staff: is this possible? [belive it or not, geomod related]
The closest feasible option is damage mapping and damage break off points...
Formerly of the Dark Wings and Legion of Apocalypse

 

Offline diamondgeezer

To SCP staff: is this possible? [belive it or not, geomod related]
Hmm... you mean making big ships out of chunks which can be blown off, revealing damaged interior compartments right? Interesting... and technically possible already I think. Though of course you wouldn't want to be able to target those chunks, since currently they'd have to be actual subsystems. But this raises some interesting ideas...

 

Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
To SCP staff: is this possible? [belive it or not, geomod related]
It is possible already, strictly speaking; it just requires more time and effort in the modeling process. However, the new HT&L doesn't do a great job of speeding up great numbers of subobjects... well, all of Venom's ships do this already IIRC. Partly, anyway. :)
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 
To SCP staff: is this possible? [belive it or not, geomod related]
Well, you could always take the Klingon Academy route...
"What good fortune for those in power that the people do not think."
--Adolf Hitler

"Fascism should rightly be called corporatism as it is a merger of state and corporate power--Benito Mussolini "Behind the ostensible government sits enthroned an invisible government owing no allegiance and acknowledging no responsibility to the people. To destroy this invisible government, to befoul the unholy alliance between corrupt business and corrupt politics is the first task of the statesmanship of the day."
--Theodore Roosevelt

 
To SCP staff: is this possible? [belive it or not, geomod related]
Quote
Originally posted by Drew
dude... ud have to have the Redfaction scource to even think of doing somthing like that... (somthing THQ will never release)

if you wanted to port the Geomo code over you would litereally have to gut the whole Fs2 code and redo it to make everthing work right.

i dont mean to be mean but think through these things beforehand ok?


You know that this is just silly? Did you even read the thread that I linked to?

Somebody on the orginal thread mentioned that this is getting geomoddish, so I used this in title to attract attention. I do NOT think that implementing real GeoMod in FS is possible at all. This is about making subsystems non-targetable but destroyable.

 

Offline aldo_14

  • Gunnery Control
  • 213
To SCP staff: is this possible? [belive it or not, geomod related]
How would you implement (a form of) geomod in the first place?  Maybe take the impacted polygon, subdivide it, move the new center point (i.e. the middle, connecting the newly created subdivided polies) anti-normal (into the ship hull) and change the textures to a dmaaged one...

but even then, you'd need to make sure the polycount didn;t spiral out of control, and also make sure your new recessed polygroup didn;t intersect another (i.e. stick out the end)......

 
To SCP staff: is this possible? [belive it or not, geomod related]
well, aldo, real geomod is impossible, but we are talking about using lot's and lot's of destroyable, non-targetable submodels to emulate it.
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline aldo_14

  • Gunnery Control
  • 213
To SCP staff: is this possible? [belive it or not, geomod related]
I'm pretty sure that real geomod is possible, it's just very,very complex and extremely difficult to implement........

 

Offline Flipside

  • əp!sd!l£
  • 212
To SCP staff: is this possible? [belive it or not, geomod related]
What might be useful is having the ability to have subsystems that can be destroyed but cannot be targetted, I'm not sure if this can be done is normal FS, but basically it means you can take out things like pipes and antennae on the new high poly HT&L models (they would be given a percentage of hull as normal), but they don't show up when you cycle through subsytems or turrets?

Flipside :D

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
To SCP staff: is this possible? [belive it or not, geomod related]
Howsabout a prefix for the subsystem to make it invisible, while allowing you to still have it scripted in Fred?

It'd be cool to be able to destroy a pipe-line and watch the glowmapping flicker off soon afterward. :D
Freelance Modeler | Amateur Artist

 
To SCP staff: is this possible? [belive it or not, geomod related]
Speaking of which, why does the HT&L stuff increase number triangles possible but not subgroups?  I thought since we have more cpu available, more subgroups ought to be possible?  A FS2 engine limitation?

