Battle Hits (1.11.1.1) -
While the existing mod already excels at analyzing previous battles by showing received hits and shell trajectories, expanding its capabilities could turn it into a proactive training tool rather than just a post-battle review. Proposed Feature: Predictive Shell Pathing
In the context of "Battle Hits" (v1.11.1.1), an interesting feature to develop would be , which uses past trajectory data to simulate "what-if" scenarios for missed or bounced shots. Battle hits (1.11.1.1)
: Integrate a "Final Shot" style mechanic that works immediately after death , allowing you to see the exact pixel that caused your destruction while still in the match. Why This Matters While the existing mod already excels at analyzing
Instead of only showing where a shell landed, this feature would allow players to: Why This Matters Instead of only showing where
: Hover over a "bounced" shell in the hangar view and see a ghost trajectory showing where the shell would have gone if the impact angle had been just 2∘2 raised to the composed with power
: Overlay cumulative battle data to show "Effective HP" zones on an enemy tank based on your specific gun's penetration stats, rather than just static armor values from standard databases .
Currently, players use Battle Hits mainly to check how RNG affected them . Adding a predictive element shifts the focus from "unlucky bounces" to "actionable learning," helping players understand the precise adjustments needed for future engagements. com/index.php?/topic/28236-battle-hits/">game's log files ?

Cool, Good Job!
#2 posted by
kalango on 2020/01/14 15:15:32
I'll probably maintain my fork still, but I'll probably get some queues from this, thanks!
Btw I'm not really doing anything for QuakeForge, just forking their initial code. I have my own roadmap for this, which might be more Hexen II focused.
#3 posted by
misc_ftl on 2020/01/15 17:42:39
Does this generate the bunch of QC code necessary to map frames? :D

Not Really
#4 posted by
kalango on 2020/01/17 16:09:41
But thats a good idea. When exporting is done I might add that in eventually.

Exporter Released
#5 posted by
kalango on 2020/02/18 01:52:45
Alright, just in time for the Blender 2.82 export is done. Big thanks to @Khreator for giving a great insight into exporting issues.
List of features:
+ Export support
+ Support for importing/exporting multiple skins
+ Better scaling adjustments, eyeposition follows scale factor
This is still considered an alpha release. But it should be good enough.
For info, roadmap and download you can visit
https://github.com/victorfeitosa/quake-hexen2-mdl-export-import

What Is Ask Myself
#7 posted by
wakey on 2020/03/04 00:36:49
for a long time now: Would it be possible to save a blender physics simulation as frame animated .mdl/.md3?

#7
#8 posted by
chedap on 2020/03/04 03:28:44
Enable MDD export addon. Export your simulation to MDD. Remove the sim from the object. Import MDD back into your object. You now have all of your sim frames as separate shape keys, ready to export to .mdl

Actually
#9 posted by
chedap on 2020/03/04 04:19:34
Disregard that. It works fine without any of that extra voodoo, just export whatever straight to .mdl

Niiiice
#10 posted by
wakey on 2020/03/15 18:45:39
Then let's think about practical use cases.
First think that comes to my mind are death animations, sagging bodies.
Explosion debrie might also work out.
I guess anything fluidic is out of question, like a tiling wave simulation anim.
What else comes to mind?
#11 posted by
misc_ftl on 2020/03/16 16:21:57
Flags, fire, chains, breaking doors, breaking walls, etc.