The only drawback I had in LFS was the lack of damage modelling.
But that was about to change in S2 with the implementation of suspension and
tyre modelling.
But apparently they added visual damage as well. So you will see what damage
others have sustained
during wallriding, kerbjumping, ....
Take a look at this article :
http://www.4players.de/rendersite.php?LAYOUT=dispbericht&world=lfs&BERICHTID=3069
Quote :
> Ocrana : How did you come up with the idea of implementing the damagemodel in S2? Has it not been planned for S3 originally?
> Scawen : The damage was planned for S3 actually. However, we knew thatthere will be a problem with drivers who use the walls on South City and
that they get an advantage by that action while other drivers go the normal
way. So, we needed a first damage/suspension model which could bend after
big impacts. It looked very good in the beginning, but I became very
confused with the fact that the suspension bends and takes damage while the
rest of the car remained completely unharmed. Therefore, I created a system
in which the wire frame model of the car took the damage. In my opinion,
damage accompanies tyre wear and mileage. The car now is a constantly
dynamically changing variable, instead of the static construction as it was
before.
> Ocrana : Thank you very much!
FYI : Weiter - Zuruck at the bottom of the page means Next - Back
This is looking good !!!!!
RAS-league anyone ?
Jimster
Wow.. impressive.
"Jimster" <[email hidden]> wrote in message
news:AcCVc.220804$[email hidden]...
> The only drawback I had in LFS was the lack of damage modelling.
> But that was about to change in S2 with the implementation of suspensionand
> tyre modelling.
>
> But apparently they added visual damage as well. So you will see whatdamage
> others have sustained
> during wallriding, kerbjumping, ....
>
> Take a look at this article :
>http://www.4players.de/rendersite.php?LAYOUT=dispbericht&world=lfs&BERICHTID=3069
normal
> way. So, we needed a first damage/suspension model which could bend after
> big impacts. It looked very good in the beginning, but I became very
> confused with the fact that the suspension bends and takes damage whilethe
> rest of the car remained completely unharmed. Therefore, I created asystem
> in which the wire frame model of the car took the damage. In my opinion,
> damage accompanies tyre wear and mileage. The car now is a constantly
> dynamically changing variable, instead of the static construction as itwas
Quoted text (7 lines)
> Quote : > > > Ocrana : How did you come up with the idea of implementing the damage > model in S2? Has it not been planned for S3 originally? > > Scawen : The damage was planned for S3 actually. However, we knew that > there will be a problem with drivers who use the walls on South City and > that they get an advantage by that action while other drivers go theQuoted text (11 lines)
> before. > > Ocrana : Thank you very much! > > FYI : Weiter - Zuruck at the bottom of the page means Next - Back > > This is looking good !!!!! > RAS-league anyone ? > > Jimster > >Wow.. impressive.
http://www.4players.de/rendersite.php?LAYOUT=dispbericht&world=lfs&BE...
Pre-Alpha S2 movie :
http://www.pilp.de/mpeg/GC2004.wmv
--
--- Ocrana.Ati|MagicFr#6 ---
--- Sebastien TIXIER ---
--- Dynamics and Car Physics ---
--- Eden Games ---
S�bastien Tixier wrote:
> Pre-Alpha S2 movie :
>
> http://www.pilp.de/mpeg/GC2004.wmv
>
Video is made form Game Convetion @ Liepzig ( Germany ), Movie from JoeCool.
--
--- Ocrana.Racing.Ati|MagicFr#6 --- www.ocrana.com ---
--- Sebastien TIXIER --- Dynamics and Car Physics ---
--- Eden Games --- www.eden-games.com ---
Holy shit.. great video!!
The damage model looks neat.. not GREAT, but definately good.
"S�bastien Tixier" <[email hidden]> wrote in message
news:cgcfin$c47$[email hidden]...
JoeCool.
>
> --
> --- Ocrana.Racing.Ati|MagicFr#6 --- www.ocrana.com ---
> --- Sebastien TIXIER --- Dynamics and Car Physics ---
> --- Eden Games --- www.eden-games.com ---


































