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Old 10-14-10, 08:02 PM   #151
TheDarkWraith
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Quote:
Originally Posted by DavyJonesFootlocker View Post
With that kind of damage it still floats?
yeah surprising isn't it? Did you expect more from Ubi? This is why they didn't make this available in the release of the game. I just like the fact that some kind of damage is being shown. Although it doesn't show for little damage like small caliber bullet hits, it's only for major damage like 5in shells and such
Tried to make the SH3/4 way of the damage being shown work but it won't. Has to be the granny way now.....
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Old 10-14-10, 09:17 PM   #152
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Originally Posted by TheDarkWraith View Post
yeah surprising isn't it? Did you expect more from Ubi? This is why they didn't make this available in the release of the game. I just like the fact that some kind of damage is being shown. Although it doesn't show for little damage like small caliber bullet hits, it's only for major damage like 5in shells and such
Tried to make the SH3/4 way of the damage being shown work but it won't. Has to be the granny way now.....
Is there some sort of small explosion/smoke animation to go with it .

Last edited by THE_MASK; 10-14-10 at 09:36 PM.
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Old 10-15-10, 08:04 AM   #153
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Love the way the lookouts face is damaged too .
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Old 10-15-10, 12:19 PM   #154
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Love the way the lookouts face is damaged too .
nice isn't it? The granny way of adding damage is removing vertices from 3D meshes. The old SH3/4 way was adding a 'dirt' texture to the texture that was damaged at the location of the impact.

What I haven't been able to nail down is how the granny way determines how many vertices are removed. There has to be something that says if damage is > x then remove vertices. There also has to be something that says x damage relates to y vertices removed (some kind of ratio it can apply to the amount of damage to determine # of vertices to remove)
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Old 10-15-10, 12:54 PM   #155
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Ya, It seems granny models has turned out to be a modders nightmare.
By using them everything is effected including applying random skins etc
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Old 10-15-10, 04:12 PM   #156
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Here's an idea. Instead of the mesh why not make a skin with damage on it. Only trouble is it won't automatically be applied during actual damage..or could it be?
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Old 10-16-10, 10:09 AM   #157
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Originally Posted by DavyJonesFootlocker View Post
Here's an idea. Instead of the mesh why not make a skin with damage on it. Only trouble is it won't automatically be applied during actual damage..or could it be?
Only problem with skins now is in SH5 there applied like in patches so if you create a skin texture with a damaged portion it could end up anywhere on the model in multiple places.
SH3/4 method way much better you could paint the hull the way you wanted as the hull skin was one continuous graphic. Now the same hull skin is applied in repeating strips .
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Old 10-16-10, 01:57 PM   #158
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v0.0.4 released. See post #1 for details
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Old 10-16-10, 04:01 PM   #159
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Quote:
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v0.0.4 released. See post #1 for details
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Added damage decals to all subs (human and AI) (when sub takes damage there will be visual evidence of it on the outside of the sub - won't show for small caliber gun damage)
TheDarkWraith,

Thank you for the update, looking forward to seeing the damage decal effects

Kind Regards

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Old 10-17-10, 04:43 PM   #160
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Quote:
Originally Posted by TheDarkWraith View Post
Been working on the visual damage for the sub and conning tower. Coming along nicely:
Fantastic TDW!!!!!



I have this problem with FX_Update_0.0.4:

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Old 10-17-10, 04:45 PM   #161
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Quote:
Originally Posted by Josef von Posorschitz View Post
I have this problem with FX_Update_0.0.4:

is the debris floating in mid air??
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Old 10-17-10, 04:55 PM   #162
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Yes, the debris hanging there permanently
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Old 10-17-10, 05:04 PM   #163
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Quote:
Originally Posted by Josef von Posorschitz View Post
Yes, the debris hanging there permanently
After some time it doesn't sink away into the abyss?
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Old 10-17-10, 05:10 PM   #164
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They don´t ever fall down...
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Old 10-17-10, 05:11 PM   #165
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It's toilet paper floating.
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