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| impact effects https://www.runestorm.com/forums/viewtopic.php?f=71&t=8336 |
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| Author: | darkonxy [ Tue Jul 18, 2006 4:14 pm ] |
| Post subject: | impact effects |
if you have heard of farcry it has impact effects what i mean by that is new decals on dead bodies when they are shot and where there shot. for intance if i kill i some one in farcry by shooting there torso there would be blood on that spot i shot them at. plus while the body is still there you can shoot at it and the bloody impact marks remain there until the body dissapears.now that would be interesting |
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| Author: | Bjossi [ Tue Jul 18, 2006 4:36 pm ] |
| Post subject: | impact effects |
This has been suggested quite a few times, and the reason it isn't really possible is limitation by the engine. I requested the very same thing and I'd have loved this feature. |
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| Author: | Mr.UglyPants [ Tue Jul 18, 2006 6:07 pm ] |
| Post subject: | impact effects |
yeah many of us dream for RS to do it, but in reality its impossible with the current engine, UT2k7 could possible do it but its still anybodies guess. |
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| Author: | cyberax [ Tue Jul 18, 2006 11:43 pm ] |
| Post subject: | impact effects |
Mr.UglyPants wrote: yeah many of us dream for RS to do it, but in reality its impossible with the current engine, UT2k7 could possible do it but its still anybodies guess.
Oh, I don't know...if I know the devs, I'm pretty sure they would find a way...but yes it would probably be more work than it's worth with UT2k7 not too far off. |
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| Author: | ShadowBlade [ Wed Jul 19, 2006 3:16 am ] |
| Post subject: | impact effects |
this one is a problem.. mainly cause projectors do not attach well to bones, and such.. i'll get DC to give u the specs..
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| Author: | Bjossi [ Wed Jul 19, 2006 12:48 pm ] |
| Post subject: | impact effects |
UT2007 better have support for this feature.
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| Author: | Carsomyr [ Wed Jul 19, 2006 5:52 pm ] |
| Post subject: | impact effects |
It does. I'm 100% sure of it, unless they went out of their waqy to make it otherwise. They way the Unreal3 engine deals with player charachters is completely unprecendented. Your charachter is ALWAYS A RAGDOLL, even while you're alive, that is constantly under the control of the physics engine, and treated as a physics-enabled object. This means that if you shoot a guy in his shoulder, his shoulder will be knocked back, twisting around his upper torso, with NO ANIMATION required by the coders. We've seen impact effects on other physics enabled objects, so it's reasonable to assume that they can be painlessly attached to player charachters as well. /rant |
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| Author: | ShadowBlade [ Fri Jul 21, 2006 4:12 am ] |
| Post subject: | impact effects |
the projectors DID attach to the bons of the chars, but they didnt dissappear.. so as the body rolled around, the projector kept updating, and looked SHIT!! it looked wierd as the bullet holes on the carcass kept moving around.. |
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| Author: | Bjossi [ Fri Jul 21, 2006 5:16 am ] |
| Post subject: | impact effects |
Exactly, attaching wounds to the bones isn't a good idea because the bones move around a lot. |
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| Author: | Carsomyr [ Fri Jul 21, 2006 9:28 am ] |
| Post subject: | impact effects |
Yeah. . .I'm familiar with the problem. Pretty sure that it's been fixed already for UE3. Actually I'm positive, if certain Gears Of War screenshots are actual ingame instead of cutom rendered. |
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| Author: | Bjossi [ Fri Jul 21, 2006 2:21 pm ] |
| Post subject: | impact effects |
The concept of graphics and features are two different things though... |
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| Author: | Carsomyr [ Fri Jul 21, 2006 3:20 pm ] |
| Post subject: | impact effects |
I was talking about features. There's a couple screenshots that have what apear to be projectors on models. |
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| Author: | Bjossi [ Sat Jul 22, 2006 10:10 am ] |
| Post subject: | impact effects |
Let's hope they're projectors instead of part of the skin. |
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| Author: | Mr.UglyPants [ Sat Jul 22, 2006 10:15 am ] |
| Post subject: | impact effects |
Well one thing is how do the models from CSS and HL2 how the blood marks/impacts and stuffget on the model ? |
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| Author: | Sgt. Kelly [ Sat Jul 22, 2006 11:05 am ] |
| Post subject: | impact effects |
They're using the Source engine, that one has compatibility for that. |
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| Author: | Bjossi [ Sat Jul 22, 2006 11:06 am ] |
| Post subject: | impact effects |
I think he was asking how the hit marks are attached to a model. Probably as simple textures but I could be wrong. |
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| Author: | Mr.UglyPants [ Sat Jul 22, 2006 11:39 am ] |
| Post subject: | impact effects |
Yep leave it to Bjossi to understand anything i say. I hope UT2k7 can do that. |
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| Author: | Carsomyr [ Sun Jul 23, 2006 9:43 am ] |
| Post subject: | impact effects |
Source attaches projectors to ragdolls as simple decals, same as bullet marks on walls. |
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| Author: | Mr.UglyPants [ Sun Jul 23, 2006 9:51 am ] |
| Post subject: | impact effects |
ahh, well lets hope that UE3 can do something like that. |
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| Author: | ShadowBlade [ Mon Jul 24, 2006 3:09 am ] |
| Post subject: | impact effects |
it better... |
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| Author: | DarkCarnivour [ Tue Jul 25, 2006 2:33 am ] |
| Post subject: | impact effects |
We CAN do it with this ver of UT. In fact we had this feature in our very first UT2 test mod (UT2003). You could shoot dead bodies and it made bullet holes in them, plus dismemberment! But, that was a big TC... We'll look at adding this feature with our gore in the future... |
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| Author: | Carsomyr [ Tue Jul 25, 2006 10:26 am ] |
| Post subject: | impact effects |
Exciting. |
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