Somethings not right
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- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
Somethings not right
Don't get me wrong, spring is great and all, but theres been something bugging me and I've only just put my finger on it. Its the explosions. They just don't cut it compared to OTA ones, which where loud, large, bright and made the screen shake.
Would it be to hard to improve the explosions in spring to be more like OTA's?
Would it be to hard to improve the explosions in spring to be more like OTA's?
i like the explosions in spring (commander blowing up is awesome) but i do agree that they could be better. i would like to see some fancy explosions, like lightning/electricity buzzing in the explosion of fusion plants for half a sec and stuff like that...
hmmm something crazy just popped into my head... bare with me. say that there are fusion plants that requires a vacuum (god knows why) to initiate atom bonding and splitting.. would you be able to emulate the effect of an exposed vacuum? it would pull and topple units, destroy any nearby units, and pull the ground beneath into a staligmite.
i know we're in an early stage of development, but is this kind of stuff possible at all?
hmmm something crazy just popped into my head... bare with me. say that there are fusion plants that requires a vacuum (god knows why) to initiate atom bonding and splitting.. would you be able to emulate the effect of an exposed vacuum? it would pull and topple units, destroy any nearby units, and pull the ground beneath into a staligmite.
i know we're in an early stage of development, but is this kind of stuff possible at all?
Manly i think that the battles are quite explosive and cool to whatch, comand and see the after maths of. Burned husks litter the battilfield and shattered base's have burned out wreaks that bear grim witness to the slaughter that took place there.
BUT!!! I think when a building explodes it could be a little more explosive. Bits should fly off, secondary explosions would start to rip the thing apart before the entire building is consumed in a massive fire ball that shake's the screen. Then as the building burns and cools, the wreakage rains around the entire area and slamm's into the ground.
However something i DO like a lot about the explosions is when a unit is blasted away from a massive explosions and flys a distance. It would be nice if that was made to be better, so as to make the unit's flip over, K-bots fly back with limbs flailing!
Also when a tank flips over it has to lit itself on fire and explode (useing GTAIII logic).
And dose anyone else think that life is great?
BUT!!! I think when a building explodes it could be a little more explosive. Bits should fly off, secondary explosions would start to rip the thing apart before the entire building is consumed in a massive fire ball that shake's the screen. Then as the building burns and cools, the wreakage rains around the entire area and slamm's into the ground.
However something i DO like a lot about the explosions is when a unit is blasted away from a massive explosions and flys a distance. It would be nice if that was made to be better, so as to make the unit's flip over, K-bots fly back with limbs flailing!
Also when a tank flips over it has to lit itself on fire and explode (useing GTAIII logic).
And dose anyone else think that life is great?
Coding a feature is only half the work. Once that is done you have to communicate about it!SJ wrote:No we have said that there is some basic support for implementing other types of explpsions, but so far no one has tried to use it.
If I wanted to make a custom explosion right now I would have no idea about how to do it. I looked into the files into my Spring folder and am just unable to locate where explosion and tree are defined. Their textures are in /bitmaps/, but nowhere the models and definitions is to be found. Look like it's hard coded to me.
For the explosion, and for anything spring support in fact, you'll need to create a page explaining how to create them, and to provide an exemple.
Well as i said the support for it is very basic. You subclass the class CExplosionGraphic and would then have to add some support in CGameHelper::Explosion to choose your subclass instead of the CStdExplosionGraphics that is normally called. (since there is only the StdExplosionGraphics at the moment there is no code to choose between different types so that would have to be added also)
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
I can't wait till there are customized explosions support and personally I want customized weapon flares for tanks massive fireballs, artillery would have their muzzle-braked fireballs expanding from both sides of the barrel, rifles with muzzle hiders would create characteristic star-shaped flares...I want that badly! :)