In TA, a simple one-run "flashing" animation with some jagged edges was all that was necessary to create this effect. Yes... you could do the same thing in Spring, but what about certain maps that aren't just flat everywhere? (such as Altored Divide) If you did that, you'd have that texture colliding with the landscape in all kinds of nasty ways. It might be an improvement, but just like current explosion effects, when it intersected with the ground it would look pretty nasty.
I think what might fit the bill is if you used a sort of two-stage ground scarring. Rather than darkening the terrain, the first scar would temporarily BRIGHTEN the terrain. It would quickly grow from a point of light (as the texture is like shrunk down to 1x1 pixel), then grow steadily until it's full-size. At its apex, like when it's as large as it's going to be and it's going to start to recede, then the real, darkening groundscar like the one we have now is applied. As the flash recedes, the nice pretty groundscar is there - the same exact one as was used for the flash effect.
To add a bit of intensity, try making the expansion of the flash effect VERY rapid, like in a tenth of a second. It would look like it was sort of a shockwave.
Terrain flash effect on weapon impact (*might* be simple)
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We could always have supcom blasts as an alternative, see how they seem more like a big flashy boom rather than a big blast, and they dont really need the dynamic lighting for the effect as much.
Such a explosion would require a scarring like caydr suggested but it neednt be rescaled and only be shown for say 1/3 of a second meaning it'd be quicker than rescaling a decals size and colour and it'd give a much better explosion effect for buildings..
Such a explosion would require a scarring like caydr suggested but it neednt be rescaled and only be shown for say 1/3 of a second meaning it'd be quicker than rescaling a decals size and colour and it'd give a much better explosion effect for buildings..
- Guessmyname
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- Joined: 28 Apr 2005, 21:07