Tinny Posted September 26, 2002 Share Posted September 26, 2002 hey guys, they've released an sof2 mp sdk which i think comes with the mp source code. since both jo and sof2 are loosely based of the q3 engine i was wondering if some of the elements of sof2 could be implemented into jo, such as being able to see exiting and entering bullet wounds which can be turned to blaster marks and the ability to mark not only walls but other players as well. also more dismemberable areas could be implemented. Link to comment Share on other sites More sharing options...
ASk Posted September 26, 2002 Share Posted September 26, 2002 SOF2 uses much more advanced Ghoul engine. It's the one that allows for bullet enter and exit wounds and detailed dismember. JK2 not only uses an older engine, but the dismemberment is implemented as "on-death", meaning you can dismember a limb only when the entity dies. Link to comment Share on other sites More sharing options...
Tchouky Posted September 26, 2002 Share Posted September 26, 2002 well if you removed the ghoul2 reconstructions off the g2 body checks and add a few dismember code i think you could add dismember while alive ... i m not sure but i think this could be done ... Link to comment Share on other sites More sharing options...
Tinny Posted September 26, 2002 Author Share Posted September 26, 2002 it would be awsome to fight with one leg or something like that while hopping. but taht require new animations which only softimage can provide . Link to comment Share on other sites More sharing options...
Emon Posted September 30, 2002 Share Posted September 30, 2002 JO and SoF2 use the EXACT same GHOUL2 engine, and the EXACT same game engine as a whole. They basically removed all the ultra gore because it's SW, that's all. Wouldn't be hard to recreate. Link to comment Share on other sites More sharing options...
ASk Posted September 30, 2002 Share Posted September 30, 2002 As far as I saw, they do not use the same engine for dismember. JK2 uses a slightly earlier Ghoul2 engine version (2.1 I think) whereas SOF2 uses 2.2 Link to comment Share on other sites More sharing options...
Jaii der Herr Posted September 30, 2002 Share Posted September 30, 2002 I think you must create models that support more dismember zones Link to comment Share on other sites More sharing options...
The Eternal Posted October 14, 2002 Share Posted October 14, 2002 i also tought that the gore stuff was another thing NOT part of the ghoul2 engine, ghoul2 is just dismemberment and colission stuff, altough it might have to do with saving the ghoul face the mark is attached to but not much more i think. i'm not sure how the gore 'engine' was called.. but it also had to do with the grass and jungle drawing in sof2 (mostly shader specific stuff, culling shaders at a distance. not sure if this is implemented in jk2, but i don't think it was / is) you 'could' basically create something like that yourself. but this wouldn't by anything easy (check the drawn mark thing every frame to see if it should be culled etc.. not really processor friendly code i guess). i coded something like that for quake3 tough. (well the culling at least) but that was based on map settings and entities. this worked but using the engine is offcourse much faster... and for now, impossible (unless you have mucho money ) Link to comment Share on other sites More sharing options...
Darth_Kitty Posted October 14, 2002 Share Posted October 14, 2002 hehe/ I have SoftImage, but you can't import the damn .gla file till raven releases the raw format Link to comment Share on other sites More sharing options...
Tinny Posted October 15, 2002 Author Share Posted October 15, 2002 hey emon i dunno if its the same engine, unless the areas u can disemember at are only game specific. even if i turn g_saberrealisticcombat @ 99999, i still won't see a stormtrooper's head cut into peices of foruths, and not the flying gore u see in sof2. Link to comment Share on other sites More sharing options...
The Eternal Posted October 15, 2002 Share Posted October 15, 2002 tinny, you partially wrong. i'm not sure yet what's up with the maximum amount of body parts but i don't think it would be limited.. (why not try a sof2 .glm file once?! ) also the gore stuff.. why wouldn't this be possible? it's just some flying 'debris' simply code in some stuff and whoop you've added gore gore sprites 'ON' the body might get harder tough because they require shader specific stuff jk2 doesn't have... but it would be fun to have someone try a sof2 glm file once and see what that does on dismemberment Link to comment Share on other sites More sharing options...
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