Home » MODDING HQ 1.13 » v1.13 Feature Requests » Likely crazy but... Voxels in JA2?
Likely crazy but... Voxels in JA2?[message #350345] Sun, 16 July 2017 18:35 Go to next message
Zarax

 
Messages:54
Registered:February 2007
Location: Italy
Not exactly a request but more of an inquiry about difficulty and potential...
Since it's clear that 1.13 will stay pixel based and no change of engine is realistic, has anyone ever considered adding voxel logic to 1.13?

While I'm pretty sure it would be quite challenging (but hopefully not as bad as adding polygons) it would increase game depth incredibly by allowing an higher variation of terrain shapes, a much more refined cover system and possibly a more reactive environment, with features like cover that can be slowly eroded by heavy bullet fire, the ability of cutting holes in walls and doors and I'm sure a few other things I didn't think about...

How do you devs would see it? Borderline impossible or something that could be realistically developed?

Thanks in advance!

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Corporal
Re: Likely crazy but... Voxels in JA2?[message #350346 is a reply to message #350345] Sun, 16 July 2017 20:38 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Ja2 uses voxels for physical model since vanilla, though it has limitations.
This is how Ja2 world looks for game engine when it calculates LOS or moves bullet:
http://i.imgur.com/oc60ACE.jpg
The picture was taken from the JSD discussion here: link



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Lieutenant

Re: Likely crazy but... Voxels in JA2?[message #350349 is a reply to message #350346] Mon, 17 July 2017 08:47 Go to previous messageGo to next message
Zarax

 
Messages:54
Registered:February 2007
Location: Italy
That's... Very interesting!
Sadly I don't speak russian and google translator is not as effective as I'd like (in addition to my very limited code knowledge) but that pic looks almost like a dynamic perspective to me...
Is that the Palace map?

That said, now some of Flugente's experiments makes a lot more sense, which leads to a few more questions:

1) How hard would it be to increase the voxel "resolution", in terms of for example adding more height levels and/or things like wall thickness?
2) Could objects in the engine be given different "durability" parameters, leading for example to "semi-hard" cover which would crumble after receiving X damage from heavy bullets?
3) Could this eventually lead to trenches and shell craters for example?
4) Seeing that pic, could the engine support potentially the change of isometric view, leading for example to the ability of rotating the map?

Thanks for your answer and sorry for the bunch of questions happy

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Corporal
Re: Likely crazy but... Voxels in JA2?[message #350350 is a reply to message #350349] Mon, 17 July 2017 09:44 Go to previous messageGo to next message
Deleted.

 
Messages:2663
Registered:December 2012
Location: Russian Federation
Zarax wrote on Mon, 17 July 2017 10:47
That's... Very interesting!
Sadly I don't speak russian and google translator is not as effective as I'd like (in addition to my very limited code knowledge) but that pic looks almost like a dynamic perspective to me...
Is that the Palace map?

Yes, according to discussion in that thread.

Quote:
1) How hard would it be to increase the voxel "resolution", in terms of for example adding more height levels and/or things like wall thickness?

Already implemented as mod for vanilla Ja2:
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22773&start=0&

Quote:
2) Could objects in the engine be given different "durability" parameters, leading for example to "semi-hard" cover which would crumble after receiving X damage from heavy bullets?

There's already Flugente's anti-material ammo feature, though I'm not sure if damage accumulates for JSD structure or is that instant effeect.

Quote:
3) Could this eventually lead to trenches and shell craters for example?

Trenches are implemented as visual effect in FFF mod by Scorpion:
http://i.imgur.com/XfhmKne.jpg
Real physical trenches implementation is not possible in the current code as far as I know.

Quote:
4) Seeing that pic, could the engine support potentially the change of isometric view, leading for example to the ability of rotating the map?

Should be possible with graphical engine code rewrite and a lot of graphical work with making 4 views for each possible tile. Very unlikely to happen.



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Lieutenant

Re: Likely crazy but... Voxels in JA2?[message #350355 is a reply to message #350350] Tue, 18 July 2017 09:31 Go to previous messageGo to next message
Zarax

 
Messages:54
Registered:February 2007
Location: Italy
Thank you very much!

Is there any chance "HD" Jsd will ever end up as part of 1.13?

As for trenches, I think Flugente experimented here: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22780&goto=345445&#msg_345445

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Corporal
Re: Likely crazy but... Voxels in JA2?[message #354282 is a reply to message #350355] Fri, 10 August 2018 05:11 Go to previous messageGo to next message
SabinyAk is currently offline SabinyAk

 
Messages:141
Registered:July 2015
Location: Mexico
can someone give me a quick rundown on wether this is going to be implemented or not? i saw that thread some time ago and everytime i defend a sector with a sniper i think in how nice would be to place them on a higer ground.


Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.

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Sergeant
Re: Likely crazy but... Voxels in JA2?[message #357561 is a reply to message #354282] Tue, 18 June 2019 07:15 Go to previous message
SharkD is currently offline SharkD

 
Messages:352
Registered:July 2003
Three-dimensional multi-storey voxel maps would be nice, but you would need artists, artists, artists. And making the art look good next to all the existing artwork is not easy. Just look at the many existing mods where the new art doesn't quite "match" the old art. And, sadly, Sir-Tech did not bequeath us the original 3D models, rigging, lighting, textures, etc. together along with the game's source code.

[Updated on: Tue, 18 June 2019 07:18]




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