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Mazer Rackham
23rd Jun 04, 10:29 AM
In case you didnt get it, the title is a rip off of "Hit! Hit! Damage report!"

anyway, this is just a mod idea that i dreamt up while i was watching a big capital ship battle. There were lots of torpedoes flying around, and ships blowing up. Then i wondered...

What if, when a ship is hit by a torpedoe it gets a small hole blown in the part that got hit, like this:

C:\Program Files\Sierra\Homeworld2\Bin\SCREENSHOTS\ss00044.jpg

bullets from fighters or cannons would leave smaller pock-mark type holes.

ion cannons would leave holes like this:

C:\Program Files\Sierra\Homeworld2\Bin\SCREENSHOTS\ss00046.jpg

the kind that spray the blue plasma balls from it

after several hits in the same place, or 3 hits from the trinity cannon, the hole would progress to this:

C:\Program Files\Sierra\Homeworld2\Bin\SCREENSHOTS\ss00040.jpg

Im not even sure that this idea is possible, but if you make it, can i at least have credit for the idea?

Double Post

why didnt the pics work?

DarthVaygr
23rd Jun 04, 10:30 AM
You have to host your images on the internet first. Try www.deviantart.com
Free registration and a very good host.

BmB
23rd Jun 04, 10:33 AM
i dont think thats possible... i mean, look at all the other limits of the hw2 engine...
but it would be nice if the ion cannon actually left burning marks...

hmm mazer rackham that reminds me of something... err "Enders Game" possibly?

DarthVaygr
23rd Jun 04, 10:35 AM
Ion cannons do leave burn marks on ships. And holes too. Bullets and everything. If the ship is damaged like 30% you start to see the marks. It's the beauty of Homeworld 2!

Mazer Rackham
23rd Jun 04, 10:45 AM
actually DV, i meant after ever impact, the screenshots i tried to post show the different types i was talking about. Im talking about area-specific damage, if a ship gets hit in X location, a hole appears in X location.

Solaufein
23rd Jun 04, 10:56 AM
Its a nice Idea, but that would require rewriting the engine. Because the engine has to calculate the holes real time. They tried that kind of stuff with the Geomod engine fro Red Faction (that was the first game that used it I think).

IE: not possible in hw2, ever.

Mazer Rackham
23rd Jun 04, 11:04 AM
dang, but i just came up with another thing, which might be possible, because it only requires creating a subsystem.

what if you made the bridge of the ship a subsystem, and it can be blown off, disabeling the ship until a collector can some and repair it. It would add a whole new dimension to capital ship combat.

DarthVaygr
23rd Jun 04, 12:04 PM
Well, atleast with BC ion beams and destroyers, when a ships goes below 70% health, if something gets hit in X location, a hole appears in X location. Atleast, that is what the graffiti on the enemy's mothership told me when I was trying out my modded Bentus, with 11 anti-cap ions and 11 point defense ions :D

evillejedi
23rd Jun 04, 12:36 PM
actually yes it is possible, just insanely hard to do, each ship would have a large number of hull armor subsystems, when they get destroyed they expose the core of the ship underneath. It's impossible because the work involved is enormous :p

btw if you want better damage effects change these lines on each ship

NewShipType.battleScarMaxTriBase = 500
NewShipType.battleScarMaxTriInc = 1000

Mazer Rackham
23rd Jun 04, 1:34 PM
i was just trying out the Pirates Mod, and i noticed that THEYVE DONE IT!

:argh: :argh: :argh: :argh:

i used the pirate battleship with its 10 kinetic cannons against a MS and wherever the bullet hit a small hole appeared! i have screenies but i cant get them to work.

i cant believe they beat me to it =(

DarthVaygr
23rd Jun 04, 2:15 PM
There is no mod to it! I told you already! It is already in the game! My dad also fell for this. Waaaaaaaaagh! May my wisdom spread. There is damage appearing already.

Now what eviljedi is saying is to actually show the inside of a ship, rather than just have damage. That would be hard....

Mazer Rackham
23rd Jun 04, 3:05 PM
it would be cool if the debris left by a ship resembled the ship that was destroyed. For example, if a destroyed gets destroyed, maybe a turret would be floating around, or a section of the bow.

and no one have commented on my destroyable bridge-subsystem idea.

