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Author Topic:   small question on damage parts...
JT
Pilot
posted 02-02- 11:38 AM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Should I cap the end of a plane part at the break point, or does the damage model piece come in and cap it when the adjacent piece falls off?

For instance, the wings are in two sections, the inner wing and outer wing. Should I cap the ends where they meet or does a damage part appear and cap them when the wing breaks?

[This message has been edited by JT (edited 02-02-2000).]

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Falck
Pilot
posted 02-02- 11:59 AM     Click Here to See the Profile for Falck     Edit/Delete Message   Reply w/Quote
Using ac3d all the polys are one sided, so Im personally capping the ends of all the parts. Im still deciding whether I should obUnhide the ends when the damage occurs, or just leave them visible all the time. Im not exactly sure how ac3d does two sided polys, but with the current bug I think the poly count is double when using two-sided polys.

I think the damaged inner wing is a replacement of the entire inner wing lod, not just the end cap.

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JT
Pilot
posted 02-02- 12:17 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
No, I don't mean use two-sided polys... I know that's unneccessary.

But, what I mean is... since the damaged inner wing is a replacement of the entire wing lod, it's not necessary to cap the undamaged inner wing, since you can't see inside it until the outer wing breaks off... right? So, if I understand you correctly, why are you capping the ends of your undamaged parts?

The reason I bring this up is that I was looking at Spit parts with lodview and I noticed that the ends of parts aren't capped.


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mposis
Pilot
posted 02-02- 01:03 PM     Click Here to See the Profile for mposis   Click Here to Email mposis     Edit/Delete Message   Reply w/Quote
JT,

You don't have to cap the break point. The damage part from the default planes should do it for you.

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Sv
Pilot
posted 02-02- 01:14 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
JT,

I have done it these ways:

1. Keep the root of the wing as a poly and texture map it to a damaged looking rib in your texture file. (Or leave it part of the main wing texture - it will look 1-colored though

2. UnHide a hidden LOD onDetach. This is how the shipped planes seem to work for the most part. This LOD is usually just the shape of the root rib (1 poly) and maybe a little sheeting to make the wing skin look torn. The advantage here is that the damage LOD can have a shape of its own.

3. Do a full model replacement of the wing LOD - this way the new wing can have a new damged looking texture map and even a different shape to show the damage. The disadvantage is that you need to make all of the replacement models and idealy put them in a referenced SM file.

I think that the quickest way is to cap the wing joint yourself ( just another ploy of the wing), and map this ploy to a rib looking texture.

If you want a medium time commitment, but the best look, go with a full model replacment.

If you want a large time commitment, medium good look, but best performance, go with the unHidden cap LODS... making these is a bugger and you also need to align them in OPS.

For the spit, the danaged cap is unHidden onDatch.

For the WWI planes we do full model replacement, like the Fokker DR1a.

I wonder what the performance issues are with full model replacement... FPS? Memory? Texture memory? Hmmm....

------------------
-Sv =FC=

WWI in SDOE!


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JT
Pilot
posted 02-02- 01:47 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Um... I will take the medium time commitment and a large fries.

What I'm going to do is have the damaged parts just be clones of the undamaged parts, but with caps on them so you can't see into them. Then I will stick a small double-sided poly sheet into the ends of the damaged parts and map it with the generic damage textures.

Thanks for all the help, guys.

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