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deforming models

Started by joanusdmentia Dec 14, 2002 at 1:55 AM 5 replies 1.3k views
Original Post
joanusdmentia
joanusdmentia
something I haven''t seen before in games to date is decently deformable objects. i''m not talking about a predefined mesh animation, but rather being able (in the context of my game-to-be) punching out a chunk of concrete in a wall. one approach i''ve though of is this: find impact point find final distance impact goes into object select an appropriate displacement map interpolate verticies to match displacement map apply displacement map to mesh create particle system at impact point for debris now i know this is far from perfect, but i think it''d be quite suitable (and hopefully effective) for small chunks, like when punching a wall. the bigest problem i think would be working out where to create the interpolate verticies so they match up with the displacement map. does anyone have any ideas on how to do this? any thoughts on the idea or other possible methods would be much appreciated Joanus D''Mentia --------------- The three phases of me... The twit, the tool and the lonely fool.
"Voilà! In view, a humble vaudevillian veteran, cast vicariously as both victim and villain by the vicissitudes of Fate. This visage, no mere veneer of vanity, is a vestige of the vox populi, now vacant, vanished. However, this valorous visitation of a bygone vexation stands vivified, and has vowed to vanquish these venal and virulent vermin vanguarding vice and vouchsafing the violently vicious and voracious violation of volition. The nly verdict is vengeance; a vendett o
joanusdmentia
joanusdmentia
bump
"Voilà! In view, a humble vaudevillian veteran, cast vicariously as both victim and villain by the vicissitudes of Fate. This visage, no mere veneer of vanity, is a vestige of the vox populi, now vacant, vanished. However, this valorous visitation of a bygone vexation stands vivified, and has vowed to vanquish these venal and virulent vermin vanguarding vice and vouchsafing the violently vicious and voracious violation of volition. The nly verdict is vengeance; a vendett o
Yann L
Yann L
Yep, would probably work, esp with hardware displacement mapping support. That way, you wouldn''t have to do the vertex displacement by hand. You could update your displacement map, depending on the position, direction and force of the punch. This would control the size and shape of the crater in your wall.

Only one problem: displecement maps, even though they don''t take much memory, are still a limited resource. So, if your player starts punching/destroying every possible object in your game, you''ll have to start recycling resources at a certain point. Just as with bullet holes in current games, wall deformations will start dissappearing over the level. This might or might not be a problem.

Other possibility is to use an FFD (free form deformation) directly on the wall geometry.

/ Yann
joanusdmentia
joanusdmentia
I was actually thinking of applying the displacement map directly to the geometry myself. I don''t really no much about FFD, is there much difference? Actually nevermind, I''ll google it and see what I turn up.

"Voilà! In view, a humble vaudevillian veteran, cast vicariously as both victim and villain by the vicissitudes of Fate. This visage, no mere veneer of vanity, is a vestige of the vox populi, now vacant, vanished. However, this valorous visitation of a bygone vexation stands vivified, and has vowed to vanquish these venal and virulent vermin vanguarding vice and vouchsafing the violently vicious and voracious violation of volition. The nly verdict is vengeance; a vendett o
DrunkenBastard
DrunkenBastard
What did Red Faction use?

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p.s. excuse me english. im from L.A.
Zemedelec
Zemedelec
About RedFaction:
Since their deformations are rare and very user-time they can spend enough time to update all the data they needed.

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