ROAR!!!!!! (56K, run away from this thread. Really.)
Moderator: Moderators
@Decimator: No, this wasn't terribly easy. It was the result of about 20 hours of experiment building on experiment.
At any rate, I think I can get the flames to have a little more longevity and fade a little more smoothly. I agree that that's not quite perfect- the screens show how abruptly the flames "go out", and it's a little too soon in the sequence imo. The problem is the way that the lighting affect is achieved has to do with some fairly complicated alpha-channel stuff that I have only very crude control over, so I'll have to work on both the bitmap side and the code side and see if I can't get it to be a little more subtle without piling on ridiculous numbers of particles.
Really, seen from the top, it's plenty bright and lasts as long as it needs to- the effect is truely spectacular as-is. I should note, for the record, that I very purposefully did not design this to last as long as the current nuke effect, and it doesn't (yet) scale to damage.
At any rate, I think I can get the flames to have a little more longevity and fade a little more smoothly. I agree that that's not quite perfect- the screens show how abruptly the flames "go out", and it's a little too soon in the sequence imo. The problem is the way that the lighting affect is achieved has to do with some fairly complicated alpha-channel stuff that I have only very crude control over, so I'll have to work on both the bitmap side and the code side and see if I can't get it to be a little more subtle without piling on ridiculous numbers of particles.
Really, seen from the top, it's plenty bright and lasts as long as it needs to- the effect is truely spectacular as-is. I should note, for the record, that I very purposefully did not design this to last as long as the current nuke effect, and it doesn't (yet) scale to damage.

Small tweaks to the bitmaps to change the feel of the alpha glow, a lot've subtle tweaks to the smoke patterns, etc. I had to double the particle-count to really get it right, but it still doesn't hammer my GPU like the old one did... interesting...
And, yeah, the smoke-column should also have some alpha glow for maximum realism, but quite frankly, I think that very few people will notice that defect during play. I will debate adding it, but don't count on it. Realism is nice, but I'd rather not hear even more, "I can't play NanoBlobs because my machine sucks too much"- this version is a bit harder on FPS than the previous one by a small amount- this isn't the only new special-effect that's in the mod, by any means- but the resulting improvement in overall look and feel justifies it imo- my game almost feels professional now.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18