Deformable terrain
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Doug97
- Posts: 396
- Joined: 2005-08-10 16:47
Deformable terrain
I think it's obvious how cool it would be to destroy buildings, create deep shell craters, leave deep tank tracks etc. I'm pretty sure this would be impossible to implement in a mere mod, but I thought I'd mention it simply because it would be so awesome if it could be done.
For destructible buildings, you wouldn't necessarily have to have realistic physics. A compromise might be to have models for each building in increasing states of disrepair, and link which model was displayed to how many 'hit points' the building has left (a bit like in RTS games, where your base is under attack and it gets progressively more damaged).
It would be great to be in an urban map and see the city getting pounded into rubble all around you as arty rains down and tank shells fly everywhere; the whole map would change as the round progressed.
(BTW I did a search for deformable terrain and there didn't appear to be any threads for the idea ...)
For destructible buildings, you wouldn't necessarily have to have realistic physics. A compromise might be to have models for each building in increasing states of disrepair, and link which model was displayed to how many 'hit points' the building has left (a bit like in RTS games, where your base is under attack and it gets progressively more damaged).
It would be great to be in an urban map and see the city getting pounded into rubble all around you as arty rains down and tank shells fly everywhere; the whole map would change as the round progressed.
(BTW I did a search for deformable terrain and there didn't appear to be any threads for the idea ...)
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CobraPhantom
- Posts: 689
- Joined: 2005-03-28 13:00
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Pak
- Posts: 121
- Joined: 2005-08-06 22:18
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Doug97
- Posts: 396
- Joined: 2005-08-10 16:47
Hmm, that's what I thought. Having destructible buildings doesn't require changing the mesh, though.Pak wrote:I don't think it could be done. Most games have to have special engines to support changing the mesh. I'm sure it could be possible to do something like fear, where each bullet hole is a big bump mapped decal that looks like a hole in the wall. But that wouldn't change the battlefield at all.
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Pak
- Posts: 121
- Joined: 2005-08-06 22:18
It may not, it depends on how dice set up the buildings, as objects, or as part of the same mesh. Since they're most likely seperate objects, you could have 3 or 4 objects at varying levels of disrepair, and have some sort of script to swap them in game when a building is hit by so many explosions. It would be work intensive, and may seem cheesy when a building just suddenly changes in game, but it could probably be done.
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CobraPhantom
- Posts: 689
- Joined: 2005-03-28 13:00
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TerribleOne
- Posts: 586
- Joined: 2005-06-26 16:00
The engine for allmost all of them requests is not a major factor. the mapper determines how the map is played and reactis with entitys inside it.
The only reason this is not done in game is for one obvious reason. Lag.
Such a complex sysetm would be too much for any of todays computors to run it in any playable form.
The only reason this is not done in game is for one obvious reason. Lag.
Such a complex sysetm would be too much for any of todays computors to run it in any playable form.
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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
It is possible to make more buildings destroyable, you just have to find a non laggy way to do it. If you had a simple map of lots of canyons and non changing things, with a small city in the middle, you might be able to get all the buildings to be destructable..
as far as deformable terrain... no way... i don't think its possible at all.
POE for BFV did have static crater models that would appear after bombs had been dropped though, and they looked pretty good. Maybe we could do that.
as far as deformable terrain... no way... i don't think its possible at all.
POE for BFV did have static crater models that would appear after bombs had been dropped though, and they looked pretty good. Maybe we could do that.

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CobraPhantom
- Posts: 689
- Joined: 2005-03-28 13:00
Heres a vid I found of Action Battllefield that demonstrates it. Nothing special but still pretty cool
http://battlefield2.filefront.com/file/ ... view;19953
http://battlefield2.filefront.com/file/ ... view;19953

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GABBA
- Posts: 633
- Joined: 2005-05-16 16:00
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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
only deformable stuff we have seen in 42 is this simple:
static model takes damage: turns into another static model.
FH barbwire, POE doors infront of caves and tunnels, etc
BF2 we actually have the pieces of the thing flying away, so you'd need to break every building apart into desrtuctible pieces, having one entire building explode or implode even close to realistically (like, it could explode differently depending on how it is attacked) would probably crash the server, unless you could really simplify the system...
and deforming terrain is impossible in bf engines, i am 99% sure of it. there is simpley no way to tell the map to change.
the only way to do it would be to make the ground out of numerous 'craterable' models that look like the ground but turn into craters when they take enough damage. i was thinking FH could do something like that for thier new omaha beach map, but it would be wierd having that only work on the beach and not in other places...
and about tank tracks... here is my idea: in bfv, the effects for helis being near ground or water worked like this:
invisible box falls from the tip of the rotor blad mesh, when it hits the ground, it makes an effect like water being blown around, or whatever
perhaps tanks could do something similar with 2d track markings that change depending on what terrain they are on, having the invisible boxes falling out of the tracks or something.
static model takes damage: turns into another static model.
FH barbwire, POE doors infront of caves and tunnels, etc
BF2 we actually have the pieces of the thing flying away, so you'd need to break every building apart into desrtuctible pieces, having one entire building explode or implode even close to realistically (like, it could explode differently depending on how it is attacked) would probably crash the server, unless you could really simplify the system...
and deforming terrain is impossible in bf engines, i am 99% sure of it. there is simpley no way to tell the map to change.
the only way to do it would be to make the ground out of numerous 'craterable' models that look like the ground but turn into craters when they take enough damage. i was thinking FH could do something like that for thier new omaha beach map, but it would be wierd having that only work on the beach and not in other places...
and about tank tracks... here is my idea: in bfv, the effects for helis being near ground or water worked like this:
invisible box falls from the tip of the rotor blad mesh, when it hits the ground, it makes an effect like water being blown around, or whatever
perhaps tanks could do something similar with 2d track markings that change depending on what terrain they are on, having the invisible boxes falling out of the tracks or something.

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GruntyThrst
- Posts: 6
- Joined: 2005-08-12 17:29
From what I've heard, BF2 has near fully destructable enviroments, but EA doesn't have them ingame because they didn't want people to be blowing up buildings instead of actually playing. Also, one can imagine the lag it may cause.
I also heard that modders can unlock this feature.
Of course, it may just be gossip.
I also heard that modders can unlock this feature.
Of course, it may just be gossip.

