It's highly noticeable on the EI500 O_o
It's not as noticeable on the wolfen, but it's definetely there.
Commonwealth Navy = Nelson's Navy?
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- Commonwealth Pilot
- Posts: 66
- Joined: Wed Mar 21, 2007 12:45 am
Yugi, your idea or damage graphics at a different angle has merit but I don't think it would be possible to make it look convincing with 2D sprites.
Let's say the game generated a texture map of damage and pitting that it could rotate and place over a ship. On a "spiky" skip like the Urak destroyer, where portions of the ship that are visible at some angles are not visible at other angles, the same pits that would appear to be on the hull at one point would reappear on the control tower at rotation angles where that part of the ship obscures the portion of the hull with those specific pits on it.
Also, wouldn't you also see pitting on stuff like engine exhaust? That wouldn't be very convincing.
Let's say the game generated a texture map of damage and pitting that it could rotate and place over a ship. On a "spiky" skip like the Urak destroyer, where portions of the ship that are visible at some angles are not visible at other angles, the same pits that would appear to be on the hull at one point would reappear on the control tower at rotation angles where that part of the ship obscures the portion of the hull with those specific pits on it.
Also, wouldn't you also see pitting on stuff like engine exhaust? That wouldn't be very convincing.
If you're sitting straight in your seat while at your PC, just imagine your eyes being the camera then look down at the center of your keyboard. You'll get a general idea of the camera angle.
But at any rate, I could take the ship images and make several copies then randomly select damaged/war-torn areas and make alternate ships, that, when rotated, would look damaged/war-torn in any position you move it.
But the best method would be to render new images using tex with damaged/war-torn effects in it for optimal results.
But at any rate, I could take the ship images and make several copies then randomly select damaged/war-torn areas and make alternate ships, that, when rotated, would look damaged/war-torn in any position you move it.
But the best method would be to render new images using tex with damaged/war-torn effects in it for optimal results.
But using textures would change the graphics system in Transcendence completely, wouldn't it? Also, creating several copies of the same ship sprite would just increase the download size (yes, this bothers me a lot) and the damage graphics still wouldn't be unique. There must be a workaround...
Oh, and a request, If I say anything n00bish about graphics, please ignore it....
EDIT - Shouldn't this be moved into a different thread? I can't see how damage graphics are connected with Nelson's navy....
EDIT 2 - And the camera angle thing is quite visible on the EI500 but not the EI100. I keep mixing them up for some reason. Gotta remember that bigger is better...
Oh, and a request, If I say anything n00bish about graphics, please ignore it....
EDIT - Shouldn't this be moved into a different thread? I can't see how damage graphics are connected with Nelson's navy....
EDIT 2 - And the camera angle thing is quite visible on the EI500 but not the EI100. I keep mixing them up for some reason. Gotta remember that bigger is better...