Alternate Material Damage System
by Chris "C2" Byars · in Torque Game Engine · 05/08/2006 (4:19 pm) · 5 replies
Continued from this thread, moved to the private forums at this location.
As mentioned before, a resource, or simply a writeup here so I could post a resource, would be appreciated with the code necessary to get a system like this functioning. :)
As mentioned before, a resource, or simply a writeup here so I could post a resource, would be appreciated with the code necessary to get a system like this functioning. :)
#2
01/06/2007 (4:59 pm)
I think it's been a week or so. :) Would be awesome if you could throw something out here.
#3
01/06/2007 (6:41 pm)
Well I have mine workin for all things except DTS objects. Still working hard there.
#4
01/06/2007 (7:04 pm)
It'll be perfect as soon as support for DTS objects is in. Blood effect on players, etc. Keep me posted, it's a highly desired piece of code. :)
#5
As I said I have this workng for terrains and difs, even got it to effect vehicle drag and tire friction, even added flags for armor piercing rounds. However, the DTS object is my final area I wanted to get to work, I am just having one hell of a time properly detecting DTS visible surfaces.
I had thought the polysoup code recently released was going to be the solution, not so. It currently only works for static objects and doesn't work on skinned objects apparently. To be honest, while it is a great development, for my purposes, if it is not going to move anyway, why not just use difs?
01/07/2007 (3:49 am)
Well I want to go beyond just blood on players. I never thought it right that you can only read material information off of Dif and terrain objects only, I want to enable the system to allow the same type of thing to happen with DTS objects so you can use dts objects that will provide metal or wood sparks, sounds ect. depending upon the texture name you have on that object area. As I said I have this workng for terrains and difs, even got it to effect vehicle drag and tire friction, even added flags for armor piercing rounds. However, the DTS object is my final area I wanted to get to work, I am just having one hell of a time properly detecting DTS visible surfaces.
I had thought the polysoup code recently released was going to be the solution, not so. It currently only works for static objects and doesn't work on skinned objects apparently. To be honest, while it is a great development, for my purposes, if it is not going to move anyway, why not just use difs?
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