"per-pixel hit accuracy" sounds cool

Good thinking roach..then you have to define ears seperate and the rest is likely deadly..if your chin is bulletpearced you'll mostly blead to death i assume..oooh the horror we are talkin about here. :devil:
 
Originally posted by [Hunter]Ridic
If this system is true for hl2 or doom3 it means someone could make an uber realism mod. Id perfer a realism ww2 mod but in any case it would be possible. You could actually have heart hitboxes, besides the chest hitboxes. Neck hitboxes, not an instant kill but you die bleeding to death. Head, stomach, liver it would all work :cheers:
You could go the whole way and add sounds effects too...shoot someone in the right place and you can hear them wheezing. Would be good for CTF I think - you know the guy is hiding in your base, so you get the rest of the team to be quiet and listen for the noises.

Even cooler, imagine you're in a room with a grate in the ceiling, you noticed a little blood drop on your screen (in game, naturally) . You look up and there is blood dripping down the shaft from the guy in the room above.

I'm sick. :eek:
 
I thought they had that in doom3 too,this per poly hit detection coupled with sounds,but i'm not sure...would indeed be very cool... would be kind of a good idea when you are badly wounded that you like breathe much heavier and enemies can hear that when your closeby..but that's going very far i think
 
Originally posted by Yo-Han
I thought they had that in doom3 too,this per poly hit detection coupled with sounds,but i'm not sure...would indeed be very cool... would be kind of a good idea when you are badly wounded that you like breathe much heavier and enemies can hear that when your closeby..but that's going very far i think

If nothing else... it's moddable!
 
Originally posted by Yo-Han
I thought they had that in doom3 too,this per poly hit detection coupled with sounds,but i'm not sure...would indeed be very cool... would be kind of a good idea when you are badly wounded that you like breathe much heavier and enemies can hear that when your closeby..but that's going very far i think
It's not that hard, it could be done (the sounds, real time bleeding and guts is harder). I'm not sure it should be done though. Would be best for team games where your life isn't as important.
 
i hope there are some cool ass mods that use bullet penetration.

"Player17 walks into room 06. Player17 heres footsteps in the room nextdoor. Player 17 whips out his light machine gun and hammers the walls until his gun is empty. Player17 walks into room7 and sees 4 dead enemys and about 60 bullet holes in the wall, which clearly let him see into the other room."

YYYES. Nothing more fun then penetration.

even as an enemy.

You could be in a building and hear a helicopter outside. Then you hear 2 miniguns fireing and you see 100's of tracers blaze through the room your in making your friends swiss cheese, then making you swiss cheese 2 seconds later.

I think if hl2 has great anti cheat protection then a lot of mods will have bullet penetration. Bullet penetration and iron sights are my favorite features to have in mods. :)
 
Originally posted by Ro@cH
I remember when CS had an inherited HL-bug that would cause bullets to be ineffective if fired from a specific angle onto the head of an enemy. They fixed it in a patch.

lol, you mean dodgy hit boxes around the head area?

No no, that bug is still there.
 
Isn't that a bit spammy though? Not sure I want some guy with a minigun killing me from 2 rooms away. What are iron sights, btw?
 
iron sights is when you press a button and the gun's aiming sight comes up to your eye as if you were look through the real gun sight. A very cool feature that makes things more realistic.
 
You have iron sights in Vietcong for example, very effective :)
 
yea they are cool, except they made them wrong :dozey: .

In vietcong they make you aim with only the frotn sight mount insted of both. If you shot like that in real life you would shoot the sky. THey made the right on the mosin nagant and winchester though.
 
Generating this(ultra-realistic body) only, ie a 'room' with just one of these models inthere, and a variety of weapons to test on 'ze subject' would be possible with current hardware I think. Anyone who would like to code this baby? Before you say yes, start by going to a few libraries and pick up books about computer graphics, graphic API's, DirectX9,modeling and animation techniques,C,C++,Photoshop,Maya,3DStudioMax,OpenGL,and a whole load more!!


Originally posted by Yo-Han
Good thinking roach..then you have to define ears seperate and the rest is likely deadly..if your chin is bulletpearced you'll mostly blead to death i assume..oooh the horror we are talkin about here.

