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Old 02-02-22, 01:18 PM   #148
gap
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Quote:
Originally Posted by kapuhy View Post
Since I got to the phase where I do FX for new ships I was able to do a little test. I cleared all effects from all FX bones except for two "low tier" aka "L1" bones (lets call them B1 and B2), both sharing the same parent bone (PB). I then created two boxes for PB bone, one of which covered position of bone B1 and other, position of bone B2. I loaded up the game and put a bunch of shells into ships bow aiming at box Z2.



If game checked positions of bones against damaged box, I expected only effect B2 to play, but instead both played out as soon as damage to Z2 box exceeded 40% requied for L1 effects to play.

So no, it appears game only uses positions of fx bones to anchor their effects in 3d space, not to decide which ones to play out. Also, making multiple boxes for single parent fx bone does not make game "divide" effects between boxes - all effects will play out as soon as one box sustains enough damage to trigger them.
Okay, thank you for testing and reporting your findings here.

If I got you correctly:

- damage boxes tell the game where to hit for triggering certain damage effects;

- damage zones (assigned to various boxes) decide which effects should be played and at which level of damage;

- FX bones determine position/orientation of the played effects.


In other words (correct me if I am wrong):

- if a box located let's say near the bow gets assigned a zone with a fire effect among its effects;

- if that box is damaged beyond the level which triggers the fire effect;

- if "fire bones" are equally distributed along the ship:

the whole ship will be set on fire, not only her bow.


On a side note, I think it is legitimate assuming that if no fx bones are found for a given effect, the effect will originate (only) from the center of the damaged box triggering it. E.g. in stock games aircraft have no FX file assigned; if an engine nacelle is damaged, we can expect a black smoke trail to originate from there and only from there
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