progressive damage

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in the game will there be more physical damage to the player for how much damage you cause? for example... if i were the kamehameha the crap out of someone, will their clothes be ripped and such? and if the player reaches say... 20 or less health points, does the player hold one arm like gohan does when he gets blasted by cell? and low heath points slow the player down & make attacks less powerfull?
 
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I haven't heard anything about damaged models showing after a certain set of damage. However fans tend to make those models themselfs. So if it's not in, you'll eventually be able to download them. (Those won't change on damage received though)

As it is now, if you get low health, your powerlevel starts to drop.
 
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Damaged models require extra textures/models for each character and form. When you look at everyone and their transformations, it adds up. Even only having 1 for below 50% means twice as many :p. Downloading ESF would take forever. It would also make custom models a pain to do properly.

Desperation attacks? The problem with these is that someone could damage themselves below 20 HP and then kill everyone with the special attack.
 
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Damaged models require extra textures/models for each character and form. When you look at everyone and their transformations, it adds up. Even only having 1 for below 50% means twice as many :p. Downloading ESF would take forever. It would also make custom models a pain to do properly.

Desperation attacks? The problem with these is that someone could damage themselves below 20 HP and then kill everyone with the special attack.
Not if you use decals. Which is a form of texture projection.
Basically create 2-3 textures of scratches, blood, whatever, and slowly project them on the UV of the character models as their HP decreases.

You can go even further with this idea by adding sub-models to the characters with torn clothing, broken armor, etc. Now that would be quite some work.
 
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Ive always wanted just a basic texture of scratches/bruises/blood that is projected onto the model. Some advocate that the models are too small or moving too fast for you to care for such a detail, but I guarantee if it was implemented it would be an aesthetic you would both notice and enjoy.
While having extra animations and models would be absolutely awesome, it dramatically increases the workload. Just one battle-damaged model per form would double the total models required. Extra animation could be a pain too, but if you were smart you could use blending and limit the extra animations. ie normal idle and injured idle. Extending this to movements like running p/direction etc would prove costly and isnt really necessary - esp if there are other visual cues that your opponent is severely injured - such as blood and bruising :p
 
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Not if you use decals. Which is a form of texture projection.
Basically create 2-3 textures of scratches, blood, whatever, and slowly project them on the UV of the character models as their HP decreases.
That sounds a lot easier, wouldn't there be trouble if the same part of the UV map was used for symmetrical regions of a model?
 
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Aye you would, overlapping UVs = no asymetrical details.

Plus I personally think 95% of all texture only battle damage looks like ass.
 
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You can edit models to use a another texture/area for asymmetrical areas though =/

I believe asymmetry + clean damage art can make it look good.
 
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Well currently models require a single texture, and yes you certainly can edit them to support asymetrical details. However you will only lose quality of the overall texture due to the fact that it requires much more texture space, in effect it makes the texture resolution lower, which makes it lower quality in general.

I genuinely do not think it's worth the effort it requires to make it look good.
 
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Unmirroring the UVMap is not a problem, especially when ESF uses 2k sized maps. This still is the most efficient way to do it without doing 3 different textures for each character and it's forms.
And yeah, texture changes only will look pretty cheap.

So it's possible taking it even a step further, by modeling ALL the characters basically... naked. (don't get any ideas lol)
Then you model 2-3 versions of their clothes/armor/whatever in normal, damaged and heavily damaged conditions. The main one would be the normal one, which is the default submodel you see as you spawn.
As your HP drops, the submodels will switch to damaged and then heavily damaged, basically adding the extra 3D touch to the characters' destruction.

So that, plus the decals = win.

Mind you, it's crapload of work, but if you're looking for a good way to do it, that would be it.
 
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How about if the team would do this after ESF F Release in the form of a patch? Then again, Im assuming the community could do it too using AMXX and doing the models.
 
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The community is too lazy to do anything except whine about release dates.
 
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Project Tien proved that much ^^
You keep saying that, but that doesn't really mean anything. At the time only about 3-4 people knew how to animate compared to the huge amount of people who knew how to model and skin. If Tien were to go ingame as promised, then it wouldn't really be worth it if people decided to learn how to animate and have their first animations go ingame, now would it?

I guess you can say the people who were supposed to do the animations were lazy, but they don't really represent the whole community. The modelers, skinners, and UVers did their job :p

---------- Double Post below was added at - 03:09 PM has been merged with this post created - 03:07 PM at ----------

Project Tien proved that much ^^
You keep saying that, but that doesn't really mean anything. At the time only about 3-4 people knew how to animate compared to the huge amount of people who knew how to model and skin. If Tien were to go ingame as promised, then it wouldn't really be worth it if people decided to learn how to animate and have their first animations go ingame, now would it?

I guess you can say the people who were supposed to do the animations were lazy, but they don't really represent the whole community. The modelers, skinners, and UVers did their job :p
 

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