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bliink said:its not completly impossible...
PvtRyan said:
With the tech in Source, you could easily mod it to make a hole in the ground when you shoot it, but this is based around displacement maps, while Geomod does it with Boolean operations which require vertex manipulation. So Source just moves the vertices up and down, Geomod creates new ones.
And this can only be done on terrain, not buildings.
Dr. Freeman said:i don't follow the very techy stuff too much.. so forgive me for asking this, but wouldn't this kinda feature be a heavy load on the CPU? just wondering..
bliink said:i think what it means is that you can set it to create craters when stuff hits terrain.
the point i was making is that terrain can be made destructable by 'building' it out of a material, such as wood. (if you have not already learnt.. a 'material' as valve calls it is a combo of a texture and a behaviour, if you apply a wood material to a geometrical shape, then it will make wood noise when you hit it, and it will shatter like wood when it sustains the right amount of damage... for terrain, you could create your own 'rock' material, for instance. i would be surprised if this was not the case for that movie)
Brian Damage said:Sounds like they just made some "Stone Fragment" models, stuck them to the cliff with "Source-Glue"* and then put an explosion object behind them, one that was strong enough to break the bonds and could be triggered by the proximity of something (Maybe the buggy?)...
*You know, however it is they make several objects into one, so that the one object can be exploded back into many later...
Mr-Fusion said:Conspamulations!
CrazyHarij said:No shit, sherlock :O
Brian Damage said:Sounds like they just made some "Stone Fragment" models, stuck them to the cliff with "Source-Glue"* and then put an explosion object behind them, one that was strong enough to break the bonds and could be triggered by the proximity of something (Maybe the buggy?)...
*You know, however it is they make several objects into one, so that the one object can be exploded back into many later...
SubKamran said:I hope unlike other games I CANNOT see the lines that seperate the "parts" so I don't know to shoot it. I hate that. Like in HL1, you could see the lines where stuff you knew would break off.
clarky003 said:its not like that Subkarman, the model gets replaced entirely in an instant, almost a flawless transition. the break models would of been made from the origional one piece model, as a template, so they just get *transported* if you will, directly into the place of the one piece model when it gets damaged to much.
so you wont see any cracks , till you blow something like that up. :smoking:
Dr. Freeman said:i don't follow the very techy stuff too much.. so forgive me for asking this, but wouldn't this kinda feature be a heavy load on the CPU? just wondering..
Coolhead2100 said:It would be less proccessor intensive then you would think. Basically a displacement map is a black and white (black being higher, white being lower?) texture used to tell the engine how to manipulate pre-existing objects. (In this case terrain) So all that would need to be done is to add a premade displacement map to a terrain map when the terrain registers a hit.
It's pretty cool that they're doing it that way...I always hated seeing those seems too. It totally destroyed any immersion you may be getting when you thought of the ground under you as paper mache an inch thick :/ I am concerned about what this means for memory requirements on graphics cards though, since it would have to store the complete model and then all the fragments as well. Or maybe it dynamically loads it from system memory, which would require less card memory but be slower overall. Or maybe it decides based on your card's memory. Or maybe it even changes dynamically during gameplay :hmph: I wish I could just talk to Gabe, Doug, and Wedge for a few hours on how Source works and all the neat tricks it employs.clarky003 said:...the model gets replaced entirely in an instant, almost a flawless transition. the break models would of been made from the origional one piece model, as a template, so they just get *transported* if you will, directly into the place of the one piece model when it gets damaged to much.
guinny said:I beg of a few of you to please email valve about the seams/lines in breakpoints. It really does take away from the game when u see the lines of where shit can break, and i hope hl2 doesnt have that problem.
It's pretty cool that they're doing it that way...I always hated seeing those seems too. It totally destroyed any immersion you may be getting when you thought of the ground under you as paper mache an inch thick :/ I am concerned about what this means for memory requirements on graphics cards though, since it would have to store the complete model and then all the fragments as well. Or maybe it dynamically loads it from system memory, which would require less card memory but be slower overall. Or maybe it decides based on your card's memory. Or maybe it even changes dynamically during gameplay I wish I could just talk to Gabe, Doug, and Wedge for a few hours on how Source works and all the neat tricks it employs.