Author Topic: Damage Question  (Read 2176 times)

Offline Worf359Alpha

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Damage Question
« 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?
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Offline USS Frontier

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Re: Damage Question
« Reply #1 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...
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Offline Rob Archer

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Re: Damage Question
« Reply #2 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.

Offline MLeo

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Re: Damage Question
« Reply #3 on: September 20, 2009, 07:05:39 AM »
You can change explosion textures, that is how NanoFX changes them.
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milenent

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Re: Damage Question
« Reply #4 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?

Offline Kirk

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Re: Damage Question
« Reply #5 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.

Offline 086gf

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Re: Damage Question
« Reply #6 on: November 25, 2009, 01:53:56 PM »
Im pretty sure he means doing it the Legacy way.
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milenent

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Re: Damage Question
« Reply #7 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.

Offline Kirk

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Re: Damage Question
« Reply #8 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.