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BC Forums => BC Scripting => Topic started by: Worf359Alpha on September 07, 2009, 06:22:05 PM

Title: Damage Question
Post by: Worf359Alpha on September 07, 2009, 06:22:05 PM
Is there anyway to use differant Damage scripts in BC? Like one damage texture for one ship, and a differant one for another ship, via scripting?
Title: Re: Damage Question
Post by: USS Frontier on September 08, 2009, 12:04:19 AM
No... The damage texture is scripted in (hardcoded), we can't touch it anyway thru scripting, so we're stuck with a single damage texture for all ships.
Only thing we can do is change that texture to our liking...
Title: Re: Damage Question
Post by: Rob Archer on September 08, 2009, 06:23:25 PM
in theory you can have custom explosion textures for specific weapons and ships, but that's about it.

As i said in theory, i have yet to actually test this theory in any way.
Title: Re: Damage Question
Post by: MLeo on September 20, 2009, 07:05:39 AM
You can change explosion textures, that is how NanoFX changes them.
Title: Re: Damage Question
Post by: milenent on November 24, 2009, 04:40:50 PM
Isn't there a way to make another model inside the real one and when you damage the real one, the second model will be shown?
Title: Re: Damage Question
Post by: Kirk on November 24, 2009, 10:30:34 PM
Are you talking about modeled in interiors? Sure, you could model every single interior detail into a ship, it wouldn't require more than 1 model, but it would kill your frame rate, or depending on how in depth you go, BC itself, due to a massive poly count.
Title: Re: Damage Question
Post by: 086gf on November 25, 2009, 01:53:56 PM
Im pretty sure he means doing it the Legacy way.
Title: Re: Damage Question
Post by: milenent on November 29, 2009, 05:59:13 AM
I'm talking about model in model. When you damadge the real model part of the second will be shown. I think it's possible.
Title: Re: Damage Question
Post by: Kirk on November 29, 2009, 06:19:18 AM
Sure it's possible, but the way BC does damaging, this "second" model (which would really be a part of the "first" model) would still end up showing burns, damage textures, model deformation, and holes. You could disable all of those in the ship script, but then you couldn't punch through the upper part of the model to get to the lower model. :P Also, as I said before, it would significantly increase poly counts.