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Debris?
Morte
Earthforce Officer
I was just wondering how in the campaign debris is added after a ship explodes, and if we could add it in as part of our ship mods. And if we can, should we add debris (obviously I am for this- I like the idea of seeing chunks of dead shipping floating around).
Juuuuuuuuuuuuuuuuuuuuuuuust a thought ;)
Juuuuuuuuuuuuuuuuuuuuuuuust a thought ;)
Comments
what would be cool would be derelic hulls of capships floating about :) scorch marks gapping holes.. etc etc (think intro movie to Freespace 2) might be cool to do that for a scripted 'cut scene' or something...
Psiqx.
[QUOTE][i]Originally posted by Morte [/i]
[B]I was just wondering how in the campaign debris is added after a ship explodes, and if we could add it in as part of our ship mods. And if we can, should we add debris (obviously I am for this- I like the idea of seeing chunks of dead shipping floating around).
Juuuuuuuuuuuuuuuuuuuuuuuust a thought ;) [/B][/QUOTE]At least I can't find anything regarding debris from scripting sdk so it's either hardcoded feature to engine or modeller can define it somewhere.
Edit: Just thought- could it simply be a "When x destroyed spawn y at location x" kinda script, with the debris as a different model- 'cause that's what I seem to be finding...
Psiqx and me discussed about it yesterday. Writing a task functions that creates a new damaged model of a cap/parts of a fighter spinning around; on the position and with the speed in that direction the ship flew before.
So modellers, are you willing to create low-poly destroyed models from cap ships and parts of the fighters like engine and so on? :) :)
(Ps: I take it the debris will be ship specific?)
[QUOTE][i]Originally posted by Morte [/i]
[B]I understood that Roi is working on a script that will create debris all the time, so maybe it will be ship specific too :) [/B][/QUOTE]
Hehe, actually Psiqx had the idea.
[size=3]Fighters[/size]
But Morte you're right. Maybe you played X-Wing Alliance .. when you destroy the TIE Fighters the Wings and the cockpit flow away.
[size=3]Cap Ships[/size]
After the destruction of the cap ships they could leave behind wrecks that don't disappear during the battle ... so you actually see after the battle that there was one. That would be a "new" innovation for a space sim ;) . And b/c many high wreck models would kill the performance I thought of low poly wreck models with low resoluted dark textures.
[QUOTE][i]Originally posted by Roi Danton [/i]
[B]
After the destruction of the cap ships they could leave behind wrecks that don't disappear during the battle ... so you actually see after the battle that there was one. That would be a "new" innovation for a space sim ;) . And b/c many high wreck models would kill the performance I thought of low poly wreck models with low resoluted dark textures. [/B][/QUOTE]
Well... it isn't exactly new- Freespace 2 did it and one of the ships that I made but never released had what was pretty much a whole hulk with bits missing- it will be very cool though :)
as for:
[quote][b]who the heck is Psiqx?? and how is he posting in the dev forum?[/b][/quote]
:noidea:
So, could you model some wrecks or separate parts of a fighter? So Logic needn't to do it/to do all of it.
[B]Morte, have a look at the Personal Thread.
So, could you model some wrecks or separate parts of a fighter? So Logic needn't to do it/to do all of it. [/B][/QUOTE]
Awww hell yeah :)