Posted: Wed Sep 20, 2006 3:22 am Post subject:
New Idea: Unit Wreckages in C&C games
Subject description: is it feasible?
I've come up with a really good idea for C&C TS (and maybe even RA2):
In Cavedog's Total Annhiliation, units leave remnant wreckages when they are destroyed. I totally appreciated that detail in TA. It made the game so much more realistic and it added more to the battlefield ambiance.
Just Imagine: The scene of fresh green troops marching/driving past the smoldering wreckage and remains of their comrades who previously tried to take over a strategic postion or resource patch sends a forbidding impending glimpse of what awaits for them ahead....
Now THAT's something I'd like to see in TS!
I think I've formulated a theory on how to do this. Each unit (except infantry) has the tag Explosion=S_BANG32,S_CLNS12 (..whatever; I'm not sure on the numbers). Each of the corresponding names are animations (I apologize to veteran coders I know this is boring for you but I'm getting at somewhere I promise )
Now I think that each unit should have it's own explosion tag like:
(Rules.ini)
[WEEV]
Name=IVI MRP-T2 'Weevil' Light Tank
Prerequisite=NAWEAP,NAHAND
....
....
Explosion=WEEVBOOM1,WEEVBOOM2,WEEVBOOM3,WEEVBOOM4
The WEEVBOOM series are actually the same for simplicity (or may vary depending on the explosions SHP maker) but they lead to different 'Next='
animations. That is:
and so on.
Now, the WEEVCORPSE series are the looping animations that actually display the wreckage of the vehicle. In SHP editor, It may actually contain 2 frames only with the same thing displayed on them.
(Art.ini)
[WEEVCORPSE1]
Rate=100
Normalized=yes
Transluscent=yes
LoopStart=1
LoopEnd=2
LoopCount=-1 (this is crucial so that the 'corpse' will not disappear)
Theoretical Resultant Effect: In theory, when an IVI MRP-T2 Weevil gets destroyed one of the four WEEVBOOM explosion animations will be played. Each WEEVBOOM explosion will trigger another animation called WEEVCORPSE. i.e. when the WEEVBOOM animation expires, a corpse (which is actually an infinitely looping animation) will play and so in game, lots of wreckages can be found.
Theoretical Resultant Downsides: I don't know if too many 2 frame animations that play ever so slowly (rate=100) will eventually slow down even the high end PCs we have today. Moreover, each unit should have its own 4 wreckages at different orientations (to add realism) and so creating all these will be tedious.
Well guys? do you think this idea is feasible? can it be done? will it cause TS to hang? will it crash our PCs? will it fry my brain in doing these? will it.... will it... wi.... QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Wed Sep 20, 2006 5:39 am Post subject:
The only problem with that is the lag caused after multiple unit deaths... AND units can walk through it. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
Uhh... Yeah, I have already designed something like this and it works great, the only difference is that my debris does disappear and the rate is much lower to cause even less lag. You're NOT the first one to come up with it. QUICK_EDIT
Oh I see, I'm pretty new here just couple of months and I never see any screenshots of wreckages so I thought it wasn't thought up yet. So pardon me if I sounded like a know it all
Well, now that I know it works, I'll work on it right away!
However, just HOW BAD is the lag caused by multiple corpses? QUICK_EDIT
Well, actually the screenies haven't been posted because they're for a mod, meaning they won't be shown yet... Anyhow, I didn't want to give you the impression I was angry, I was just feeling annoyed that somebody could possibly 'claim' my work as soon as it was made public. ( OMGz000rrzxx tuhhts M1111ne!!!)
I guess the lower you set the rate, the slower it'll play, meaning less lag because less fps will be 'consumed'. I'd prefer to give the animation about 4 frames and a very, very low rate and possibly a loopcount. That works much better than a load of frames that play with normal speed. Donotmakethempermanent, TS has the habit to screw up with animations and things that stay on the battlefield permanently, mostly because the lag itself isn't much of a problem, It's just that it's a potential lynching-bug in your mod, meaning your mod will eventually slow down to a halt after a long game with loads of rubble. QUICK_EDIT
Donotmakethempermanent, TS has the habit to screw up with animations and things that stay on the battlefield permanently, mostly because the lag itself isn't much of a problem, It's just that it's a potential lynching-bug in your mod, meaning your mod will eventually slow down to a halt after a long game with loads of rubble.
That's just too bad because you see, I sometimes play for long periods of time just leveling up units and watching the AI beat the living crap out of each other using my voxels . But I guess you're right, no sense in making the wreckage permanent. still, I might try making the wreckage permanent just to see wether TS will hang or not
And yeah, it'll be really cool if the wreckage could be harvested as tiberium but I can't think of any ways to code that QUICK_EDIT
And no, they're not anims. 'cause what you suggest would bring the game to a grinding halt. (Those screenshots are from back in 2003/2004, btw.) _________________ #renproj:renegadeprojects.com via Matrix - direct link QUICK_EDIT
The only problem is the amount of them at once. Rubble and debris shouldn't be permanent at all, they should have a rate like 100 or 50, (I used >10) and few frames. They'll stay on the map for less than a minute on medium/slow speed. QUICK_EDIT
that's the idea actually: hte different Explosions lead to different orientations of the destroyed chassis thus adding diversity and realism QUICK_EDIT
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