EDIT:
I was looking through the .big file, and noticed two things...
1. there is a ship entry for something called 'borgcone' which is totaly off-topic
2.under the 'art' there is a section called 'battlescar' which has entries for damage marks including 'bullet' 'hgn_torpedo' 'kinetic_large" and small and one more that caught my attention 'superbeam'...i wonder what that could be...
but anyway, i was just pointing out that there is an entry in the .big for torpedo damage, all we have to do is figure out how to apply it.

Tel'Quessir
23rd Jun 04, 4:54 PM
Vagyr Shipyard and MS get visibly scarred by ion beams, while the command station's model can be pockmarked by kinetic shells.

evillejedi
23rd Jun 04, 5:49 PM
NewShipType.battleScarMaxTriBase = 500 <====
NewShipType.battleScarMaxTriInc = 1000 <====

Zatch
23rd Jun 04, 7:54 PM
Hey Mazer Rackham if you need a temporary image host just send me the screenies (zachwillms(AT)yahoo(DOT)com) and I'll get them online ASAP.

Rags707
23rd Jun 04, 10:18 PM
Cool name Mazer, great book too.

Along the idea of destroyable subsystems, I'd really like to make that work. So when you say destroy a battle cruiser's engines they stay destroyed until something comes and fixes them.

As far as I understand it, those kind of permenant subsystems are all a single piece of the model, they just define that area as the subsystem so it can take damage and be selectable and stuff. Someone correct me if this is incorrect please.

So the only way I can see to make something like that work would be to have the actual maya model files so you could go in and hack off that piece, put in some new faces and some uv's, then do the scripting side of it.

Which brings me to my question.

There are tools for exporting the files from maya to the homeworld format, has anyone reversed it yet? Also there is a 3dsmax plugin I think, or its in progress. Could we decompile them for 3dsmax maybe?

Rags

BmB
24th Jun 04, 12:52 PM
Vagyr Shipyard and MS get visibly scarred by ion beams, while the command station's model can be pockmarked by kinetic shells.

No they ******* don't it just looks like that... if you try and look closer, they actually dont...

I also thought so 1st time i saw, but its just because that the ion beam follows the dark stripes on the shipyard/MS
:smash: :jk: :duck: :jk:

:werd:

Zatch
24th Jun 04, 12:52 PM
Here are the pictures Mazer was trying to show you guys:

http://hw2shipscript.no-ip.org/screenies/ss00040.jpg

http://hw2shipscript.no-ip.org/screenies/ss00044.jpg

http://hw2shipscript.no-ip.org/screenies/ss00046.jpg

BmB
24th Jun 04, 12:54 PM
wow... :wow: i thought gaming industry only made such things for fps's...

Mazer Rackham
24th Jun 04, 1:22 PM
thanks zatch

in order from top to bottom:
larger hole that would be produced by multiple impacts
smaller hole from kinetic shells (actually happens in game, i didnt know that though)
ion cannon burn, notice it spits out little blue balls.

and bmb23, i dont understand what you just saidwow... :wow: i thought gaming industry only made such things for fps's...

BmB
24th Jun 04, 1:25 PM
I meant that Such holes on the right places only where in F(1st)P(person)S(shooter)'s

Btw... i wonder if one would care to make all of these mods:
debris, "burn"(the one we just saw), and trail...
into a: EFFECTS mod

Zatch
24th Jun 04, 1:32 PM
Good idea BmB, start scripting ;).

Try making something, I'm sure you've learned quite a bit by now and it's always nice to test one's abilities.

Retroboy
24th Jun 04, 1:35 PM
Brief correction on the caption of that first picture - the great big stains across that ship are the results of first-class detonation when it gets to zero hitpoints (to prove it, note the ships health bar). At zero, all the supercaps (destroyers plus) have an initial set of midsized explosions that creates the big black damaged areas, then the primary detonation ball-of-light kaPOWM thingie goes off and the model disappears.

If you view it at the right angle, you'll note that they didn't exactly mold the stains to touch the actual hull of the ship - check out the far end of the dying vessel in the first screenshot. :D

Anyways, damage mods have been discussed several times before.

-- Retro

BmB
24th Jun 04, 1:37 PM
Wat do you mean learned? i'm waiting for one of these fancy "tutorials" to come...

btw i cant learn to script before i have learned to "script" and i cant "script" before i have a mesh. and i'm not done whith that mesh yet...

oh... me n' DW seems to be operating VERY different timezones... it goes SLOW

Zatch
24th Jun 04, 1:38 PM
Meshes have very little to do with scripting.

Any "properties" inherent in the game that can be found in decompiled script files can be changed via, guess what, scripting! =D

Meshing (and the eventual conversion to *.hod files) will only change the models, not the effects and when they occur and their properties, etc...