Yeah but what if you stand to the left of a guy and shoot him in the head, but his ear is in the way? To be realistic that would have to count as a headshot. The only way we can reach total accurateness and realism of hit-detection is not by only detecting per-poly or per-pixel hits, but also taking into account the way the bullet travels through the body. Shooting a bullet from ear to ear means it passes through the brains, which means errr, you're dead :) Imagine being able to see and hear the different results of a leg-shot that passes through the thigh-bone, or one that misses the bone by an inch, only to cause a flesh wound. Next step in realism would be to not only have bones be taken into account, but also arteries. A bullet that enters the leg, misses the bone, but ruptures the big vain/artery in your thigh, would cause you to die within a few minutes. All these things come fairly close to Murray_H's idea, and are 'fairly' easy to do. Simply detect the entrance and exit polygon or pixel for a bullet, and you know what part of the body it went through. The bones and arteries wouldn't have to be rendered, the engine simply 'knows' where they are situated in the body, and calculates the inflicted damage accordingly.
 
I understand but ironsights on a 2D screen aren't exactly the most realistic thing either. I think it's a welcome change from the usual zoom method :)

Originally posted by [Hunter]Ridic
yea they are cool, except they made them wrong :dozey: .

In vietcong they make you aim with only the frotn sight mount insted of both. If you shot like that in real life you would shoot the sky.
 
Originally posted by [Hunter]Ridic

YYYES. Nothing more fun then penetration.

You got that right :cheese:

but I don't think thats what you meant.:eek:
 
good thinkin again :) if the bullit goes trought the ear the game could detect it ,but if the bullet traverses a way in the game like a real life object(bullets in doom3 are and have velocity) you should be able to let it penetrate the ear first and then hit the second deadly zone(for ex brain part)...the direction from where the bullit came is indeed neccesary to calculate that

edit ps:don't know if that would be possible,..if the bullit only touches ear pixels it's not much damage..if the bullit touche ear pixels and then enters brain or main face pixels it's deadly or does way more damage

the bullit should be really able to penetrate then,could be possible if he has velocity and mass and objects hit have some density value..but that would require (if possible) again more computing power..the possibality of hitting armor is a good example.it does lesser damage and the stronger your armor is..the less damage..if armor is low it can be penatrated(maybe possible with a density value too)...man you can take this thing far :) further then i thought..although i'm no programmer and have no clue what i'm saying is possible in code, some things are some i don't know
 
Originally posted by FAK3R
You got that right :cheese:

but I don't think thats what you meant.:eek:


figures coming from a guy with an avatar that says "i love porno"

:cheers:
 
Originally posted by Yo-Han
bullit...bullet...bullets...bullit...bullit...bullit...bullit

Sounds like you have a problem with that word lol :)
 
All this talk about ears gave me this idea. If a players' ear is either hit (or a near miss), assuming it didn't continue on through the brain, then the player should go deaf in that particular ear (right or left speaker, etc...) like in vietcong with that annoying ringing noise you get when you stand too close to an explosion.

Also, with pixel-perfect hit detection you should be able to calculate the dot-product (angle of hit) relative to the normal of the polygon. So you could have the polygons that make up the ridgid parts of the skull set so that bullets would richoche off at shallow angles. The same thing could be applied to armor (i.e shallow angles would do less damage since bullets would bounce off rather than penetrate).

I know this should probably go into the editing/coding forum but it seems to be relevant in this thread at the moment ;)
 
Originally posted by JtM
All this talk about ears gave me this idea. If a players' ear is either hit (or a near miss), assuming it didn't continue on through the brain, then the player should go deaf in that particular ear (right or left speaker, etc...) like in vietcong with that annoying ringing noise you get when you stand too close to an explosion.

Realistic but damn annoying... hehe...
 
I'm waiting for games to show realistic entry and exit wounds for the type of ammo fired and realistic physics that calculate how the bullet acts when travelling through human flesh (ie: some break apart, some tumble, some fly right through). That combined with every part of the body functioning as its real life counterpart does would allow you to be absolutely sure that your shot would have killed in real life.

Per-pixel... hah! I'm talking per-atom hit detection!





