Jump to content

???


sandy

Recommended Posts

Denting a surface and breaking off pieces of a composite object are pretty different things.

 

Plus, since they're still, from what I hear, using the ridiculous "houses are different areas from the outside"-thing, you wouldn't be able to break windows, definitely.

 

On the subject of keeping track of fragments, small enough ones could just be made to fade away or disappear when saving/reloading, then the game could still keep track of a corridor-blocking chunk of debris, but not 500000 little shards of glass.

 

Assuming that NPC's would repair their houses and crap, dents could also be made temporary things. I think I could envision how a 3D "dent" could work, but only the theory behind it, I'm not a coder or anything.

 

Really, making any small enough changes like that completely temporary would be the first step towards making it something computers could deal with.

Link to comment
Share on other sites

true as long as it wasent so persistant it would be mannagable... but i hate those things that just (fade away) befor your eyes ruins the suspended disbaleif for me :)

 

but hell computers are over the mhz hump now and expanding in new ways so sure computers will be powerfull enough to handle all soughts of stuff soon :)

Link to comment
Share on other sites

Yes... But isn't there a way of like "creating" the part that breaks when you hit a wall. If we have a wall that is just a 3d-Shell, no inside bricks that can fly around and such. But lets say that this shell has "hot-spots" everywhee, or something according to the script used to determine where an arrow hits. And then, when the supposed hammer hitts a sertain spot in the wall, then that wall (and only that wall, no other wall in the game) changes in to a 3d object with lots of small parts that can fly around. Wouldn't that be possible?

 

Possible, but insanely complicated, and really demanding on either file size or processing requirements (if not both). You'd need to make the damaged versions of each section, at least doubling the number of models you need. Add in the requirements of your hit location script, and it's really not worth the effort. Making destroyable objects outside of special scripted events is just not practical with the hardware we have now.

 

There's no way to generate broken versions based on an existing model in real-time, if that's what you're asking. The calculations involved of cutting the model geometry are just too complicated to do that quickly. And that's ignoring the issue of mesh errors and destroying your texture coordinates every time you break it.

Link to comment
Share on other sites

  • 1 month later...
i think i saw the character in the demos slash a tree is that possible???

 

I guess literacy isn't your strong point? I've already explained why real-time damage like that is extremely unlikely, outside of a few pre-scripted events. Read the thread next time.

Link to comment
Share on other sites

i heard a rumor that if you have a longsword, you can pin people to walls.

 

is that a load of BS?

 

Probably.

 

I hope arrows can do it though.

arrows can, if the victim is not too fat and the material behind it is wood or something else arrows stick in.

(its what i read on previews)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...