BmB
24th Jun 04, 1:39 PM
Try n' read...

Zatch
24th Jun 04, 1:40 PM
Please elaborate, I don't see what you're referring to (yes, I know what text is.)

BmB
24th Jun 04, 1:43 PM
i cant learn to script before i have learned to "script"
and
i cant "script" before i have a mesh
and
i'm not done whith that mesh yet...

you see?

Zatch
24th Jun 04, 1:45 PM
And now to quote myself "meshes have very little to do with scripting." Just go to http://hw2.tproc.org/wiki/KarosGraveyard and all will soon become clear. In order to learn to "script" you have to want to learn to "script." Not everything can be shown through tutorials. After all, modding is considered to be a creative process, if we all followed tutorials then we wouldn't be creating anything new...

BmB
24th Jun 04, 1:49 PM
WHATS YOUR NATIVE LANGUAGE?
cuz you Can OBVIUOSLY NOT READ ENGLISH...

Zatch
24th Jun 04, 1:58 PM
No need to get carried away. We're a bit off topic now, would somebody else care to provide some on-topic input?

Retroboy
25th Jun 04, 2:19 AM
Yes - BmB23, CALM DOWN.

Two of the most important thing on these forums is to realize that people are trying to help, and if you want something bad enough, it's always best to try and do it yourself and share your progress to date to show you're serious. Don't go off on Zatch without reading the Wiki first - he's been nothing but helpful to you so far, and he's owed you nothing.

-- Retro

BmB
25th Jun 04, 2:28 AM
okok...

its just a little annoying trying to explain that i'm still a noob... -cuase of inconventient timezones- ...and he wont understand... i even had to pick apart my own post...

but... in the end... sry pal... lost my temper... :weep:

Zatch
25th Jun 04, 2:35 AM
No worries, we're all friends here.

I'm leaving for the weekend and I'll be back on the 28th, have fun everybody!

And don't forget to check out ShipScript, it's actually becoming useful :omg: :jaw:.

Mazer Rackham
25th Jun 04, 8:53 PM
Brief correction on the caption of that first picture - the great big stains across that ship are the results of first-class detonation when it gets to zero hitpoints (to prove it, note the ships health bar). At zero, all the supercaps (destroyers plus) have an initial set of midsized explosions that creates the big black damaged areas, then the primary detonation ball-of-light kaPOWM thingie goes off and the model disappears.

If you view it at the right angle, you'll note that they didn't exactly mold the stains to touch the actual hull of the ship - check out the far end of the dying vessel in the first screenshot. :D

Anyways, damage mods have been discussed several times before.

-- Retro

im not that stupid, im just demonstrating!

and second, its the ships engines and fuel storage (the two aft explosions) and the main reactor going critical (the explosion admiships) that causes those holes.

you need to read more scifi...:yas:

...i write it, of course i know these things

richieelias
25th Jun 04, 11:17 PM
EvilleJedi's SW Warlords mod already has the "ship parts as debris" thing. Just check out the ISD I after one gets toasted.


and second, its the ships engines and fuel storage (the two aft explosions) and the main reactor going critical (the explosion admiships) that causes those holes.



Which could be equated to: Ship exploding. Which is precisely what Retro said...

ugh... It's late and you're all making my head hurt..

BmB
26th Jun 04, 2:45 AM
Then go do like this... :banghead: it helps (for bout 2 secs)

Mazer Rackham
26th Jun 04, 9:56 AM
lol bmb23

EvilleJedi's SW Warlords mod already has the "ship parts as debris" thing. Just check out the ISD I after one gets toasted.



Which could be equated to: Ship exploding. Which is precisely what Retro said...

ugh... It's late and you're all making my head hurt..

and i was just showing off :nana:

Retroboy
26th Jun 04, 3:52 PM
you need to read more scifi...:yas:

...i write it, of course i know these thingsI think I'll just assume that the ":jk:" is implied here...

-- Retro

BmB
27th Jun 04, 3:55 AM
uh... mazer... how do you expect people to READ your signature?

Mazer Rackham
27th Jun 04, 7:54 PM
my signature is showing up, wow, i cant see it

Zatch
28th Jun 04, 2:08 PM
You have to have the Russian language pack to see the text (at least, I think it's Russian, correct me if I'm wrong...)

BmB, if people can read Russian then they read the Russian quote. If not, I assume they read the english part which is a translation (maybe?)