Damage Textures -1 reply

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Flash525

The Carbon Comrade

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14th July 2004

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#1 9 years ago

So, ships get shot at, parts of the hull fly off, and holes begin to show on the ships. Whilst we can't actually get holes to show up, we can give A2 ships damage textures. The question is though, how? I know it has something to do with creating additional mesh groups, but that is as far as I know.




Achilles

I stole fire from the lighter!

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13th January 2003

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#2 9 years ago

just like Borg mesh, create the damage mesh you want and add it to the damage sub-hierarchy.

you can have 5 (I think) nodes/joints connected to damage

life engines shields weapons sensors

possibly another...

attach the mesh to these.




CanadianBorg

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30th July 2008

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#3 9 years ago

I actually released a tutorial about something similar to this not long ago (the fact that it's Borg, rather than damage, textures is beside the point. The principle is the same.) Here is a simple guide (adapted from that tutorial).

Make the damage mesh. Generally this involves just a few randomly-shaped blotches sticking out of the ship/station’s hull, but it can be a bit more involved if you want. Hardpoint it as you would normally, but attach the mesh nodes for the damage textures to the appropriate sup-parent node. For example, if you want the damage to appear when life support goes offline, attach them to the "h_life" node. Give the damaged sections a damage texture. Rename the material to “!lambert_damagematerial_!default”. Replace “damagematerial” with an appropriate name. It is also possible to make them semi-transparent, through the use of the appropriate tags. Now export as an A2 SOD and view in Storm3D. To check if it works, press the F6 key on your keyboard to reveal all damage functions (including emitters, so be prepared for that). If the damaged sections pop up, congratulations! You now have 3D damage textures! Press the “S” key on your keyboard a few times to lower the ambient lighting on the left side of the Storm3D window to ensure that the lightmapping works (If applicable).

Like I said above, the principle can also be applied to 3D Borg textures. Stay tuned for my tutorial to learn more.




Flash525

The Carbon Comrade

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#4 9 years ago

I Thank You both for the feedback. Doesn't sound too complicated, just a long drawn out process. :( I have another question too... Say I had a mesh part, for the Sovereign where one of the nacelles were missing (due to damage), and connected it to the "h_engines" node, would it (upon the engines being damaged) show up on the ship, with one engine being missing?




Guest

I didn't make it!

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#5 9 years ago

No doing that is somthing different refered to as break nodes. At this time I don't think the SOD system is programed to use break nodes. That doesn't mean it can't be because Legacy which is basicly an udated version of the A2 engine does use them. it would just take a patch and new exporters to get us started.




dEjavU'

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7th June 2008

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#6 9 years ago

.......and that would make one heck of a 2.0 patch for a2. :nodding:




Fireball_VI

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#7 9 years ago

Transmission PM me if you need any further clarification, I do this for pretty much every model in my mod, plus am working on ship damage for future tense so hopefully i'd be able to clarify anything you may have trouble with.




Flash525

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#8 9 years ago
starfox1701;4714063No doing that is somthing different refered to as break nodes. At this time I don't think the SOD system is programed to use break nodes. That doesn't mean it can't be because Legacy which is basicly an udated version of the A2 engine does use them. it would just take a patch and new exporters to get us started.[/quote]Hmm, will have to look into this though, just to be sure. ;) If we can add mesh parts to models (borg assimilation), I ponder why we can't remove them too..
dEjavU';4714962.......and that would make one heck of a 2.0 patch for a2. :nodding:
Indeed! [quote=Fireball_VI;4715092]Transmission PM me if you need any further clarification, I do this for pretty much every model in my mod, plus am working on ship damage for future tense so hopefully i'd be able to clarify anything you may have trouble with.

Thank You! I'm not quite "there" yet, am just enquiring in advance, but should I need help lateron, I'll be sure to pop you an e-mail.