 

Offline Hippo

  • Darth water-horse
  • 211
  • Grazing.
    • All Hands to War
To SCP staff: is this possible? [belive it or not, geomod related]
ooh! the subsystem would have no name, other then smbols FS doesn't display... then, make the sise of the subsystem 0.00001 so it wouldn't be visible, but still there
VBB Survivor -- 387 Posts -- July 3 2001 - April 12 2002
VWBB Survivor -- 100 Posts -- July 10 2002 - July 10 2004

AHTW

 

Offline Fry_Day

  • 28
To SCP staff: is this possible? [belive it or not, geomod related]
Quote
Originally posted by aldo_14
I'm pretty sure that real geomod is possible, it's just very,very complex and extremely difficult to implement........

I DON'T want to hear that again! :mad:

GeoMod means a totally new way would be needed for models to be stored, since right now they're stored as BSPs, which aren't good for any type of dynamically modifiable geometry, thus instantly eliminating backward compatability, unless you want to force people to download a model pack of converted models (Which would require writing a converter, of course) together with FS2 Open.

That is, of course, assuming that once you get a working system that does boolean substractions together with assigning correct texture coordinates, and creating of optimal vertex buffering so the speed won't die, and rewrite ALL the collision detection code (which depends on the BSP data), create a new damage system (since if you cut off a Sathanas' arm, the beam at its end should stop working, and to add even more work, should be treated as a separate object and start drifting), and, after you're done with all those little tasks, fix up all the other small problems that will show up (quick example fromt he top of my head: sun-glow rendering is dependant on BSP data to determine whether a sun is visible or not).

If you consider that possible, I'll go rant some more :)

Edit: I really, really didn't think I'd see GeoMod come up again. Besides, concerning the original idea proposed, it'll always be slow, even in a TnL build, since video cards like large amounts of polygons sent over few times, yet if you use lots of small groups of polygons, it will be a LOT slower. Also, there will also be massive overdraw, and graphics cards like reused vertices, also something that won't happen with lots of small subsystems (If you draw a million triangles, each triangle having 3 different vertices, compared to drawing a million triangles as, say, a triangle strip, the strip should be around 3 times faster. BIG difference). That has all the elements of a preformance killer if used on large ships.

Edit2: Okay, so maybe I was venting some frustrations in the original post, but it DID make me feel a whole lot better :)

Seriously, though, I hope I didn't offend (Though I'll let my post stand as it is).

And, finally, to veer off-topic, look at my example, people - you don't need to double-post!
« Last Edit: October 12, 2003, 07:27:35 pm by 791 »

  

Offline Flipside

  • əp!sd!l£
  • 212
To SCP staff: is this possible? [belive it or not, geomod related]
Fair enough, maybe there should be a thread of 'What NOT to ask for' ;) LOL

I still like my idea of non-selectable destroyable subsystems though, if they could be coupled with subsystem based ambient sounds and subsystem shockwaves, you could have chain reactions going out across the surface of a ship. You could damage freighters just by destroying a volatile cannister or pipe, and let the chain reaction to the rest ;) You could actually use the ship against itself :D

Flipside :D

Edit : Please note blatant p1mping of my previous subsystem ideas ;)

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
To SCP staff: is this possible? [belive it or not, geomod related]
Quote
Originally posted by Flipside
Fair enough, maybe there should be a thread of 'What NOT to ask for' ;) LOL


We already do, in the form of the FAQ thread stickied further up.

Later!
The Trivial Psychic Strikes Again!

 

Offline aldo_14

  • Gunnery Control
  • 213
To SCP staff: is this possible? [belive it or not, geomod related]
Quote
Originally posted by Fry_Day

I DON'T want to hear that again! :mad:

GeoMod means a totally new way would be needed for models to be stored, since right now they're stored as BSPs, which aren't good for any type of dynamically modifiable geometry, thus instantly eliminating backward compatability, unless you want to force people to download a model pack of converted models (Which would require writing a converter, of course) together with FS2 Open.

