Game Development Community

Car damage

by CodingChris · in Torque Game Engine · 12/24/2006 (6:58 am) · 6 replies

Hi,
is there a simple way to find out where a car was hit and then deform this hitpoints. Something like it's done in FLATOUT.

Need help.

#1
12/24/2006 (7:23 am)
A simple way? I don't think so
#2
12/24/2006 (7:43 am)
And is there a complex way or better is there a way to do this?
#3
12/24/2006 (9:13 am)
Yes, there's many ways to do it. You could deform the meshes I'm sure, or switch in different models. In terms of figuring where a strike hits, a method similar to the player object's hitboxes could work (although I think that relies on multiple collision meshes while TGE only allows vehicles to have one).
#4
12/24/2006 (11:02 am)
How to deform a mesh? Is there a tutorial on that?
#5
12/24/2006 (12:27 pm)
If you are wanting cars like FlatOut then you need to look at the example car they released on Zmodeler2's website. The car actually uses interchangeable meshes not deformation. I would recommend what I and a others are working on with a hitbox system for the vehicle and then use the hide mesh resource to make the interchangeable parts switch out when needed. The only difference is so far that the FlatOut cars use freemoving instead of IK joints for the parts that look like they are just hanging on after damage and that is something I don't believe TGE supports yet.
#6
12/27/2006 (5:20 am)
Now I got a stack error with the hitboxes for players and I got this log with hiding mesh tutorial:
Mapping string: MissionStartPhase2Ack to index: 1
Warning: (c:\tge\sdk\engine\dgl\bitmappng.cc @ 107) GBitmap::readPNG: stream doesn't contain a PNG
Warning: (c:\tge\sdk\engine\dgl\bitmappng.cc @ 107) GBitmap::readPNG: stream doesn't contain a PNG
Could not locate texture: starter.racing/data/terrains/details/detail1
starter.racing/server/scripts/game.cs (136): Unable to find object: '' attempting to call function 'setFlyMode'