If anyone didn't notice... that was a joke.
 
Originally posted by OCybrManO
I'm waiting for games to show realistic entry and exit wounds for the type of ammo fired and realistic physics that calculate how the bullet acts when travelling through human flesh (ie: some break apart, some tumble, some fly right through). That combined with every part of the body functioning as its real life counterpart does would allow you to be absolutely sure that your shot would have killed in real life.

Per-pixel... hah! I'm talking per-atom hit detection!

If anyone didn't notice... that was a joke.


seriously, that would be awsome to see. diffrent sized wholes depending on what caliber your useing and if its a hollow point or not. could be a really cool thing to see done.
 
That combined with every part of the body functioning as its real life counterpart does would allow you to be absolutely sure that your shot would have killed in real life
Personally, I dont want to see people shit themselves of fear in a game :p

But its only a matter of time until we see a fully modelled human, that you can shoot through... First we had the billboards, then we had the billboard explode with big bloody splats, then we had 100 poly models, then we had 500 poly models, then we had 500 poly models you could tear apart, then comes the high quality models of 1000-2000 polys, then comes the high quality models you can tear apart again in even bloodier scenes, then comes the REALLY high poly models with 2000-5000 polys with advanced ragdoll physics and gibbing... See where its heading? :)

Next time you hit someone in a game with a crowbar, his skin might deform and after a while he gets a bruise. Or you could just push the crowbar through him and it'll be stuck there :D
 
PR bull.

Half-Life 1's hitbox technology already allowed rockets to go through you legs. Just another uninformed noob PR guy making statments about things as if they were the first.
 
Originally posted by dawdler
...Or you could just push the crowbar through him and it'll be stuck there :D

omg, that hurts, but it's fun to see there are like 10 crowbars hooking on someone's body like body piercing. I was wondering why we couldn't see our own body in fps games, cuz to take off the crowbar, u need to look at ur body, and to suicid, u need to aim at urself too.

Originally posted by dawdler
...his skin might deform and after a while he gets a bruise.

that sounds like the "corpse fade" effect in doom3, I really hope source engine can have such feature, but hl2 doesn't seem to have it, maybe its mods will have it.
 
Originally posted by gamevoodoo
omg, that hurts, but it's fun to see there are like 10 crowbars hooking on someone's body like body piercing. I was wondering why we couldn't see our own body in fps games, cuz to take off the crowbar, u need to look at ur body, and to suicid, u need to aim at urself too.
You need to know where you are throwing a grenade? Or shooting a missile against a wall 1m in front of you?

that sounds like the "corpse fade" effect in doom3, I really hope source engine can have such feature, but hl2 doesn't seem to have it, maybe its mods will have it.
Corpse fade? I meant ingame, when you are alive, realtime skin deformation if you hit someone :)
 
Originally posted by Adam
PR bull.

Half-Life 1's hitbox technology already allowed rockets to go through you legs. Just another uninformed noob PR guy making statments about things as if they were the first.

go through legs only??!! then how about go just right under your arm. can u make the kelvar inpenetratable to the bullet with the hitbox so that we must shoot the neck, arms, head, leg and ur tiny penis in order to hurt u or kill u??!! If the most advance techology is trying adapte per-pixel accuracy, that must be a reason. btw, the thing with rocket go under legs is just a joke. Now, shut ur **** up, stop saying this noob that noob, cuz indeed urself is a ****ing noob.

If u argue nicely how hitbox is great, how per-pixel is unnecessary, I would take that. but if u accuse someone noob or something worse...**** YOU!!! ..1..
 
I thought it was cool how in Vietcong, during certain parts of the game ie sitting in a chopper you could look down and see your body, as if you were actually looking through a guys eyes.

I think it would be cool to have this, as every time I look down in HL I wish I saw legs.
 
Originally posted by dawdler
...Corpse fade? I meant ingame, when you are alive, realtime skin deformation if you hit someone :)

yeah, i heard that corpse fade effect takes place in doom3 after the ennemies get killed, the skin will deform or dissolve, it's still similar to what u said, but the difference is that they are dead (but i'm not so sure, cuz the zombie never died in doom3 alpha, they just fall on the floor for few sec).
 
