Opened 15 years ago

Last modified 2 years ago

#131 new task

Building Damage / Destruction / Capture visual clue

Reported by: Matei Owned by:
Priority: Should Have Milestone: Work In Progress
Component: Art & Animation Keywords: art
Cc: Patch:

Description (last modified by wraitii)

We need some graphical indicators that a building is damaged, probably some smoke/fire particles.

We also need a graphical indicator that a building is being captured.

Attachments (1)

blink.patch (6.9 KB ) - added by wraitii 5 years ago.

Download all attachments as: .zip

Change History (17)

comment:1 by Andrew, 11 years ago

Milestone: Backlog

comment:2 by historic_bruno, 10 years ago

Description: modified (diff)
Summary: Building Death Animations / RubbleBuilding Damage / Destruction

comment:3 by michael, 9 years ago

Priority: Nice to HaveShould Have

Rubble (in place after a building collapses) ticket here: #1166

comment:4 by historic_bruno, 9 years ago

Description: modified (diff)

comment:5 by Aurélio A. Heckert, 9 years ago

Cc: aurium@… added
Keywords: art added

A damaged version should be made for each structure, to be more natural and beaut.

in reply to:  5 comment:6 by historic_bruno, 9 years ago

Replying to aurium:

A damaged version should be made for each structure, to be more natural and beaut.

IMO it would be better to do this with propped particles or shaders, though that would never be quite as good as custom made meshes. The problem is we need multiple levels of damage, we have a lot of structures, new ones are being added and some are still being modified over time. So it would greatly increase the work required of artists if they had to create damaged versions and maintain them over time.

comment:7 by Aurélio A. Heckert, 9 years ago

I didn't think on multiple levels of damage, but may be important to represent this. The huge work is real, but we may solve with this strategies:

  • Create 5 levels of generic smoke-and-fire animation to be added to any building, even if that has no damaged version.
  • Create when possible a damaged version for each building and its 5 levels of smoke-and-fire animation if that apply to the building.

I believe that one damaged version with variable smoke-and-fire may provide enough meaning with less work.

comment:8 by wraitii, 6 years ago

Cc: aurium@… removed
Milestone: BacklogAlpha 20

Bumping for interest

comment:9 by elexis, 5 years ago

Milestone: Alpha 20Backlog

Backlogging due to lack of progress.

comment:10 by scythetwirler, 5 years ago

Component: Core engineArt & Animation
Milestone: BacklogAlpha 22

This would be great for Alpha 22, bumping for visibility.

comment:11 by Imarok, 5 years ago

refs r18939

comment:12 by wraitii, 5 years ago

With health variants, automatically adding fire to all damaged buildings should be trivial-ish. Obviously this should probably be in the templates, ideally.

comment:13 by stanislas69, 5 years ago

We only need to add prop points for the flames particle. That's a simple task for beginners. I wonder if with a little tutorial it could be advertised as such.

Last edited 5 years ago by stanislas69 (previous) (diff)

by wraitii, 5 years ago

Attachment: blink.patch added

comment:14 by wraitii, 5 years ago

Description: modified (diff)
Summary: Building Damage / DestructionBuilding Damage / Destruction / Capture visual clue

I believe the graphical effects on destruction should be set by the actors themselves using the newly implemented variants.

However, capturing currently has no visual effect. This is a little problematic. The attached patch makes structures blink when they are being captured, so that you get a visual clue. Additionally, the blinking code could be used to highlight a structure in the GUI easily. It does not replace the shading color code but goes alongside it. However, we should probably support different blinking for different players in that case, which might get a little more annoying with this implementation (is a component worth it?)

Last edited 5 years ago by wraitii (previous) (diff)

comment:15 by wraitii, 5 years ago

Milestone: Alpha 22Work In Progress

Correction: no need for supporting blinking for different players since this won't be network synchronized, but it would probably be better to check if it's not already blinking before capture-blinking, and also instead of a simple boolean it would probably be better to store an integer that gets decremented (so that you could make something blink twice if that ends up being nicer)

comment:16 by wraitii, 2 years ago

Description: modified (diff)

Trialled in D22 but I don't like the approach, it's custom, verbose and ugly.

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