<Sniper|AFK> By model cutting, what are you referring to? <Space_Man> laser scalpels <Space_Man> ? <Sniper|AFK> Seemingly that shouldn't be terribly difficult to implement <Space_Man> human or animal models? there is an important ethical difference <Sniper|AFK> For the physics system being used, you'd create a new actor or entity to handle the newly created pile of guts or whatever. <Space_Man> no sane person wants to experiment on human models <Space_Man> but a cute dog model... <Sniper|AFK> Let's say you chopped off a leg. <Sniper|AFK> You'd need to load up the model's verticies, create a clipping plane for the slice, and designate which polygons were affected <Sniper|AFK> Two new models would need to be created, <Sniper|AFK> The "hole" in the leg would need to be filled with an appropriate "blood and guts" textured mesh <Sniper|AFK> You'd probably designate a particle system for the center of the newly created hole, at which point blood gushes out. * LordHavoc has quit ("Client exiting") <Sniper|AFK> The physics system would take care of the collision of either mesh. * LordHavoc (~firstname.lastname@example.org) has joined #darkplaces * Caleb gives channel operator status to LordHavoc <Sniper|AFK> Something to that effect. <Sniper|AFK> Obviously there'd be more to it, but overall, I'd probably code it in those steps. <Sniper|AFK> As for the actual slicing and filling of the model, I'm sure there are papers around for that.
<Spoike1> no, none. <blendarer> none? <blendarer> I just want.... model cutting and deforms <blendarer> and I.. don't know how to do this <Spoike1> oh, is that all? <blendarer> suppsidly it's easy <blendarer> that's all <Spoike1> aye, it is really easy... <Spoike1> doing it in realtime in a persistant manner on the other hand... <Spoike1> especially if you want the severed limb to fall on the ground instead of instantly vanishing in an immersion breaking way <blendarer> be given an entity and fall on ground like a gib <blendarer> (doesn't need to be properly min/maxed or anything) <Spoike1> if you have a mesh and a plane to cut along, you can test the distance from the point, and figure out the fraction and midpoint <Spoike1> problem is that in an animating mesh, that mid point moves. <Spoike1> and the plane bends too. <Spoike1> and the animations kinda expect there to still be an arm or whatever to counter balance the animation's momentum, etc <blendarer> could still keep the bone there? <blendarer> (but no verts ) <blendarer> I made a thread here http://forums.xonotic.org/showthread.php?tid=3666 about that <blendarer> but whatever's simple is fine too, something is better than nothing <Spoike1> easiest way is to likely build the mesh, figure out the interpolant values, and then generate a completely new mesh from the original mesh. then import animations from the origional model into your new mesh. <blendarer> if animation can't be done this could just be a death effect which wouldn't be called unless the blow's dmg reduced theirs to less than 0 <blendarer> Spoike1, in the engine? <Spoike1> using vertex weights to figure out the new midpoint of the lines on the cuts <blendarer> may I post these things to that thread (so others can read the ideas?) <Spoike1> do whatever you want, so long as I don't have to stop being lazy. <blendarer> are there any turtorials on darkplaces I can read to learn how do work with it and maybe do this
The game and engine are GPL licensed, so virtually anything can be done with it.