Building smoke fix

Discussion in 'Art' started by Empty, Aug 15, 2009.

  1. Cloud

    Cloud Member

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    You can also modify models so that the players have a giant 300 foot pole sticking up from their heads :p. So yeah, art matters as you said.
     
  2. spellman23

    spellman23 Member

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    also, ugly art turns away players.

    Basically, we're visual creatures, and the more info we can gather simply from visuals the better. Plus, it helps create transparency in regards to what the other team's tech could be.
     
  3. Reef

    Reef Member

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    This is how it is now: http://pastebin.com/m141da596

    If I understood correctly:
    50%-45% - 1 smoke
    45%-30% - 2 smokes
    less than 30% - 4 smokes

    I need to know exactly how it should be done (what particle on what health and attach point) and I guess I need the new smoke-without-fire-yet particles (normal version and _small). Empty?

    Also: it's cool how the walls behave if You destroy them. They nicely fall into pieces. We could do that with other buildings too if only there was someone to code it and someone to cut the models into pieces...
     
  4. Jessiah

    Jessiah Member

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    And make it so being in the building at time of death kills you.
     
  5. Empty

    Empty Member

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    @reef

    Here's what I'd like.

    Those 3 stages in a different way.

    In each damage stage have 4 smoke spawners, in their current positions, 1st stage make it spawn a building_damage_low, then in the 2nd stage make it building_damage_medium, and in the final stage make it building_damage_low.

    Turret damage effects have certain operators that would make uglyness occur if you hooked them to a big building (sparks coming out of the air)

    I don't have the effects done yet, but I'll get them to you when they are.
     
    Last edited: Oct 4, 2009
  6. Omneh

    Omneh Member

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    Alternatively, you could have buildings blow up and send debris flying EVERYWHERE
     
  7. Trickster

    Trickster Retired Developer

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    My god yes Omneh.
     
  8. Reef

    Reef Member

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    We need a table like:

    Code:
    |a-p|100%| 50%| 45%| 30%|
    | 0 |  n |  L |  M |  H |
    | 1 |  n |  n |  M |  H |
    | 2 |  n |  n |  n |  H |
    | 3 |  n |  n |  n |  H |
    
    It will be 20 times easier to first agree on the table and then code it than to modify the code each time We feel like changing it. There should be more percentages. What will the low, medium and high effects show respectively?

    legend:
    a-p - attachment point
    n - none
    L - low
    M - medium
    H - high
     
  9. spellman23

    spellman23 Member

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    Yay dynamic code!!!! There's hope for empires yet!
     
  10. MOOtant

    MOOtant Member

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    I could use a particle effect for rocket trail. We use hand-coded particle effect from HL2 RPG.
     
  11. blizzerd

    blizzerd Member

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    it would be nice if you had some thicker rocket trails, and perhaps a bigger light coming off the missile for rpg guilding
     
  12. Chris0132'

    Chris0132' Developer

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    http://dl.getdropbox.com/u/1579090/filehost/particle_rockets.pcf

    To use it, you want particle_rocket_engine and you should orient CP 0 so that X points in the direction of the jet (I could turn it round if you need me to)

    Be aware however that I have not had the opportunity to test it ingame so I don't know how it will perform.

    I was wondering when you were going to add them, it's been sitting in the folder long enough.

    If you could add different effects for BE and NF I'll make a blue tinted version of it.
     
    Last edited: Oct 8, 2009
  13. Trickster

    Trickster Retired Developer

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    I had this idea that the RPg trail should like fall slowly after suspending in air for a moment. It'd be awesome.
     
  14. Chris0132'

    Chris0132' Developer

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    Yeah I'll play with trail effects once it's in game and I can see what it looks like properly.

    Be aware however that it would probably mean thousands of particles in the air in combat, very laggy in other words.
     
  15. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    That kind of laggy means we get better graphics... DO IT, so them ppl with them crappy cards will cry cuz they know they are missing the Z good stuff when they switch particles off.
     
  16. Empty

    Empty Member

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    I made some like 3 months ago.
    It was included in all the grenade effects I did.
    Sheesh.
     
  17. Chris0132'

    Chris0132' Developer

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    No I mean laggy for everyone, you can't have thousands of particles drawing over each other without lag.

    Could of course be solved by having the rockets not travel in a straight line directly away from the viewer, although you'd still be subject to it on the recieving end, although possibly some screenspace fades would prevent too much overdraw.
     
    Last edited: Oct 10, 2009
  18. Reef

    Reef Member

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    Empty, You are working on those building particles?

    What will the low, medium and high effects show respectively? Steam, smoke, fire?
     
  19. Demented

    Demented Member

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    Code:
    |a-p|100%| 75%| 50%| 25%|-13%|-50%|-99%|
    | 0 |  - |  L |  M |  H |  B |  B |  B |
    | 1 |  - |  - |  M |  H |  B |  B |  - |
    | 2 |  - |  - |  - |  H |  B |  - |  - |
    | 3 |  - |  - |  - |  H |  - |  - |  - |
    legend:
    a-p = Attachment point
    #% = Health
    -#% = Unbuilt health
    - = None
    L = Light smoke
    M = Medium
    H = Heavy smoke
    B - Unbuilt smoke

    Note the numbers.
    Also, the smoke not properly terminating still needs to be fixed. (But hey, if it's a coding issue and the smoke is getting recoded, I figure...)
     
  20. Reef

    Reef Member

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    H for heavy smoke? What about fire?

    Why -13%?

    Shouldn't first L appear on 99%, so it's clearly visible if a building needs attention (unlike now where You need to stand 1m from it to see it's health)?

    Perhaps We could make more combinations of smoke, so by looking at a building You could see how messed up it is.
    Example states:
    - none
    - 1 light smoke
    - 2 light smoke
    - 1 med 1 light smoke
    - 2 med smoke
    - 2 med 2 light smoke
    - 4 med smoke
    - 3 med 1 heavy smoke
    - 2 med 2 heavy smoke
    - 4 heavy smoke

    Perhaps light would be small smoke, med would be smoke with some fire and heavy would be a heavy fire? Or something?

    About smoke not properly terminating: I have read the code, so did Mootant and it doesn't look promising. I have a few ideas though, but We can't just implement one of the ideas and release, then see if it is fixed and so on.
    We need a testing scenario that will quickly reveal if We have fixed it.
     

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