mechwarrior 3 didn't, mechwarrior 3's very overlooked expansion pack "pirate's moon" did. They had a sort of ruined metal n wires texture that would paint over the original texture in the same way blood splats might cover someone in a fps game.
some old games did it in this way...you'd have texture swaps for entire areas. An area would take damage, its normal texture would swap out for a damaged one, damaged for severe damage, severe damage for heavy damage. They didn't have individual shots leaving marks, but made the texture swaps have as much generic damage to them that it got the point across.
i think unreal 3 took the approach of having parts ablate off as the health bar went down for vehicles in a generic manner, regardless of where damage was sustained.