Particle Implementation Checklist

Discussion in 'Art General Discussion' started by Empty, Aug 28, 2009.

  1. Empty

    Empty Member

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    Building placement and unique smoke for each state: Check
    Vehicle Exhaust and Damage: No code support, some effects
    Weapon effects: Many effects, no code
    Tank muzzleflashes: Basic effect, no code
    New Tracers: Fixed client stuff, http://dl.getdropbox.com/u/516743/bullet_tracers.pcf <- Needs to be committed!
    Muzzleflashes: Nothing
    Grenades/RPG/Mortar/mines: Mostly done, needs code.
    dust kicked up from vehicle wheels/treads: Nothing.
    Impact Effects for Bullets: Have some particles, dunno what should be done.
     
    Last edited: Aug 28, 2009
  2. Brutos

    Brutos Administrator Staff Member Moderator

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    I'd like to see:
    Impact effects for every armor type, also impact effect for every chassis that it is taking hull damage now.

    Impact effect for rpg on raxes to show that it doesnt do any damage. (protection field?)

    Any other visual feedback you can think of.
     
  3. Empty

    Empty Member

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    I'll need some mor eimproved code for RPgs hitting raxes, and I can do different impacts for each armor, but I'd prefer to do it for hitscan weapons (MGs pistols etc.) only, since it'll be a pain to make 6 effects for each weapon.
     
  4. Brutos

    Brutos Administrator Staff Member Moderator

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    You'll do the code don't worry. And for the impact effect I meant a additional shielding that shows in some color that it is protecting you.

    Like an electronic charge going over all the armor of the tank for reactive,
    spreading shrapnel to the other direction for reflective, biological ranks or some fairy dust that shields and heals for bio ...
    I hope you know what I mean.
     
  5. MOOtant

    MOOtant Member

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    Beerdude added some code for particles. It's not integrated yet but he should write support for these things in the future.
     
  6. Empty

    Empty Member

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    Constant effects will be hard to make look good and be clear and be cheap.

    I'd just suggest a material or model change.
     
  7. Brutos

    Brutos Administrator Staff Member Moderator

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    No I dont mean that. I mean just before after a shell hits there could be like a absorb effect, or electric shield effect or something like that for a second.
     
  8. Empty

    Empty Member

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    I prefer to make effects after the spawn code is added, so unles sit gets coded in I don't think I'll spend time on it.
     
  9. Empty

    Empty Member

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    Still need implementation.
    I've had no internet for a few weeks, has anything been added (doubt it but I have to ask)
     
  10. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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  11. Empty

    Empty Member

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    My SVN is broken, it downloads at 40kb/s and times out once every 15-50mb, I don't even have the full SVN downloaded at the moment, let alone the latest patch. I believe it's due to my distance more than the server.

    I've basically given up on using the SVN for now. Every time I get the damn thing finished someone breaks the repository and i have to begin again.

    I can give you a list of effects + the pcf if you want?
     
  12. Empty

    Empty Member

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    SVN works yay!

    Update:

    I can only use the standard stuff inside game_particles.txt
    Any number other than those already set defaults to plasma.

    [​IMG]

    I've done some work on plasma though. Looks nice if i say so myself.
     
    Last edited: Oct 28, 2009

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