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Author Topic: Bombing, air combat and aerobatics with the Upgraded Heinkel He 51: released  (Read 21623 times)

fly77

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Try it ! With your scenery and my mods it starts to "look like a game"..sooner or later it "will be" a game  :)
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bomber

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WWII front line.... Trenches , AAA, barrage balloons.... Now there's a game...
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"If anyone ever tells you anything about an aeroplane which is so bloody complicated you can't understand it, take it from me - it's all balls" - R J Mitchell

fly77

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still some way to go, but step by step we progress  :)
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bomber

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What do we think we're short of ?
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"If anyone ever tells you anything about an aeroplane which is so bloody complicated you can't understand it, take it from me - it's all balls" - R J Mitchell

fly77

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- multiplayer
- AI
- damage modelling
- user interfaces
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bomber

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Ok, what's your ideas on damage modelling.... What you mean by it, what your wishes for it are etc ?
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"If anyone ever tells you anything about an aeroplane which is so bloody complicated you can't understand it, take it from me - it's all balls" - R J Mitchell

fly77

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an example is my crashed Heinkel model. After crashing the "intact Heinkel" is substituded with a deformed/repainted version.
Similarly bombed houses/hangars/vehicles should be substituted with damaged/buring/smoking variants
Of course as you know planes when hit should alter their flight dynamics , but also the model should be able to show graphically some damage both in terms of texture and geometry.

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bomber

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geometry swaps are relatively straight forward for major damage, if not a bit labour intensive for the 3d modeler.... minor damage on the other hand could be achieved via a texture overlay, but I'm not sure Outerra has this functionality of yet...

For plane damage my flight models have damage integrated into them, what needed is the recording of a hit on a particular hit box and the transfer of data ie kinetic energy, explosive energy, piercing energy etc into a probability engine to deliver the damage.

Does your Heinkel have this ?

regards

Simon
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"If anyone ever tells you anything about an aeroplane which is so bloody complicated you can't understand it, take it from me - it's all balls" - R J Mitchell

fly77

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I couldn't figure out if outerra has the ability to programmatically switch textures. (texture overlay?)
Figuring out where a hit occurs (on which mesh) I think is possible as you say with hitboxes (collisionboxes = hitboxes ?) but I never did that and so at the moment I din't know how to do it.
Need to learn it. So , no my Heinkel hasn't any of this now.
swapping geometry OK but for that you need to have/make the 3D model of both intact and damaged plane. That's beyond my skills. I just used the Heinkel .pkf file and even don't have the original 3D model. I just copied the Heinkel .pk with repainted textures and applied some programmed joint moves for the damaged version
(needs to be a fbx or blender or otx file as I work in blender)
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