Artillery holes

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barakas

FNG / Fresh Meat
May 15, 2009
402
210
0
Is there any information on whether land will be deformed by artillery shells in HoS?

Many a time in RO1, I've seen an artillery shell hit in front of me, with bullets raining down around me, and I've wished I could dive into the shell hole for cover, but its just a texture.

I realize there are technical limits, but maybe there could be only certain areas of land that can be deformed by shells.
 

RedDemon

FNG / Fresh Meat
Aug 26, 2006
57
1
0
Is there any information on whether land will be deformed by artillery shells in HoS?

Many a time in RO1, I've seen an artillery shell hit in front of me, with bullets raining down around me, and I've wished I could dive into the shell hole for cover, but its just a texture.

I realize there are technical limits, but maybe there could be only certain areas of land that can be deformed by shells.

I think it would be possible for land deformation in the Unreal Engine 3, not positive though.
 

barakas

FNG / Fresh Meat
May 15, 2009
402
210
0
I think it would be possible for land deformation in the Unreal Engine 3, not positive though.

Well it does not even have to be proper physics based deformation.

Just like there are walls in RO1 that can be destroyed using, the land in RO could have 2 states, normal and after a shell has hit it, then there is just as much the appearance and function of deformation, without the need for complex physics.
 

Greggy420 24 7

FNG / Fresh Meat
Mar 19, 2009
35
0
0
Well it does not even have to be proper physics based deformation.

Just like there are walls in RO1 that can be destroyed using, the land in RO could have 2 states, normal and after a shell has hit it, then there is just as much the appearance and function of deformation, without the need for complex physics.
Always stride for the best though, if they took the road of complex physics based terrain deformation the results would be pretty impressive and make the game that much more immersive. I understand how hard it is to fit things like this into a game though considering all the resources it would take.
 

iluvyaman

FNG / Fresh Meat
Mar 11, 2007
120
20
0
If that's possible, digging up the ground will be possible too, which I would like to see.
But I doubt it.
 

Mr_125

FNG / Fresh Meat
May 5, 2009
43
12
0
One of the most awesome features in Company of Heroes (yeah... I know) was the land scarring. Arty levels the landscape and your infantry just dive into the holes. I was just wondering, is it at all possible to have this effect in shooters? Or is that just too taxing?
 

barakas

FNG / Fresh Meat
May 15, 2009
402
210
0
One of the most awesome features in Company of Heroes (yeah... I know) was the land scarring. Arty levels the landscape and your infantry just dive into the holes. I was just wondering, is it at all possible to have this effect in shooters? Or is that just too taxing?

It all depends how its done really.

If its actually fully modeled how each shell will effect the ground, then it would put immense load on servers to model all the physics and update everyones client correctly.

However there are half measures.

In CoH the ground is not really fully modelled in physics. When large mines or artillery hits the ground, it merely changes that piece of ground to have a "crater" model, which is actually 3D, so players can go prone in it and be protected from fire.

If you think of it like a 3D texture (which is possible with UE3), then it wouldn't be too hard.
 

Futuristic_WarMachine

FNG / Fresh Meat
Jun 20, 2009
20
0
0
North America
Is there any information on whether land will be deformed by artillery shells in HoS?

Many a time in RO1, I've seen an artillery shell hit in front of me, with bullets raining down around me, and I've wished I could dive into the shell hole for cover, but its just a texture.

I realize there are technical limits, but maybe there could be only certain areas of land that can be deformed by shells.

I would like all explosive weaponry to leave a realistic Decal and deformation using the Unreal Engine 3 will allow Tripwire to add some crazy things in ROHOS so lets hope they will! :)