Th3Ya0vi / vdrift-ogre

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Car visual damage and dirt #87

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
As title suggests, when hitting walls etc, car could take visual damage.

For instance, it's very easy to change glass normal map (to make it look broken)

Other aspects, like loose parts of chassis, are probably more difficult, each 
car needs to be rigged and animated, so they are unrealistic for the near 
future.

Original issue reported on code.google.com by scrawl...@gmail.com on 14 Oct 2011 at 8:51

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GoogleCodeExporter commented 8 years ago
Dirt on car would be possible too (blending the diffuse texture with a dirt 
texture, based on a dynamic blend map)

Needs discussion if there should be already dirt at game start.

Original comment by scrawl...@gmail.com on 14 Oct 2011 at 9:14

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GoogleCodeExporter commented 8 years ago
I'm thinking of a dynamic cube map (6 textures, eg. 512 or smaller) mapped to 
whole car just like a box.

This cube map would be painted during drive. I can give you the xyz in space 
car when hitting a wall etc, for crashes.
Or just in some places near wheels, over time, depending on car velocity for 
dirt/dust/mud. And more intensively while spinning in mud, or even cleaning it 
after, in water.

The 1st, damage cube map would have the blend weight between fresh car / 
destroyed car textures.
The 2nd cubemap would have blend factor for the dirt texture that would be 
added (alpha blended) onto the 1st.
Later could be more factors like blend to dirt/dust/mud/snow, but only those 
which can be on current track.

Finally if we have the 1st cubemap and painting it working, maybe its possible 
to use it in vertex shader to have mesh deformations ? Or do we need to edit 
the manual object's verices on cpu for that, would be more difficult.

Original comment by Cry...@gmail.com on 15 May 2012 at 6:19

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GoogleCodeExporter commented 8 years ago
Totally supporting this. I'd love to see damage effects and cars getting dirty 
(lol) when driving through rough roads or terrain. Exact ideas that come to 
mind:

- Dirt: Slowly fading a dirt texture over the car's body as it keeps driving on 
surfaces that emit dust particles. When the car falls in water, the texture 
could fade away to simulate cleaning it (mustn't be too quick and obvious 
though). The dirty texture should depend on the surface that caused it (sand, 
dirt, snow, etc).

- Damage: For the car body, blending a scratch texture near the location of 
impact. For windows, blending a broken glass texture over them. Another effect 
(once better car lights with coronas exist) is shutting down lights. If you hit 
the front of the car, headlights go away... if you hit the back, brake and 
reverse lights should no longer work.

Original comment by MirceaKi...@gmail.com on 12 May 2013 at 12:17

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Original comment by Cry...@gmail.com on 2 Apr 2014 at 11:40

GoogleCodeExporter commented 8 years ago
Dirt on cars are caused by dirt particles flying up in the air and landing on 
the car's chassis. Let's do the same in-game: When a particle coming from the 
ground (dirt) goes up into the air and lands (collides) onto the chassis, have 
it leave a dirt spot. When placing it, check if any other dirt spots are 
already existing in a certain radius. If so, and if there are two or more of 
them, agglomerate them (to prevent causing lag, and to make it more uniform). 
It can agglomerate as big as it can get. This way, due to the particle's 
physics, we will have realistic mud spots on the car. Any part of a muddy spot 
that spends more than 1.5 seconds underwater gets washed away. Only a part of 
it, not the whole smudge.

Original comment by acersp...@gmail.com on 19 May 2014 at 6:21