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Author Topic:   Engine Damage Question
Da Jug head
Pilot
posted 12-21- 10:54 AM     Click Here to See the Profile for Da Jug head   Click Here to Email Da Jug head     Edit/Delete Message   Reply w/Quote
I've just downloaded all of the Openplane files, so I don't know much about this (excuse the ignorance, please). However, I do understand 3D objects, rendering, and performance.

Can you create the "parts" using damage boxes without creating polygons? If you do have to create polygons, can you designate them to not be rendered?

Last if you do need to create the polygons, the simpler the better, and with no textures since they won't be seen. 16 Planes with a bunch of polygons added would start to cause a framrate hit, especially for people with slower processors (< 500MHZ).

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"Where'd he GO!?!?"
thunk-thunk-thunk-zing-OUCH
That answered my question

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Nat
Pilot
posted 12-21- 01:26 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Hey Jug, well the way TailGunner and I are going just about covers what you've asked about, we've modeled seperate engine parts that can take damage, they have a switchin value of 1 so the game wont render them unless you manage to get that close, which you can't, and they aren't textured either so there's no loading on that part either. Just to show this, the IL2 has 4 engine parts, but is also covered with (if I remember rightly) 76 modeled armour plates, which also have a switchin of 1, and all this with no FR hits. I'm don't think but I'm not sure, that we could model the parts with no LOD as I think they are needed for hit detection, so we just use simple models, no textures and a switchin of 1 and that solves the problems.

~Nat~

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wakeup tailgunner
Pilot
posted 12-21- 04:28 PM     Click Here to See the Profile for wakeup tailgunner   Click Here to Email wakeup tailgunner     Edit/Delete Message   Reply w/Quote
You can have hit detection on hidden parts too. That way, they never get rendered. All you need for hit detection is a polygon, to provide a physical shape, an inertia box, so the object has a physical presence, and some damage info to tell it what to do when it gets hit. There are a few things ( LOD flags etc. that confuse the picture, but don't worry too much about those!)

er starting to ramble a bit....

The answer to your questions are NO,YES,YES and YOU BET! in that order.

The beauty of the stuff Nat and I are doing, is the way the planes can then take damage. You can hit parts on the surface, blow them away, have damage effects happen, expose other parts, repeat the process. On the B17, FR's haven't dipped despite having more detailed engine nacelles, cowlings and modelled engines. The possibilities this opens up are limitless!


You probably get more framerate impact from excessive amounts of property data than from the hidden LODs!

The need to model accurately depends on whether the object can actually be seen or not. On the B17 now, I have seperate cowls, and actual engines modelled. The engines have all the engine properties, and take hits as they should. The cowls also have hit detection, so they take the hits first. The engines are 'hidden' until the cowl goes.

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