Experimental mutator v3 (split from BA thread, PART 2)
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- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Personally, I miss the big white shockwave ring that any dying unit gave off in OTA. It looked cool, but was also extremely helpful in determining when a unit in some huge pack died off. I think there still is one, but it's either too small to be able to see easily, or perhaps low detail settings prevents some of them from being displayed.
Fox, you really need to have high detail settings on when you are showing off effects. I also agree that explosions should be mainly white with yellow tinge on the edges.
They don't look that bad currently, I would just make them bigger:

Fox, you really need to have high detail settings on when you are showing off effects. I also agree that explosions should be mainly white with yellow tinge on the edges.
They don't look that bad currently, I would just make them bigger:

Yes, I can tell that the biggest ring (it's sort of deformed around the edges) is a sprite, as the intersection it has with the ground is clearly visible.smoth wrote:
Out of curiosity, does this one?
Then, it looks like there are two almost concentric sprites a bit higher up, and a flat shockwave on the bottom, and then some dirt particles (sprites).
I would just make use of the white portions to blend all of the sprites and the shockwave together, and either increase the height of the big deformed-ring sprite or decrease its size so that the intersection with the ground is less noticeable.
Hey guess, what.. thats the best we got, and visually that is as good as it gets in spring atm...
so yeah.. blah blah..
Guess what Hunter, the explosion orginates where the shot hits.. so if we offset it into the air , then the shot will hit the ground and the explosion will happen 10 feet up in the air.. and look retarded..
Please do not critique something in that manner unless you understand the limits it is done with.. as it really is unhelpful..
THIS IS NOT UNREAL... please do not go all fooopah..
so yeah.. blah blah..
Guess what Hunter, the explosion orginates where the shot hits.. so if we offset it into the air , then the shot will hit the ground and the explosion will happen 10 feet up in the air.. and look retarded..
Please do not critique something in that manner unless you understand the limits it is done with.. as it really is unhelpful..
THIS IS NOT UNREAL... please do not go all fooopah..
Sorry Fox, it didnt upload the Commexplosion properly after i finished working on it last night. What you are showing everyone is not the explosion i spent 3 hours on.
Check it again, the new one is up now.
I used the groundflash to get that initial, bright flash you are talking about, and i also added in smoke (Lots of smoke, probably too much smoke, the crater smokes for ages afterwards).
To get smoke to float upwards, you use speed. You'll have something like this:
speed=1 r-2, 3 r-1, 1 r-2;
The first and last numbers are the two horizontal directions (I forget which is which), the middle number is vertical. Numbers after r are the random factor. The random factor is 'a number between 0 and #', which is added on top. Thus, if you give it '1' and 'a number between 0 and -2' it will give you a result of beteween 1 and -1 (Which is what you want, so your smoke doesnt all fly in one direction). For the vertical you want a positive number for it to float upwards (There is no point having anything float down, it just goes into the ground). In this case, 3 r-1 is the same as 2 r1.
If you want smoke to come up out of the ground, you need to give it a negative vertical pos (Position, the numbers work just like speed, -300 to -1000 or so is good). Thus it will start in the ground, and slowly float out of it. You'll need to give it a really small ageSpeed in order to get a good effect with this (think in the range of 0.001).
Does anyone know what the difference and relationship between startSize, size, sizeExpansion and sizeGrowth?
Also, has anyone noticed that heatclouds sort of flicker? Especially if they are made to last for a while. Arghs nuke explosion does this, mine was doing it too. Is this something to do with Heat (And an explanation of Heat and Maxheat would be nifty). Thanks for any help with this.
Ive made three new textures for the explosions, that are slightly duller in colour than Smoths:

The .tga's are here.
Ill try to get something firey to replace the crappy square purple flame the pyros are spitting out ATM, i dont know if any of the above are appropriate.
On a final note, I might not have as much time to dedicate to spring in general as i thought i may have. Real Life is rearing its head. >_> Ill still be around to contribute where i can, though.

I used the groundflash to get that initial, bright flash you are talking about, and i also added in smoke (Lots of smoke, probably too much smoke, the crater smokes for ages afterwards).
To get smoke to float upwards, you use speed. You'll have something like this:
speed=1 r-2, 3 r-1, 1 r-2;
The first and last numbers are the two horizontal directions (I forget which is which), the middle number is vertical. Numbers after r are the random factor. The random factor is 'a number between 0 and #', which is added on top. Thus, if you give it '1' and 'a number between 0 and -2' it will give you a result of beteween 1 and -1 (Which is what you want, so your smoke doesnt all fly in one direction). For the vertical you want a positive number for it to float upwards (There is no point having anything float down, it just goes into the ground). In this case, 3 r-1 is the same as 2 r1.
If you want smoke to come up out of the ground, you need to give it a negative vertical pos (Position, the numbers work just like speed, -300 to -1000 or so is good). Thus it will start in the ground, and slowly float out of it. You'll need to give it a really small ageSpeed in order to get a good effect with this (think in the range of 0.001).
Does anyone know what the difference and relationship between startSize, size, sizeExpansion and sizeGrowth?
Also, has anyone noticed that heatclouds sort of flicker? Especially if they are made to last for a while. Arghs nuke explosion does this, mine was doing it too. Is this something to do with Heat (And an explanation of Heat and Maxheat would be nifty). Thanks for any help with this.
Ive made three new textures for the explosions, that are slightly duller in colour than Smoths:

