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Damage Model for buildings?


oibafx

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Will we ever get to see better damage models for buildings? ATM they either just vanish into the ground or spit out some smoke particles. I would love to see some sort of actual impact damage like craters which don’t destroy the entire building but only the affected part of it.

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The issue is that you'd need to actually model every aspect of the structure to get a proper damage model. That means getting schematics, and that's not always going to be easy, especially for industrial facilities that deal with petrochemicals and military hardware... it might get ya a visit from nice men in suits who just want to have a nice chat.

That said, it would be nice if there was a way to do this in-engine when a building is damaged or destroyed. Just look at some of the cities in WW2 before the war, and immediately after hostilities ceased. This would however require a whole new way of rendering structures on a map. But this remains to be seen...

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The issue is that you'd need to actually model every aspect of the structure to get a proper damage model. That means getting schematics, and that's not always going to be easy, especially for industrial facilities that deal with petrochemicals and military hardware... it might get ya a visit from nice men in suits who just want to have a nice chat.
That said, it would be nice if there was a way to do this in-engine when a building is damaged or destroyed. Just look at some of the cities in WW2 before the war, and immediately after hostilities ceased. This would however require a whole new way of rendering structures on a map. But this remains to be seen...
That has no a issue, has a big feature with has none implement yet, and require a very big research and more personal, time and money to build them, if has into the ED plans.


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On 5/16/2022 at 5:39 PM, oibafx said:

Will we ever get to see better damage models for buildings? ATM they either just vanish into the ground or spit out some smoke particles. I would love to see some sort of actual impact damage like craters which don’t destroy the entire building but only the affected part of it.

Syria map scenery already has some nice damage models

Screenshot_1372.jpg

Screenshot_1360.jpg

Screenshot_1361.jpg

Screenshot_1368.jpg

 

Would indeed be nice to at some point see the same llevelof detail on other maps (no priority imho though)

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Syria map scenery already has some nice damage models
Screenshot_1372.jpg.66dcde533fba0952c167cfa3dced437d.jpg
Screenshot_1360.jpg.97ab4d91517c54ae22e5bb0489ddaeb5.jpg
Screenshot_1361.jpg.c3d5bab0c67d8d712f3324e7d6bbc1dc.jpg
Screenshot_1368.jpg.e4cbca07dd29cbff44573c6211894670.jpg
 
Would indeed be nice to at some point see the same llevelof detail on other maps (no priority imho though)
That can be "dead structures", or use the same system of damage sectors as ships.

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56 minutes ago, sirrah said:

Syria map scenery already has some nice damage models

Screenshot_1372.jpg

Screenshot_1360.jpg

Screenshot_1361.jpg

Screenshot_1368.jpg

 

Would indeed be nice to at some point see the same llevelof detail on other maps (no priority imho though)

Though Im something of a Syria knocker this stuff is excellent. Have they fixed the bug with the destroyed building all turning into destroyed tower blocks yet? 

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Personally I think the damage model to the city buildings should be less of a priority than damage models to ships and ground units, really, but still try not to make perfect the worst enemy of good: yes, it would be awesome to have internal structures and realistic damage to buildings, but - as sirrah has pointed out - a huge improvement already is just making a 'ruined' model for the common buildings. One could later on further append it by giving it various degrees of destroyed.

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7 hours ago, Mike Force Team said:

ED should hiring a building engineer that has programming experience. The engineer can use his experience and knowledge to create realistic building damage systems.

You don't need a building engineer for creating damage models for fictional buildings 😅

Just someone with some common sense, the ability to surf the internet for pictures and some creativity 😉

 

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i7-8700K @stock speed - GTX 1080TI @ stock speed - AsRock Extreme4 Z370 - 32GB DDR4 @3GHz- 500GB SSD - 2TB nvme - 650W PSU

HP Reverb G1 v2 - Saitek Pro pedals - TM Warthog HOTAS - TM F/A-18 Grip - TM Cougar HOTAS (NN-Dan mod) & (throttle standalone mod) - VIRPIL VPC Rotor TCS Plus with ALPHA-L grip - Pointctrl & aux banks <-- must have for VR users!! - Andre's SimShaker Jetpad - Fully adjustable DIY playseat - VA+VAICOM

 

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Well first we need a few buildings with more than 30 vortices that are worthy of being blown up. While doing that might as well select a few of them and hit the delete key to make the "ruined" version, add a few cubes, stretch them out and plaster on some nice, smushy, ashy and charred looking texture to have some interior structure. I don't think we need to design the interiors to such detail as to have men in suits visit. Just something that is believable is good enough. Ships and vehicles should definitely get a damage model first. And since that's never getting done, I guess buildings will stay the way they are for the next 30 years.


Edited by FalcoGer
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