View Full Version : Pain Skins
22nd Mar 2000, 09:48 PM
How about pain skins? You know, peoples clothes get blood stained and such, and you can conduct a little triage if your on their team so you know who to back up and who to let die. (If you really though I was gunna say let the dying guy live and leave the living guy on his own... ugh.) Also, instead of somebody's head flying off when you get a headshot (which is pretty messed up, that would have to be a helluva strong bullet,) a nice puff of blood ejects from the opposite side of their head and they crumple in that direction, the proud bearer of a new hole in their head (I NEED A HOLE IN THE HEAD LIKE I NEED A HOLE IN THE HEAD... whatever.) Another cool thing would be to shoot the weapon out of their hand. Shooting the weapon may not do it, but shooting their hand bang on will definitely make somebody drop the weapon.
22nd Mar 2000, 10:13 PM
Read the roadmap Mojo. It might answer most of your suggestions/questions. A lot of new things will be implemented in 2.8/3.0 versions.
24th Mar 2000, 10:06 PM
Well, as far as the roadmap goes, the only thing I could really see there was a realistic hit model. I re-read it just to be sure (that's reading it five times, sometimes my mind tends to skip over some stuff.) But nothing about pain skins. Pain skins would definitely be cool, and very easy to implement (well I think, anyways). Instead of needing to have the skinner skin the extra blood, gore, etc, each model could have decals made for certain areas of their body, and these decals would be permanently applied to the body, never to detoriate (until the corpse disappears, of course)
25th Mar 2000, 12:49 AM
At this point, attaching anything to a mesh is unrealistic from a development standpoint because there isn't any real support for it. We'd have to perform all kinds of circus acts to get it to work and would probably just slow things down way too much. Beg and plead with Epic to add some code for multiple attach points and we'll talk /infopop/emoticons\icon_wink.gif Meshes (models) are different from the brushes of a level. If you notice, you can't put bullet holes in various meshes like barrels, or those cool spaceships..
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25th Mar 2000, 06:58 PM
To true... well, you could, but you'd have to remesh the entire thing just to get it to do so, and that's severely impractical.
26th Mar 2000, 11:01 AM
ummm...I don't know if this is possible in UT, but could you do an "Headshot animation", where a hole would appear when a player gets shot in the head? Or something like this?
26th Mar 2000, 05:42 PM
I cant imagine it being too hard. And besides, you wouldn't really have to remesh everything, i mean all you do i add red dots. And UT supports area damage and things. I mean, you dont have to make it exactly on target like in R6, just close would be good enough. You could do it like in Kingpin i guess, where the skin just changes a little.
Though I can imagine the team is doing a lot as it is, but it might be a good idea if someone wants to skin that specifically for Inf.
By the way, adding decals would be insane. Can you imagine a few people running around with 10 decals stuck on them!? For weaker machines that would hurt framerates even more.
26th Mar 2000, 08:52 PM
Well, as for pain skins, unfortunately classes like the player pawns and barrels, et al do not support decals. I suppose, from what I gather (keeping in mind that I'm not all that hot with level design or code,) that decals are only available on the actual BSP itself, and internal pawns and do-dads aren't affected by bullets and such in the sense that decals do not appear.
As for having to remesh the entire thing, that's the deal. They'd have to remesh the entire head to put the hole in it, and since the hole isn't that significant anyways, its not really worth the time or effort.
If we lived in a perfect world, real time deformations would be available, and much better than decals. Instead of a bullet hole just appearing to be a bullet hole, the actual area struck be the projectile would be deformed according to mass, density, and material. Real bullet holes in wood, rock, and people. *sigh*. To bad this world isn't anything near perfect.
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