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Discussion / Re: Modifiable Environment
« on: July 29, 2008, 12:33:49 pm »
My 2 eurocents :-)
Well, drawing the blown objects in runtime is seems to be unsolvable prolem with Q2 engine.
But may be there is a "pseudo-destructible environment" solution? I mean: object which is broken by any means (shot, blown etc) must be replaced with ANOTHER object, another model.
Let me explain. Have you played UFO:AM, where spores-infected Earth almost freed of human species? On some bases there are lifting platforms to deliver aircrafts from underground hangars. And some times these platforms carries the planes on itselfs. I can hit a plane with any explosive weapon - from hand grenades to rocket- and plasma-grenade launchers. And plane will go thru 3 stages of being: normal state, broken plane, pile of debris. Latter may be annihilated at all, makes the platform "virgin clear"
So, why similar approach can't be used in UFO:AI? We not to re-render new model's state, we can have it pre-rendered!
Well, drawing the blown objects in runtime is seems to be unsolvable prolem with Q2 engine.
But may be there is a "pseudo-destructible environment" solution? I mean: object which is broken by any means (shot, blown etc) must be replaced with ANOTHER object, another model.
Let me explain. Have you played UFO:AM, where spores-infected Earth almost freed of human species? On some bases there are lifting platforms to deliver aircrafts from underground hangars. And some times these platforms carries the planes on itselfs. I can hit a plane with any explosive weapon - from hand grenades to rocket- and plasma-grenade launchers. And plane will go thru 3 stages of being: normal state, broken plane, pile of debris. Latter may be annihilated at all, makes the platform "virgin clear"
So, why similar approach can't be used in UFO:AI? We not to re-render new model's state, we can have it pre-rendered!