Explosions & Weapons - Page 3

Explosions & Weapons

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Jon Micheelsen
Posts: 28
Joined: 10 Aug 2005, 20:58

Post by Jon Micheelsen »

wow...talk about dedication.....or idle hands....
Well, I work with special FX for live roleplaying, TV and theater. The work is more of a wonderful hobby than "work", and my specialty, armouring and weapons crafting pay off rather nice :wink: Check out my jobs website http://www.jotunheim.nu I'm btw. inside the red-eyed orc at intro picture :P

But, here is a sample of the explosion 2D frames I can do, all I need is someone to code the game to play them instead of the explo.bmp. Copy paste into "Address" to avoid Tripod banner...
http://jonmicheelsen.tripod.com/sitebui ... 00-011.jpg
The frames should be seperate bmp's, but tripod dosn't wanna upload them that way. Drop me a pm with an email and I'll send them in a zip to anyone interested in coding Spring to play them...

Considering the sounds, I need to know if I should stick to the same sample quality as TA or I hould do something better? High samplerate might lower system performance, so I don't know if it's worth it... Old TA, really runs bad if you increase sample quality just one step...

Jon M.
Last edited by Jon Micheelsen on 15 Aug 2005, 04:54, edited 6 times in total.
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Hey nice work! what did you use to make those? I like it...Better than my explosions made in Paintshop Pro lol...

Don't worry about using higher sample rates, most games use 22khz sounds and in my mod, World Domination I use mostly 22khz sounds, works fine!

Unfortunatly I can't find my way around C++, I would gladly code it if I could, but one of the frames could be used right now.
Jon Micheelsen
Posts: 28
Joined: 10 Aug 2005, 20:58

Post by Jon Micheelsen »

Well, they are actually made in - "tadaaa!" - Paintshop Pro :wink:

Check out http://jonmicheelsen.tripod.com/ for 3 more explosions...

These are supposed to be used for Plasma weapons, wich I kinda like to have purple/redish projectiles, a colour of light that naturally only would occour from extreme temperature - thus the purple/redish flash... For different beam weapons I could make the flash in that particular beam colour...

Jon M.
Last edited by Jon Micheelsen on 15 Aug 2005, 04:54, edited 1 time in total.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmmm shoudlnt be too hard to code in random explosions, preferably listed in the weapon def.
Jon Micheelsen
Posts: 28
Joined: 10 Aug 2005, 20:58

Post by Jon Micheelsen »

hmmm shoudlnt be too hard to code in random explosions, preferably listed in the weapon def.
Yes, I see entries like for instance:

animation=(Boom000_000.bmp,Boom000_001.bmp,Boom000_002.bmp,Boom000_003.bmp,Boom000_004.bmp),(Boom001_000.bmp,Boom001_001.bmp,Boom001_002.bmp,Boom001_003.bmp),
(Boom002_000.bmp,Boom002_001.bmp,Boom002_002.bmp,Boom002_003.bmp,Boom002_004.bmp,Boom002_005.bmp;

Just added a lightning hit animation for all the Zeus fans out there :twisted:

Jon M.
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hrmph
Posts: 1054
Joined: 12 May 2005, 20:08

Post by hrmph »

Those look great! I think a lot of weapons could use the 'hit animation,' as you put it. Because a lot of times when units are firing up close it looks like nothing is coming out, when in fact the damage is being done. That blue lightning might look cool on top of a ship/building that has been paralyzed.. *drool* You could do some great things with those.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Instead of making lots of different colour anmations for the different coloured projectiles, couldnt we just make a greyscale explosion and colourise it to suit the particular weapon? it might look crap, i dunno, but its worth some thought.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Jon: I was wondering whether I would be able to use the last explosion animation you have in the link "http://jonmicheelsen.tripod.com/" (the lightning one) for the death explosion of the Sith Lord in my Star Wars conversion, SWTA? (With full credit to you, of course)
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

How does homeworld generate explosions, on those bombers you have the blue glow after they've fired that fades away, couldnt that be dynamically generated based on a few things such as weapon strength a linger value and a colour? Perhaps even weapons like palsma that arent going to explode on impact but behave mroe like waters been spashed and wrap around, could make for soem itnerestign explosions....... All speculation like...
Jon Micheelsen
Posts: 28
Joined: 10 Aug 2005, 20:58

Post by Jon Micheelsen »

Added four more explosions...

Warlord Zsinj: Send me a pm with an email I can send a zip containing the lightning bmp animations to...

Jon M.
Jon Micheelsen
Posts: 28
Joined: 10 Aug 2005, 20:58

Post by Jon Micheelsen »

Okay... I've begun looking on the sound fx, so far I've experimentet with the following:

Resamble original TA sounds, from 11025 8-bit to 22050 16-bit. Lightly distorting to "fill out" the higher quality, mixing in extra initial bass to "booms" to increase the dramatical aspect and reverbing it to sound more out-in-the-open. I also clean all superflous hiss, noise, clicks and pops, so the sound is crystal clear...

The current resampled result of the old Intimidator fire sound "XPLONUK3.wav" can be found on http://jonmicheelsen.tripod.com/
Try it loud with lots of bass on :P

Plans I have is to mix in extra fade-out to the booms as well as sample in the sound of falling debries, now that Spring actually displays a lot of rubble going airborne when rendering explosions - ofcourse more intense, the bigger a gun hitting...

More to come, when I've played around with the different "classes" of weapon fire, menu and unit selection sounds...

I suppose, I've changed the sounds enough to actually get them legal for free distribution, in the sense, as written somewhere else in the forum, the copyright can be legally broken by changing the original TA content beyond a certain percentage...

Jon M.
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

I'm realy not fond of those much at all, the colour is a metter of subjective opinion i suppose but i realy dislike the "fuzziness" of the glow.
Jon Micheelsen
Posts: 28
Joined: 10 Aug 2005, 20:58

Post by Jon Micheelsen »

Hmm... Can you be a little more specific FireCrack? I've now posted two pictures on my website showing how it most likely would look by replacing the explo.bmp with one of the first frames in the top explosion.

Perhaps it would look cooler if the glow weren't that yellow and red and more like the current explo.bmp, but I did it quite on purpose as someone mentioned they missed the reddish glow from the old TA.

I'll do an example of less reddish animation tomorrow, gotta go to bed :|

Jon M.
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Well okay, the strange "frilly" pattern of the flash kinda bothers me, i guse that can be subjective, but they need touching up a bit, there seem to be a ew seams around the edges here and there where they dont fade nicely. For example, in the first frame of each of the purple ones, rather than the glwo smoothly fading out all the way, it just stops at a point leaving a strange boundry zone, mabye this is just an artifact of jpg compression though..

Anyways, other than that, it's just subjective, i prefer a more golden glow to the purple one you have now, and i prefer my glows to be circular.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

I wondered about that, too.

This purple edge _looks_ like is was some artifact of alpha-blending above the standart magenta "no texture" d3d colour. It should intead go transparent into the background, not into pink...
Jon Micheelsen
Posts: 28
Joined: 10 Aug 2005, 20:58

Post by Jon Micheelsen »

Hmm, I'm currently redoing the colour balance of all the animations to get them less red/yellow and more golden. So, I've removed the other animations and added two pictures of the new colour balance as it looks in Spring...

Considering the flashes I think the explo.bmp that's already there does fine, but it would be nice to have a weapon tdf entry to change it for the specific weapons.
The randomly selected fire explosion animation should then be made to run just as the flash begins to fade.

Jon M.
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