What do people mean by "per-pixel" here? A pixel is a dot on your screen, As far as I know it doesnt feature in 3D Poly models?

Also can you blend 2 different materials across polygons? If not then per-poly would be perfectly accurate for deciding on what it hit, according to what you see.
 
Originally posted by Space Cowboy
I thought it was cool how in Vietcong, during certain parts of the game ie sitting in a chopper you could look down and see your body, as if you were actually looking through a guys eyes.

I think it would be cool to have this, as every time I look down in HL I wish I saw legs.

yeah cuz fps is based on what u see through the eyes of the character, so u should be able to see what a human is really able to see when they turn around their head. I think we are going have this feature in the future fps games.
 
Originally posted by Wilco
What do people mean by "per-pixel" here? A pixel is a dot on your screen, As far as I know it doesnt feature in 3D Poly models?

Also can you blend 2 different materials across polygons? If not then per-poly would be perfectly accurate for deciding on what it hit, according to what you see.

in fact "per-pixel" is a term i got from gamespy, "per-polygon" is the term that gamespot uses. I know not so sure which is the one that doom3 features. But we focus on talking about the change that could affect the gameplay by increasing the accuracy.
 
Originally posted by Wilco
What do people mean by "per-pixel" here? A pixel is a dot on your screen, As far as I know it doesnt feature in 3D Poly models?

A poly is filled up with pixels according(ly?) to the texture that poly has. If you have a box and tell the engine that it is a brick, then it will put a brick texture on that, filling the polygons with the appropriate coloured pixels.

Also can you blend 2 different materials across polygons? If not then per-poly would be perfectly accurate for deciding on what it hit, according to what you see.

In models (humans,aliens, anything that moves) you have 1 texture that is wrapped around your 3D model. Look at these 2 pics to understand:
http://www.dosfx.com/tutorials/csgirl/images/cs_chick651.gif
http://www.dosfx.com/tutorials/csgirl/images/cs_chick653.gif

Now read my previous 2 posts and you'll understand, Wilco.
 
holy shit, that's big...but i have a lara croft model in the specialist which is big also.
 
Yeah, that rack... really big :)

Cant be good in combat though:
You get seen before you round a corner.
You are to heavy in front, then add an M16 to that.
Try proning :D
 
lolol, i really doubt woman with a huge breast can be a good fighter. Tomb raider is just a fairy tail.
 
Lol gamevoodoo no offense but when you say 'woman with a huge breast' I see a woman with one big breast in the middle of her chest (instead of 2 breastS). Yeah that model has kindof big ones. The pics come from a really good Milkshape tutorial btw, if you're interested in modeling I suggest you give it a try.
 
so uhm back ontopic:
maybe someone should e-mail gabe about the per-pixel/polygon hit accuracy?
and about the in this thread discussed skin deforming, bullets going through people's heads, rockets going through legs, etc. as well....
someone that knows a lot about it, like dawdler or ro@ch, maybe? :D
 
Originally posted by Ro@cH
Lol gamevoodoo no offense but when you say 'woman with a huge breast' I see a woman with one big breast in the middle of her chest (instead of 2 breastS). Yeah that model has kindof big ones. The pics come from a really good Milkshape tutorial btw, if you're interested in modeling I suggest you give it a try.

thx for fixing my error, I have been learning english for 2 years, but i still sux, i find the forum to be a very good place to pratice my english during the vacation.
 
You're not as bad as you think you are. In fact for only 2 years of learning you speak excellent English. Congrats :) And remember, everyone makes mistakes. Sometimes the people who speak English as their mother tongue make more spelling and grammatical mistakes than you or me. I'm Belgian, and we're like the only people in Europe to consider learning a language as an enrichment of yourself. We (Belgians) can generally speak Dutch, French, English, German and sometimes Spanish or Italian.
 
Originally posted by Ro@cH
I'm Belgian, and we're like the only people in Europe to consider learning a language as an enrichment of yourself.
well, i'm dutch and i think exactly the same way about it! i've been interested in the english language since the age of... like, 8 (i'm almost 20 years old now). but that interest definitely grew when i started writing lyrics for my punkband.
and ro@ch: hoe istie? ;)
 
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