Vertex Damage Modeling

Discussion in 'General Discussion' started by Tnadz, May 29, 2018.

  1. Tnadz

    Tnadz Registered

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    Stonec, back in Oct 2016 and others have, mentioned that vertex damage modeling was available on the .ini files and appeared to be turned off or a left over from the first rFactor engine. Are there any plans to pursue this damage modeling again in the future? Games like Wreckfest and BeamNG have done phenomenal work with vertex based damage systems but they also crafted their platforms around it, investing a ton of resources in its development. Is it even possible to implement this type of damage modeling in rFactor2 at this point due to complexity? Or is it just a matter of resources and priorities at this point?

    And if we can't have vertex damage modeling, could we at least have updated crash sounds? Some wrecks sound like a rubber ball bouncing around a wooden box. :D

    But seriously, I want to thank all of you Studio 397 guys for the incredible work you've been doing with the platform. It's never been better and only keeps getting better.
     
  2. ede78

    ede78 Registered

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    very good point. Thx.
     
  3. Nitrometh

    Nitrometh Registered

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    Very good point, indeed. I love beamNG for it's damage simulation. But that's it tbh. Would be great if it could be implemented in rf2.
    The problem of ,,flying'' headlights when the cars lose their front bumpers is still present, isn't it!?
    Cheers
     

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