Time To Update The Damage Models
#1
Posted 09 February 2015 - 02:27 AM
Ontop of that, once a mech has been damaged, or at least lost arms/torso's/legs, outside of the bit of smoke, there's not much in the way of information to know what you've hit outside of the paperdoll.
Let's get some sparks up in here, a slightly different "painted on" damage model that shows more internals, if I pop a heatsink, let there be a puff of grey-green "smoke" to indicate a heatsink went boom. Let's get Ammo Explosions looking a bit more epic again. If my mech looses an arm, or torso, more sparks on turns... when a leg goes, there should be a more obvious limp instead of the just general slowdown. And obviously MORE SPARKS... there's practially no sparking once a part goes boom... WHY?!
I love MWO to death, but there are just little things that irk me that could be improved apon, and this is one of them.
While we're on the topic of the damage model... CRACKING COCKPIT GLASS ON COCKPIT HITS! PLEASE!!!!
That was the entire reason the playerbase was even ASKING for cockpit glass, not the "dirty window" thing you guys threw in.
#2
Posted 09 February 2015 - 06:07 AM
#3
Posted 09 February 2015 - 06:26 AM
Wintersdark, on 09 February 2015 - 06:07 AM, said:
any pictures? I only know those moonsurface like damage model.
but it was porbably dropped due to client performance issues.
#4
Posted 09 February 2015 - 06:43 AM
#5
Posted 09 February 2015 - 07:07 AM
Lily from animove, on 09 February 2015 - 06:26 AM, said:
any pictures? I only know those moonsurface like damage model.
but it was porbably dropped due to client performance issues.
Here's the ripped model with the old "underlying internals" that was revealed as damage peeled back paint.
This, frankly, looked better than what we currently have.
#6
Posted 09 February 2015 - 07:08 AM
Lily from animove, on 09 February 2015 - 06:26 AM, said:
any pictures? I only know those moonsurface like damage model.
but it was porbably dropped due to client performance issues.
I don't have any anymore, having purged (by accident) my old MWO screenies. I know Koniving has some, though. I'll look around.
They weren't removed for performance issues so much as because not all the mechs at the time had them. Basically, they were like Camo's, and needed to be made per mech variant. It was expensive from an artistic angle, while the new damage textures are just decals that are plastered over the mech's normal texture.
It's a shame. The Catapult and Centurion where really outstanding.
#7
Posted 09 February 2015 - 08:34 AM
Wintersdark, on 09 February 2015 - 07:08 AM, said:
Fixed for ya
Lily from animove, on 09 February 2015 - 06:26 AM, said:
any pictures? I only know those moonsurface like damage model.
but it was porbably dropped due to client performance issues.
Nope, It was not due to client performance issues, it was the easier, lazy choice.
Edited by Lordred, 09 February 2015 - 08:44 AM.
#8
Posted 09 February 2015 - 09:18 AM
MWO is pretty unique in this regard. As much as I'm a pretty hardcore white knight sort, one of PGI's greatest failings with this game has been in that it's continuously been made to look worse over time.
Even features that have been added to improve the looks have generally detracted (the godawful cockpit glass, film grain, depth of field, etc), but more importantly so many things have been directly and intentionally downgraded.
I desperately wish PGI would consider releasing a high red texture pack and putting a bit of dev time into making their game look as good as it used to. Not even better - leave that for the future. Just bring it back to where it once was.
I get that there's performance costs involved. Make it optional, disabled by default. Opt in, as it where. Make it worth my while to by a new video card - I would, too. I love me some haet mech porn.
#9
Posted 09 February 2015 - 09:24 AM
Lily from animove, on 09 February 2015 - 06:26 AM, said:
any pictures? I only know those moonsurface like damage model.
but it was porbably dropped due to client performance issues.
Sure thing.
2012 atlas. You can clearly make out the diamond armor pattern under the paint.
2014 atlas.
2012 commando.
Modern commando.
It's true that the old way was a resource hog, but there has to be a common ground between that and the laser induced bullet holes of today. We're also not dealing with dual cores and 4 gig RAM builds anymore, so 'resource drain' isn't really the same as back in 2012.
Also, like the rest of the guys said, PGI took the lazy way out.
Edited by Vassago Rain, 09 February 2015 - 09:28 AM.
#10
Posted 09 February 2015 - 11:07 AM
#11
Posted 09 February 2015 - 11:17 AM
#12
Posted 09 February 2015 - 11:42 AM
#13
Posted 09 February 2015 - 11:45 AM
Flash Frame, on 09 February 2015 - 07:07 AM, said:
Here's the ripped model with the old "underlying internals" that was revealed as damage peeled back paint.
This, frankly, looked better than what we currently have.
wow, mechpr0n
yet on the atlas I have to ay the stuff looks a bit weird because it has the same geometry as the "with armor" model and so it looks like you would just scratch off the paint from the mech.
Edited by Lily from animove, 09 February 2015 - 11:47 AM.
#14
Posted 09 February 2015 - 12:34 PM
The same damage modle across all mechs for all damage types is just lazy.
#15
Posted 09 February 2015 - 07:56 PM
#16
Posted 22 May 2015 - 01:02 AM
Flash Frame, on 09 February 2015 - 02:27 AM, said:
This.
Also while cracking glass would be neat, since the 'glass' is actually supposed to be a transparent metal alloy called "Transplast" (kinda sounds like transparent plastic by that name)... having it 'bend' might make a bit more sense. Whatever it does, let it do something.
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