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Urban combat
Posted: 2005-11-06 01:55
by Heydude235
One thing i dislike about urban combat is. The bulidings very few you can go inside. Most building in real life have an inside form what i know. I would like each building having and inside and lots of rooms with windows. Maybe mg in them and also it is possable some things in bf2 can be destored like briges. Maybe you can make buildings destorble. This would make bomber more used to destroy objects and buildings.
Posted: 2005-11-06 04:07
by Heydude235
Yes i know
Posted: 2005-11-06 04:41
by Brentos
Heydude235 wrote: Most building in real life have an inside form what i know.
XD
Posted: 2005-11-06 13:48
by Mad Max
The major issue with having many enterable buildings is lag. If they have an interior that means more poly's for your system to render and more texture files and so on. I'd like to see a bigger variety, but having most or all enterable will just be a lag fest, and the engine isn't all that smooth as it is it now so I can't imagine it being much worse!
Posted: 2005-11-06 19:33
by Heydude235
I dont think it would lag to much
Posted: 2005-11-07 02:55
by worst 3
inside of buildings is a must for urban combat. in urban combat almost 0% of fighting is dont in the streets becuse there no good cover. also it be cool if c4 could but holes in walls to, in WWII during city battle they would blow holes in building rather then go in to the street. also inside buildings would be good especialy if the Mec become under powerd. alot beter defence and there could be more armor for the US and a good reason to use the little bird.
(an idea that probaly wont work but be cool have the he rounds blow up buildings. an leve ruble so the tanks cant just go threw the builing. but it would be cool. not big buildings)
Posted: 2005-11-07 03:02
by Mad Max
Making destructable bulidings will really strain your computer. EA/DICE actually removed this from the game because of the lag it caused (can't be helped by the less than super engine "optimisation" either). Maybe have certain buildings destructable? It'd be quite interesting shooting a buliding with a tank then having a big block of concrete land on someones head, then seeing "x [falling rubble] y" haha. It'd be like HL2DM kill stats! (minus the toilets)
Posted: 2005-11-07 03:04
by worst 3
lag is y i did not think it would work but might at least mention it i could have been wrong.
Posted: 2005-11-07 03:14
by Heydude235
Dude call of duty Most buildings have an inside. That game has very low lag
Posted: 2005-11-07 03:24
by worst 3
most of the muliplayer maps in cod2 are small, and the singlal palyer is not over the internet and is very liner. (cod united O did not have many buildings and not as big a map or air. i think it could have more buildings any way.
also lag i was talking more about destructible buildings
Posted: 2005-11-07 03:28
by Mad Max
I've not played CoD2 yet, so I can't comment on map sizes. But CoD1 had pretty large MP maps, especially for such an old engine. I was quite impressed when I saw how big they were when I first played UO. But worst is right, there aren't that many bulidings in it, they're just well made to give the illusion that they're more densely arranged than they really are. Also it's quite an old engine like I said, so most people's medium range systems of todays standards are more than capable of running it well.
Posted: 2005-11-07 06:20
by NikovK
I think "carving out" a couple of the stock civvie buildings would provide new depth to our maps without adding that many polys. The poly count would really only go up appriciatively if we added multiple rooms with furniture and lights and so forth. A stock cube is a mere 16 polys. Ammo and medic bags have more than that, I'm sure.
Posted: 2005-11-07 12:59
by JoeB
interiours wouldn't push up the polycount in an extreme way. Perhaps 2x as much per building, but compare it to the rest in the scene, then its possibly a 15% increase of polygons in the view (considering the engine is probably shader limited by all the shadow/lighting effects ect, the performance hit might not even be noticable). Also if the engine supports object culling (not rendering stuff out of sight) interiours shouldn't really be a problem at all.
However making destructable buildings would make the polycounts skyrocket. Not to mention the horrible work of modeling all the segments and even LOD-ing them :S. And then there's the UVW-mapping plus texturing.
It can be done, ofcourse, but at what cost...
In short, building destructable buildings to a large scale is a developer's nightmare, unless it can be done dynamicly using boolean methods.
1 cube. 6 polygons, 12 triangles.