View Full Version : An idea for damage modeling in BOB.

02-20-2006, 02:16 PM
I realize that this is probably past development and also likely system heavy, but it seems to me that this would be the best way to depict damage:

First create a skinless model of the plane. This would not be too detailed as the player would never see the plane completely de-skinned; it would just have framing, fuel tanks, the cockpit's paneling, and the engine block, possibly also the guns and wiring without great detail. Put nice skins on these to simulate detail in the mesh. Then make cannons and machine guns cause transparencies on the skin where they hit, with differing sizes and scarring outside possibly based on the round. There should definitely be some visual difference between cannon and machine gun impacts, at least. This, combined with some of the previous scripted damage visuals, would really improve realism. Imagine flying home an in game replica of that famous holy P-47... http://forums.ubi.com/images/smilies/16x16_smiley-tongue.gif

Another advantage to this would be being able to view the framing and mechanics in the item viewer.

02-20-2006, 02:26 PM
That seems to be how they're doing it. The internal model includes framing, guns, ammo, gas canister, engine, etc.

http://www.airwarfare.com/Sims/IL2BOB/images/updates/ai...ft/CR-42_damage1.jpg (http://www.airwarfare.com/Sims/IL2BOB/images/updates/aircraft/CR-42_damage1.jpg)

Click my sig to see more.

I don't know if the bullet holes will be dynamic, though. I'd guess unlikely.

02-20-2006, 02:30 PM
Dear Oleg:

02-20-2006, 03:00 PM
Yog, your idea sound good although I suspect if you look at Gryphon's links, they seem to be modelling the interior abit more? I think those are polygons ,not skin? I could be wrong.

I suspect we'd all love high quality models which destructed like in real life, even to the point of buying new, most powerful computers to run it (I know I would) But I suspect they're still concerned over performance issues.

Let me just point out to developers, I WILL be willing to buy any computer system to run BOB AS LONG as your game is high quality. If that means moving BOB from PC to XBOX etc ,that's fine ... CRAY 9000 with HAL AI, that's fine .. Just do your best and make the ultimate, jaw-dropping, kick-ase game. http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

And also, make it modable! Scripting where-ever possible, not hardcoding. Rome Total war is partially scripted and many great mods have been created by a large ,dedicated moding community, enhancing the game. The only problems occur with hardcoding and hardware limits.

02-20-2006, 04:52 PM
Originally posted by FritzGryphon:

I don't know if the bullet holes will be dynamic, though. I'd guess unlikely.
No, I couldn't see them making each bullet create a transparency directly at the point of impact, I was thinking something along the lines of zones on the aircraft which allow for a randomly placed hole for every shot detected. That way you will still get trails of holes from bursts that travel from one part of the plane to another, but it would still be pretty procesor light compared to dynamic hit detection.