That is, of course, assuming that once you get a working system that does boolean substractions together with assigning correct texture coordinates, and creating of optimal vertex buffering so the speed won't die, and rewrite ALL the collision detection code (which depends on the BSP data), create a new damage system (since if you cut off a Sathanas' arm, the beam at its end should stop working, and to add even more work, should be treated as a separate object and start drifting), and, after you're done with all those little tasks, fix up all the other small problems that will show up (quick example fromt he top of my head: sun-glow rendering is dependant on BSP data to determine whether a sun is visible or not).

If you consider that possible, I'll go rant some more :)

Edit: I really, really didn't think I'd see GeoMod come up again. Besides, concerning the original idea proposed, it'll always be slow, even in a TnL build, since video cards like large amounts of polygons sent over few times, yet if you use lots of small groups of polygons, it will be a LOT slower. Also, there will also be massive overdraw, and graphics cards like reused vertices, also something that won't happen with lots of small subsystems (If you draw a million triangles, each triangle having 3 different vertices, compared to drawing a million triangles as, say, a triangle strip, the strip should be around 3 times faster. BIG difference). That has all the elements of a preformance killer if used on large ships.

Edit2: Okay, so maybe I was venting some frustrations in the original post, but it DID make me feel a whole lot better :)

Seriously, though, I hope I didn't offend (Though I'll let my post stand as it is).

And, finally, to veer off-topic, look at my example, people - you don't need to double-post!


Hey, I never said it'd be realistic to implement.  Just that it's theoretically possible :) (and i didn't actually mean true boolean geomod anyways, more a sort of denting thing).

Much in the same way as kinematic animation is theoretically possible, but not realistic.

might be a neat project, though.  Shame i'm not C++ proficient, or I'd suggest it for uni..........

 

Offline TrashMan

  • T-tower Avenger. srsly.
  • 213
  • God-Emperor of your kind!
    • FLAMES OF WAR
To SCP staff: is this possible? [belive it or not, geomod related]
You might wanna try this:

Quote

Well you can make a subobject (like, lets say a bridge) and name it communication. It will then be the subsystem that gets blown when destroyed. Doing that for all major subsystems would make ships that you can actually cripple visualy. imagine going after engine 01 and seeing it get blown off the main hull!

The only problem is, you can't have turrets on the section that will get blown, thus they have to be resonably small.
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline IPAndrews

  • Disgruntled Customer
  • 212
  • This site stole my work
To SCP staff: is this possible? [belive it or not, geomod related]
Quote
Originally posted by aldo_14
How would you implement (a form of) geomod in the first place?


Pre-requisites:

A professional standard coder with lots of time and a PHd in maths.

Method:

Place some "blast geometry" at the impact point and boolean subtract it from every sub model that goes to make up the ship. Assign a basic uv planar map and a generic damage texture to every newly generated poly.

You'd have to do the same thing for the lower LODs of the model, perhaps using lower LOD blast geometry.

BSP trees would need to change real-time to represent modified sub-models. The brute force sollution would be to regenerate the whole BSP, but that would be too slow for real-time use. So you'd need some fancy solution. There might be a way to record which polys were modified and only modify the effected branches of the BSP tree, but to be honest, I've not thought that through.

Obviously, ships could no longer share geometry or BSP trees. You'd have to store seperate geometry and trees for every ship in space on the off chance that it might get geo-modded down the line. So memory requirements would increase dramatically.

Poly counts probably wouldn't be an issue as long as you reseve geomodding for helios bombs and other large weapons. The theory being that a ship shouldn't be able to take too many hits from one before going belly up.  Slow downs might come from testing collisions with BSP trees which have been made inefficient through geo-modding.

The maths would be horrible. The required engine changes extensive. That's without even taking into account the damage system considerations Fry Day correctly pointed out.

Results:

Likely slow downs and bugs. Increased system requirements. A rather naff looking geomod effect.

hehe
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.