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3 Dimensional Chat / How to create and add damage to 3D models in a game

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Avngr
18
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Joined: 11th Sep 2006
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Posted: 11th Sep 2006 21:31
I am hoping someone here can help. I am a beginner and am trying to learn how to show what appears to be damage to a model. Let me give you an example. Lets say I want to build a game where I have two starships slugging it out. What I want to do is to show accumulated damage to that model as it takes more damage, example, lets say that after 4 hits the the engines would show partially destroyed perhaps debris flying off etc. If I have two simple rudimentary models, what else do I need to do? If someone can point me to a simple tutorial, etc, it would be greatly appreciated.
Manic
22
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Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 12th Sep 2006 16:51
what you need to do is create "damaged" models, and then as the ships become more damaged, you swap models.

alternatively, you could build an almost destroyed ship, and then add on proper casing as new limbs to make the ship look brand new, then you can just hide which ever limb you want to show damage.

I don't have a sig, live with it.
TEH_CODERER
21
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Joined: 12th Nov 2003
Location: Right behind you!
Posted: 12th Sep 2006 17:57
Or you can use mesh deformation either by rotating bones or using the built in vertex commands. This could be much more realistic as you could add damage in exactly the right place on the ship depending on where it gets hit.

Max Wolf
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Joined: 22nd Jul 2004
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Posted: 13th Sep 2006 09:04
If you want to do car make diff parts(hood, doors, windows, sidepanels,bummer) for the car and swap them out
Avngr
18
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Joined: 11th Sep 2006
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Posted: 14th Sep 2006 13:53
I appreciate everyones responses. What I really need at this point is perhaps a tutorial that does this, or even maybe someone can point me to a book that goes through this procedure. I understand the ideas that everyone has given in that in theory they make sense , what I need now is practical application. Can anyone point me in that direction?

Thanks
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 17th Sep 2006 05:25
Create examples of each method with a smaller object like a hexagon shaped ball.
this way you will identify the procedure to achieve the results.
make a folder for each test and source code snippets that do similar things, then rework them back down to your examples.

Dia
19
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Joined: 16th Jan 2005
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Posted: 17th Sep 2006 07:01
Alternatively, for laser burns/scoring etc, you can have the same model, with different skins, and move to skins more more burns as the ships get damaged

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