Author Topic: Flaming and smoking debris  (Read 6155 times)

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Offline High Max

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Flaming and smoking debris
;-)
« Last Edit: May 25, 2010, 02:34:49 pm by High Max »
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Offline Galemp

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Re: Flaming and smoking debris
I approve of this idea. Could be done quite easily if we let debris spew particles!
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Offline Tarvis

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Re: Flaming and smoking debris
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

 

Offline Rodo

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Re: Flaming and smoking debris
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?
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Offline Rodo

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Re: Flaming and smoking debris
dammit!
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Re: Flaming and smoking debris
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...

 

Offline Rodo

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Re: Flaming and smoking debris
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.
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Offline Aardwolf

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Re: Flaming and smoking debris
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.

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Offline Zacam

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Re: Flaming and smoking debris
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.
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Offline Thaeris

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Re: Flaming and smoking debris
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.

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Offline Vasudan Admiral

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Re: Flaming and smoking debris
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. :\
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Offline Aardwolf

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Re: Flaming and smoking debris
*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.

 

Offline Vasudan Admiral

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Re: Flaming and smoking debris
Meh! I'm describing the effect, and 'geomod' is better understood than 'real time boolean subtraction. :p
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Offline Aardwolf

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Re: Flaming and smoking debris
Constructive Solid Geometry, *****es!  :lol:

Edit: laughing smiley for good measure.

 

Offline pecenipicek

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Re: Flaming and smoking debris
*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 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.
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Offline Vasudan Admiral

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Re: Flaming and smoking debris
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.
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Offline Nighteyes

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Re: Flaming and smoking debris
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...

 

Offline Aardwolf

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Re: Flaming and smoking debris
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.