I agree it is really nice idea. I approve the scrap and bots stuff. But it should work only for cruisers and battleships wrecks. Otherwise it will be too much load. I think that adding wrecks shouldn't be so hard if you have the ship model, like the GRN battleship wreck or the council Cruiser one or?
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)
' Wrote:[...]
- do we have wreck models for every ship? - no... but we could also use the normal shipmodel main problem:
- does it cause confusion when ppl in a hot fight still see aparently operational fighters which are wrecks? - yes.. thats the problem when you don t have a wreck model for each ship - which is unlikely to happen.
but i d still like to have feedback on that.
Interesting idea.
At first I thought "oh crap, not another one who wants to see a player ship REALLY dissappear when they're dead" but luckily it wasn't:D
The quoted part:
Static ship debris can be produced rather easily. Just take the normal, undamaged model - deform it, and adjust the textures according to the destruction. Et voilá, a nice piece of junk with no need for hardpoints (maybe some FX hardpoints like smoke or sparks).:)
Capital ships should have this, if it gets implemented, but what about transports, liners and trains?
Meh... to much of a headache. I honestly LOVE the idea, but the amount of work that is needed for this idea to works is HUGE. I kinda approve and at the same time, disapprove.
now - such a thing might only be considered for 4.87 ...
and we should face it - the time that we can simply "add" ships and stuff is almost over ... we can now "refine" what we have.
i m not quite sure if deforming really works easily - cause it would need doublicates of at least every capital ship - which still is a lot.
either way - that is one idea... and i think as long as we still have ideas to progress - that mod is well alive.. all in all - we already have stuff in disco that is equal to many "new" retail games.
I see no reason to object as long as it's implemented in a way that doesn't make the server or battle area laggy, or create frame-rate issues. From the way you describe it, it doesn't seem too intensive, so I have high hopes for this.
I must say this is a huge step towards realism and is very interesting. Well done Jinx.
Here's a possible solution to the wreck model problem: Vanilla models can break apart, for vanilla and upgraded ships wrecks we can use damaged models with a paintjob (dark burn marks). For non vanilla ships, we can also apply the previous damaged texture to them and distinguish them from healthy ships.
I realise creating alternative versions of regular textures can be a big task, if anyone has a better solution then speak up.
' Wrote:I must say this is a huge step towards realism and is very interesting. Well done Jinx.
Here's a possible solution to the wreck model problem: Vanilla models can break apart, for vanilla and upgraded ships wrecks we can use damaged models with a paintjob (dark burn marks). For non vanilla ships, we can also apply the previous damaged texture to them and distinguish them from healthy ships.
I realise creating alternative versions of regular textures can be a big task, if anyone has a better solution then speak up.
As I said:D
Anyway, another, somewhat easier possibility than to deform the existing models and to retexture them is to have the original model, clear them of any hardpoints except the obvious (hp|mount etc.) and add fx hardpoints. Perfect, clean model for debris who emit some smoke or fire effect (yes, fire is possible in space since the air is within the ship).
The burning prison liner in the first mission, for example, should be examined for this effect.
But it's a very easy way to achieve this without a lot of work (relatively).:D