3D Decals for Big Explosions

3D Decals for Big Explosions

Requests for features in the spring code.

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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

3D Decals for Big Explosions

Post by PicassoCT »

How about 3 Dimensional Short-Time Decals of Earth and Stone beeing ripped appart by Bertha, Nuke or ComExplosions? They could appear at that point where the expanding Explosion"bubble" slows down.


Image
Forgot to modell those Earthpieces flying, but i think you can imagine it. Just something to double the BigKaboom-Factor.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

No need. Particle FX are a lot better, because they're properly dynamic. Trust me- when you see NanoBlobs, you will believe.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

3d models for the explosions would be cool, though. Modern games use modeled explosions and manage to pull off amazing effects with very few particles. E.g. Company of Heroes.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

"Very few" is a lot different than making a model. "Very few" is 20 particles, with animations and/or shaders to create really dynamic-looking FX from very few actors. What Picasso's talking about would... yikes... trust me, that Sphere thingy from SJ's code is bad enough, now that I've had it to test...
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