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Author
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Topic: Twin skin technology?
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Sv Pilot
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posted 12-09- 12:10 PM
I saw a quote at combat sim about B-17 2: "The twin-skin technology and damage modeling is unique and incredibly detailed."Don't we have this with OpenPlane?  Isn't this what the Fokker does? I can just replace the shot-up looking damage replacement textures with transparent textures - then you can see through damged objects! I'm not sure how much this will hurt FPS though...  ------------------ -Sv =FC= WWI in SDOE!
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mposis Pilot
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posted 12-09- 12:47 PM
Sv,Why do have to make transparent polygons? Just remove the polygons that needs to be transparent. IP: Logged |
STef_EAF329 Pilot
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posted 12-09- 12:51 PM
I'm sorry, but he meant transparent textures, not polygons!STef ------------------ STef_EAF329
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Sv Pilot
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posted 12-09- 12:57 PM
Yea, for example:When the wing gets damaged, I can replace the current wing model with a seperate wing model - and that model will be the exact same LOD but with a different texture mapped to it. This texture could show ribs, spars, etc. and you could see though the open areas! The Fokker does this now, but the textures are non-transparent - they just have bullet holes in them. For that matterm WW2 Fighters is not the only sim around that shows bullet holes.. the Fokker does right now! ...or am I missing something? -Sv IP: Logged |
mposis Pilot
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posted 12-09- 01:17 PM
Sv,Sorry, I thought you were only concerned about seeing inside the plane. IP: Logged |
STef_EAF329 Pilot
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posted 12-09- 01:23 PM
It sounds correct to me Sv. Mapping a transparent texture over previous one with damages only sounds very good. Just have to cross fingers and expect SDOE/OPP allows it!  Could it be ported to WW2 planes too? ------------------ STef_EAF329
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juzz Pilot
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posted 12-09- 10:55 PM
WW2 Fighters makes parts of the plane have holes right through by applying transparent textures, and also generic bullet damage by replacing textures. That's the same as what the Fokker does, texture swapping to a generic damaged look.The B-17II damage visuals are supposed to be location specific, ie: a bullet hole will appear exactly where the bullet hits, like the decals used in Half-Life. So if a 20mm cannon round hits the wing, an appropritely sized hole will appear, and wing spars etc. will be visible through it. I think to do this they must be modelling all the underlying/internal structure in 3d too, so the number of polys in their plane models must be huge. IP: Logged |
Bryan Russell Pilot
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posted 12-09- 11:23 PM
From reading some of their interviews what they do is have a texture that represents the framework, and then put the "skin" texture on top of it with transparent holes in it where the bullets hit, hence the name "twin-skin".The main penalty would be having to texture a polygon twice, which wouldn't be that much of a problem if your 3D card was idling away. If the "framework" texture was generic it shouldn't prove to be too much of a drag on texture memory. IP: Logged |