The .tga's are here.
Ill try to get something firey to replace the crappy square purple flame the pyros are spitting out ATM, i dont know if any of the above are appropriate.
On a final note, I might not have as much time to dedicate to spring in general as i thought i may have. Real Life is rearing its head. >_> Ill still be around to contribute where i can, though.
Thanks for your opinion that I didn't ask for.. as it really is unhelpful..Fanger wrote:Hey guess, what.. thats the best we got, and visually that is as good as it gets in spring atm...
so yeah.. blah blah..
Guess what Hunter, the explosion orginates where the shot hits.. so if we offset it into the air , then the shot will hit the ground and the explosion will happen 10 feet up in the air.. and look retarded..
Please do not critique something in that manner unless you understand the limits it is done with.. as it really is unhelpful..
THIS IS NOT UNREAL... please do not go all fooopah..
I'll be sure and think twice the next time somebody here asks for a critique of something.. because I wouldn't want for you to have to come and tell me how not helpful I am..
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
;.;.
I sort've figured you uploaded it incorrectly when I saw the the size of the file was exactly the same.
Meh, I spent 4 hours on that thing
.
Anyhow, awesome looking textures!
@ hunter :
This is as good as it gets for now, it might not be "OMGZ! WOWZA UNREAL!" yet, but this is what me and sak are capable at doing for now, we still have a lot to learn about the explosion generator.
/BOTA PLUG
Oh and the effect you want (white explosions when units die) can be found in BOTA
/END BOTA PLUG
@ Sak :
Just saw your explosion, indeed - too much smoke and it lingers on for too long in the air
.
I sort've figured you uploaded it incorrectly when I saw the the size of the file was exactly the same.
Meh, I spent 4 hours on that thing

Anyhow, awesome looking textures!
@ hunter :
This is as good as it gets for now, it might not be "OMGZ! WOWZA UNREAL!" yet, but this is what me and sak are capable at doing for now, we still have a lot to learn about the explosion generator.
/BOTA PLUG
Oh and the effect you want (white explosions when units die) can be found in BOTA
/END BOTA PLUG
@ Sak :
Just saw your explosion, indeed - too much smoke and it lingers on for too long in the air

Last edited by Foxomaniac on 06 Feb 2007, 10:18, edited 2 times in total.
looking neat saktoth.
Are you asking about heatcloud, csimpleparticlesystem or another system?
@ hunter, the problem with unreal, generals and dawn of war is that they all OVER use additive blend. The core of an explosion is only white for a moment, it is mostly red/orange because mostly we see the end of the flame. There is also the large amount of smoke and debris. The almost bloom like explosions used in the games I mention are terribly off and they do not look like a real explosion. That is why I refuse to do that sort of thing. I can do it but I refuse to because it looks really bad to me.
Now, gundam is meant to be a very colorful arcade-like style. However, the effects are shared because they can offer a workable base. My work that I released was meant for that. Now, as far as omgosh bloom looking stuff, yeah, when several impacts happen at once you will see that. I promise you, here are some pictures:

(as we say on 4chan, pics or it didn't happen)
However, unlike games like unreal, there are hundreds of explosions happening. These explosions when they happen single look like they do because if I make them REALLY glowy like the unreal stuff then it will just be a white blob in battle. Please take the above shots into consideration.
I am off to bed, I have to get up in a few hours. I'll read your response in the morning.
Are you asking about heatcloud, csimpleparticlesystem or another system?
@ hunter, the problem with unreal, generals and dawn of war is that they all OVER use additive blend. The core of an explosion is only white for a moment, it is mostly red/orange because mostly we see the end of the flame. There is also the large amount of smoke and debris. The almost bloom like explosions used in the games I mention are terribly off and they do not look like a real explosion. That is why I refuse to do that sort of thing. I can do it but I refuse to because it looks really bad to me.
Now, gundam is meant to be a very colorful arcade-like style. However, the effects are shared because they can offer a workable base. My work that I released was meant for that. Now, as far as omgosh bloom looking stuff, yeah, when several impacts happen at once you will see that. I promise you, here are some pictures:


(as we say on 4chan, pics or it didn't happen)
However, unlike games like unreal, there are hundreds of explosions happening. These explosions when they happen single look like they do because if I make them REALLY glowy like the unreal stuff then it will just be a white blob in battle. Please take the above shots into consideration.
I am off to bed, I have to get up in a few hours. I'll read your response in the morning.
Last edited by smoth on 06 Feb 2007, 10:30, edited 2 times in total.
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
Small explosions look better. I dont like the smoke for two reasons:
1. Smoke in TA makes my pc lag to like 6 fps for some reason
2. With mass bombers (how they are usually used) the amount of smoke you'd get on the screen would, i imagine, be pretty excessive.
Out of interest, how long does the bomb flash thing last for? It could be cool if it left some sort of burning ring on the ground after a quick explosion, which fades away after a short time (like burning ground).
My main worry about the effects is that it will be "too much" on screen with a lot of bombers, prohibiting the view of enemy base/structures after/while bombing first run. If you can test it with more than a few bombers and get it to a point where the effects don't inhibit the view of whats actually being bombed then that'll be cool.
From the screenshots, the L1 bomber explosion looks the best to me. Keep the bigger ones for nuke bombers or something ¬_¬
1. Smoke in TA makes my pc lag to like 6 fps for some reason
2. With mass bombers (how they are usually used) the amount of smoke you'd get on the screen would, i imagine, be pretty excessive.
Out of interest, how long does the bomb flash thing last for? It could be cool if it left some sort of burning ring on the ground after a quick explosion, which fades away after a short time (like burning ground).
My main worry about the effects is that it will be "too much" on screen with a lot of bombers, prohibiting the view of enemy base/structures after/while bombing first run. If you can test it with more than a few bombers and get it to a point where the effects don't inhibit the view of whats actually being bombed then that'll be cool.
From the screenshots, the L1 bomber explosion looks the best to me. Keep the bigger ones for nuke bombers or something ¬_¬
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56