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realistic ballistics simulation ?

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  21:19:07  16 November 2005
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11553
empty
Don't count on it.
  21:38:05  16 November 2005
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empty
(Novice)
 
On forum: 11/12/2005
 

Message edited by:
empty
11/16/2005 21:47:33
Messages: 16

---QUOTATION---
empty
Don't count on it.
---END QUOTATION---



LOL then how a ballistics engine can be called realistic if the material penetration (the most important part imo) is treated so superficially ?
I mean, it can't be that hard or time consuming to implement it decently, especialy because there are so little parameters involved...
Hack, I almost feel i could do it myself if i knew a little physics
  22:02:59  16 November 2005
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SNIPER-X
Know's the X-Ray Engine
(Resident)

 

 
On forum: 10/28/2004
Messages: 230

---QUOTATION---
empty
Don't count on it.

LOL then how a ballistics engine can be called realistic if the material penetration (the most important part imo) is treated so superficially ?
I mean, it can't be that hard or time consuming to implement it decently, especialy because there are so little parameters involved...
Hack, I almost feel i could do it myself if i knew a little physics
---END QUOTATION---



In the Shader Editor, adjustments through bullet types, impacts, pierceability, ect, can all be edited.

With X-Ray, it's more like a 9mm bullet itself is specifically one catagorey of it's own calibur. It has it's own properties and mathmatical calculated physics scripted. Same goes for weapons and how they manage when firing.
When lets say you import geometry, you have to let the engine know what kind of object it is. So if I made a wooden plank and placed it into my folders, i'd have to make sure it's imported then open it in shader, particle editors to allow me to assign it what kind of wood, weight, ect. it is. But it's more like Pistol 9mm bullet = wooden plank impact = this much between all 3 of them into this reaction in it's properties.

I'd rather not go on explaining because i'm confusing myself, than if I was to talk it out. But you can get the idea if you analyze it.
  14:04:55  17 November 2005
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empty
(Novice)
 
On forum: 11/12/2005
 

Message edited by:
empty
11/17/2005 14:07:57
Messages: 16

---QUOTATION---
When lets say you import geometry, you have to let the engine know what kind of object it is. So if I made a wooden plank and placed it into my folders, i'd have to make sure it's imported then open it in shader, particle editors to allow me to assign it what kind of wood, weight, ect. it is. But it's more like Pistol 9mm bullet = wooden plank impact = this much between all 3 of them into this reaction in it's properties.
---END QUOTATION---



So all this parameters have to be assigned manually for every object...
Wouldn't it be easier if the info about the material's properties was linked directly to predetermined types of textures such as: metal1, metal2, wood1, wood2, etc ?
So if you apply a wood-type texture on a wall geometry for example,
the engine automatically knows what the wall's properties are (density,friction) so you don't have to specify them yourself for every single wall in the game
  14:30:34  17 November 2005
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SNIPER-X
Know's the X-Ray Engine
(Resident)

 

 
On forum: 10/28/2004
Messages: 230

---QUOTATION---
When lets say you import geometry, you have to let the engine know what kind of object it is. So if I made a wooden plank and placed it into my folders, i'd have to make sure it's imported then open it in shader, particle editors to allow me to assign it what kind of wood, weight, ect. it is. But it's more like Pistol 9mm bullet = wooden plank impact = this much between all 3 of them into this reaction in it's properties.

So all this parameters have to be assigned manually for every object...
Wouldn't it be easier if the info about the material's properties was linked directly to predetermined types of textures such as: metal1, metal2, wood1, wood2, etc ?
So if you apply a wood-type texture on a wall geometry for example,
the engine automatically knows what the wall's properties are (density,friction) so you don't have to specify them yourself for every single wall in the game
---END QUOTATION---



Well, there are metals in specifics that range in numbers by the texture form. Basically you can assign a specific impact mark for what kind of material it would go to. Cuz in the world you have all sorts of metals. And each one would react differently or similar if a bullet went through it or had impacted it.
Doing what I described in the first post helps you make your world with more variety, but more work involved doing so. I still study the ways of how X-Ray performs in handling such operations, but it can pretty much assign specifics to any object in the world or enviormental piece. With it's own properties which can help assign your world with more realism.
  15:49:54  17 November 2005
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empty
(Novice)
 
On forum: 11/12/2005
 

Message edited by:
empty
11/17/2005 15:51:06
Messages: 16
What i'm trying to say is that there's no point to apply the same type of texture on different objects but to give them different properties, such as density...
Besides the fact that it's time consuming, this would also mean that objects (walls i.e.) that look to be made from the same stuff behave differently in terms of material penetration which will only confuse the player! Does this make any sense to you ?
  01:39:45  22 March 2007
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Postie
(Novice)
 
On forum: 03/21/2007
Messages: 3
Textures are just pieces of art. They don't define the material properties of the object they are pasted onto the side of in the same way that the logo on a T-Shirt doesn't define the worth of the person wearing it.

Textures are just a surface property. It may hint at the composition of the object, but it doesn't necessarily hold that because the outer layer is made of plastic that the object is plastic all the way through.
  00:08:10  24 March 2007
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tendon
(Novice)
 
On forum: 03/22/2007
Messages: 21
I wish there was a way to tone down the ballistics. I mean, it is cool, but it gets frustrating when you have a baddie down your sights and it takes a bunch of shots to hit him.
 
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