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Deathstorm
Murdock
Registered: Jul 2002
Location: England
Posts: 176 |
Geo-Almost?
I know geo-mod is going to be almost impossible to integrate into FS2 so I had a thought.
What If you were to make up the external sections of a ship from destroyable subsystems (i.e. that they vanish like destroyed turrets)? Simply use the molten metal texture on the interior sections of the ship and you have an almost geo-mod ship.
Two problems I can forsee:
1 - I am not a modeller and as such have no idea if what I am saying is possible.
2 - If it is possible, the models would probably require ridiulously high nubers of polygons.
But I said it, so it's time to crush this idea.
Do your worst.
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11-11-2002 07:17 PM |
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Deathstorm
Murdock
Registered: Jul 2002
Location: England
Posts: 176 |
Geo-Almost?
I know geo-mod is going to be almost impossible to integrate into FS2 so I had a thought.
What If you were to make up the external sections of a ship from destroyable subsystems (i.e. that they vanish like destroyed turrets)? Simply use the molten metal texture on the interior sections of the ship and you have an almost geo-mod ship.
Two problems I can forsee:
1 - I am not a modeller and as such have no idea if what I am saying is possible.
2 - If it is possible, the models would probably require ridiulously high nubers of polygons.
But I said it, so it's time to crush this idea.
Do your worst.
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In Fine Solum Unum Potest Esse
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11-11-2002 07:17 PM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
Lose yourself in the game, the moment
I don't think the idea is impossible. As a matter of fact, I believe TBP tried to do something similar with modified geometry on their GOD Satellite, but that it crashed the game due to some instability. 
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11-11-2002 09:12 PM |
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Slasher
Babylon Project

Registered: Jul 2000
Location: Vancouver, WA, United States
Posts: 1290 |
Lose yourself in the game, the moment
I don't think the idea is impossible. As a matter of fact, I believe TBP tried to do something similar with modified geometry on their GOD Satellite, but that it crashed the game due to some instability. 
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11-11-2002 09:12 PM |
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Echelon IV
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Registered: Sep 2002
Location: Frankfurt/Germany
Posts: 44 |
Some models in FS 2 have someting like that, the GTI Ganymade and that NTF Asteroid Base for example.
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11-12-2002 01:05 AM |
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GalacticEmperor
Murdock
Registered: Aug 2001
Location:
Posts: 214 |
Now that WOULD be interesting; although the NTF Boadicea has the highest polycount in the game, if we could have destroyable armor that would be excellent.
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11-12-2002 03:28 AM |
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GalacticEmperor
Murdock
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Location: Imperial Palace, Coruscant
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Now that WOULD be interesting; although the NTF Boadicea has the highest polycount in the game, if we could have destroyable armor that would be excellent.
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11-12-2002 03:28 AM |
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BabProj Team
I'm New! Laugh At Me!
Registered: Apr 2001
Location:
Posts: 1901 |
I think the SCP people are working on having some "destroyable" sections of each vessel.
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11-12-2002 03:32 AM |
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IceFire
VWBB Admin

Registered: Jul 2000
Location: The Cold Northland!
Posts: 8392 |
I think the SCP people are working on having some "destroyable" sections of each vessel.
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11-12-2002 03:32 AM |
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Deathstorm
Murdock
Registered: Jul 2002
Location: England
Posts: 176 |
What I thought of in particular are engines.
For a Hecate, you could blow an entire engine array off one of the wings if that subsystem is destroyed, or with an Orion, you could have the ship run through like in the FS2 opening movie.
However, that would negate the possibility or repairing those systems.
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11-12-2002 01:40 PM |
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Deathstorm
Murdock
Registered: Jul 2002
Location: England
Posts: 176 |
What I thought of in particular are engines.
For a Hecate, you could blow an entire engine array off one of the wings if that subsystem is destroyed, or with an Orion, you could have the ship run through like in the FS2 opening movie.
However, that would negate the possibility or repairing those systems.
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11-12-2002 01:40 PM |
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Tar-Palantir
Face
Registered: Aug 2001
Location: The White Tower, Tar Valon
Posts: 130 |
Damageable subsections are probably alright (like the vertical 'wings' on an Hecate) as you could give them subsystem names.
But if you were to do a hole through an Orion for instance, then that section would have to have a name for the subsystems list. I for one would find it a bit silly if to find say the engine subsystem on an Orion, I had to cycle through a load of non-sensical subsystems.
There, I bet that make no sense what-so-ever.
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11-18-2002 06:25 PM |
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Tar-Palantir
Face
Registered: Aug 2001
Location: The White Tower, Tar Valon
Posts: 130 |
Damageable subsections are probably alright (like the vertical 'wings' on an Hecate) as you could give them subsystem names.
But if you were to do a hole through an Orion for instance, then that section would have to have a name for the subsystems list. I for one would find it a bit silly if to find say the engine subsystem on an Orion, I had to cycle through a load of non-sensical subsystems.
There, I bet that make no sense what-so-ever.
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'The past tempts us, the present confuses us, and the future frightens us ...and our lives slip away, moment by moment, lost in that vast, terrible in-between.' - Emperor Turhan
'Whether or not what you do has the effect you want, it will have three at least you never expected, and one of those usually unpleasant.' - Law of Unintended Consequences
Why not visit the [url=http://www.sectorgame.com/timeofchange/]Time of Change[/url] website?
Or perhaps my own website - [url=http://www.geocities.com/ackleyfarran/]Telencephalon[/url]
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11-18-2002 06:25 PM |
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Deathstorm
Murdock
Registered: Jul 2002
Location: England
Posts: 176 |
quote: Originally posted by Tar-Palantir
There, I bet that make no sense what-so-ever.
I wouldn't say that. The list of subsys names was one thing that concerned me, but I was under the impression that you could have 'hidden' subsystems.
Was I imagining it?
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11-19-2002 12:06 PM |
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Deathstorm
Murdock
Registered: Jul 2002
Location: England
Posts: 176 |
quote: Originally posted by Tar-Palantir
There, I bet that make no sense what-so-ever.
I wouldn't say that. The list of subsys names was one thing that concerned me, but I was under the impression that you could have 'hidden' subsystems.
Was I imagining it?
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11-19-2002 12:06 PM |
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Miraxis
Face
Registered: Oct 2002
Location: Mizzou (thats the university of Missouri-Columbia)
Posts: 38 |
I dont know about the whole subsections thing, but I do know that Geo-Mod is just not capable of doing a deep space game. There are too many physics and rendering issues...RF and RF2 are the prime examples...you would have to add way too many physics effects you would have to add...although with a game-developer-level team you could probably do it...with the FS2 team from volition, you could do it...I think if THQ had any brains they would buy the FS name and rights from Interplay and have Volition make FS3 with GEO-Mod...
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11-19-2002 06:34 PM |
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