posted 02-02- 01:14 PM
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....
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-Sv =FC=
WWI in SDOE!