Author Topic: Visual dmg  (Read 2887 times)

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Offline ARES

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Visual dmg
« on: April 08, 2009, 03:01:47 PM »
I have a question regarding the damage of mechs. Will there be any visual indication of how badly damaged a mech is? I was very disappointed by the visual dmg effects of Mech4 because just some black points on the mech were nothing compared to the changing textures of Mech3 where you could see into the internals of the damaged mech.

So are you guys planning to realise anything like that ?

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Offline Defender

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Re: Visual dmg
« Reply #1 on: April 08, 2009, 03:17:12 PM »
If we have time.
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Offline KorJax

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Re: Visual dmg
« Reply #2 on: April 08, 2009, 03:38:03 PM »
I wasn't aware you could actually see the internals of the mechs in Mech3, to my knowledge you really couldn't and it worked like it did in MW4 (except for leg shots):

http://www.youtube.com/watch?v=DD2eiMsYh40&fmt=18

Offline Scruffe

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Re: Visual dmg
« Reply #3 on: April 08, 2009, 05:32:31 PM »
they ahve no pants.....

Offline Gnarlycharly

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Re: Visual dmg
« Reply #4 on: April 08, 2009, 06:06:34 PM »
Eventho this is off topic.....your avatar still makes me hurt sprafe.
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Offline Defender

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Re: Visual dmg
« Reply #5 on: April 08, 2009, 06:30:17 PM »
I wasn't aware you could actually see the internals of the mechs in Mech3, to my knowledge you really couldn't and it worked like it did in MW4 (except for leg shots):

http://www.youtube.com/watch?v=DD2eiMsYh40&fmt=18

They did in Mech3. If an arm was blown off, you'd see internal components and sparking wires. It wasn't procedural geometry damage, just textures. Mech4 dumbed it down with charred husks.

With us, it'd have to be more geometry and different models at different points of damage and is an entirely different beast in the amount of work that goes into it in comparison to just blowing off limbs and having them fall away and disappear.

It's been discussed, but it's on the backburner.
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Offline Flyingdebris

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Re: Visual dmg
« Reply #6 on: April 08, 2009, 06:49:25 PM »
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.
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Offline TuRbOlAg

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Re: Visual dmg
« Reply #7 on: April 09, 2009, 12:50:25 AM »
I'm almost positive MW3 did as well, unless there was a patch that made MW3 do it after you installed PM on your system which can often be the case with game expansions.  PM did for sure, but I always thought the original did too.

EDIT- Nope.  MW3 had the parts and wires coming out if you blew an arm off, which is what I was thinking of, but only Pirates Moon actually had "see through" spots directly on the armor if that took too much damage.  MW3 had no such visual damage.
« Last Edit: April 09, 2009, 01:12:50 AM by TuRbOlAg »
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Offline DigitalStef

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Re: Visual dmg
« Reply #8 on: April 09, 2009, 03:15:39 AM »
If you call arms getting blown off the mech visual damage... yes there will be some!  ;D

Offline ~SJ~ Karuik

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Re: Visual dmg
« Reply #9 on: April 09, 2009, 04:14:55 AM »
we have a winner here folks ;D i think thats quite visual and we have... well uh... visual proof of it in a screenie or 2 but im to lazy to look em up

Offline Ghiest

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Re: Visual dmg
« Reply #10 on: April 09, 2009, 12:10:20 PM »
I'd like to see particle and visual effects for heavily damaged sections as well, like the sparking thing (could be done with particle effects) and smoke trails from the torso's ect when they are oranage/red indicated damage.  Allot of what I have read in the books is that they just don't fall apart when they take massive damage they leak coolant/melt away/catch fire/short out ect.  So that mechwarriors could see if a mech was quite heavily damaged just be the smoke trail.

Could take advantage of the damage system and implement something like that later on in beta (after first release ofc)

Offline ARES

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Re: Visual dmg
« Reply #11 on: April 09, 2009, 03:34:59 PM »
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.

That was exactly what i meant. Looked much better than the black spots of Mech4
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Offline HellHound

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Re: Visual dmg
« Reply #12 on: April 17, 2009, 12:46:26 PM »

So that mechwarriors could see if a mech was quite heavily damaged just be the smoke trail.


It could be a way of showing damages. And if a high column of smoke is maintained over the scrap after destruction, it should create a good battle atmosphere.

Offline Defender

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Re: Visual dmg
« Reply #13 on: April 17, 2009, 09:45:41 PM »
We were discussing this again the other night.
It's entirely possible to have multiple damage levels (geometry models that get swapped at damage percentages) it's just a craploadton of work.
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Offline Valaska

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Re: Visual dmg
« Reply #14 on: April 18, 2009, 11:55:39 PM »
 Well, MW3 didn't have texture swapping but yes it did have blown off arms with wires, but MW4 had this as well, blown off arms would have twisted metal etc and would spark shortly. But personally blown off arms or "Ears" would be good enough paired up with blackened area's like MW4, doesn't have to be fancy hehe.
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