Author Topic: Particle explosion  (Read 3123 times)

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Offline DaBrain

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This is an easy one.

The explosions in FS2 look great, but they intersect the hull of big ships too much for my taste.

Particle explosions could fix it more or less.

*Imagines flying through an explosion*

I think the particle system can do this already.
All we need is an spherical particle spew.
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Offline Flipside

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You might hit a bit of a wall on this one to be honest. One of the main acclaims of FS2 when it hit the shelves was how much better the 2d explosions look on screen compared to particle based ones.

I know what you mean about flying through explosions though, maybe some kind of mixture of the two would be better?

 
If the particles could be made to stop on outer surfaces, a simple spherical spew could replace both the explosion and the impact decal, since half the bits will be stuck on the hull glowing away for however long.

 

Offline Lynx

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Uuuuh, most patrticle explosions I saw looked like ****.

If anything, another system would be better:

It's hard to explain, but if you played WC Prophecy and saw the green Nephilim explosions, you'll know what I'm talking about. It uses different layers(more than FS2 which I think uses only two or three), and on each layer is a different part of the explosion cloud, you'd have the different parts of the explosion appear at different times(there'd be a bitmap or short anim for the beginning of the explosion, for the middle, for the end, and so on). While this system would still have intersecting layers it'd be far less obvious since there are more density layers and on each layer there's a different explosion cloud graphic.
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Offline DaBrain

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Well, that's a good idea.


But I still think, I could create some decent particles for the explosion. :)

It probably won't look as good as the [v] explosion, but I think some stand-alone mods might want to use it.
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Offline Flipside

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Hmmmmmm... I remember a while ago I suggested that damage particles fonts could release generic 'pipes' and 'girders' and things? I wonder if you mixed that system with the current explosion/debris system you could get a system that plays the 2d explosion, but lets out a cluster of generic damage parts along with the debris?

That way you could blow a ship up, see your screen fill with one of the lovely looking Freespace explosions, whilst at the same time pieces of debris are flying off in all directions?

Edit : Admittedly, this draws heavily on the two most 'choppy' parts of FSO in my experience, particles and 2d images. :(
« Last Edit: January 21, 2005, 07:46:37 am by 394 »

 

Offline Turnsky

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don't forget kiddies, FS2's particle engine needs a serious overhaul before the SCP guys even contemplate making explosions with 'em. :nod:
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Offline Nico

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but, that's easy: you make the explosion spawn some particles, and what do you use for particles? Well, the explosion anis.
Jsut that yeah, all that is a serious resource drain.
SCREW CANON!

 

Offline Turnsky

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Quote
Originally posted by Nico
but, that's easy: you make the explosion spawn some particles, and what do you use for particles? Well, the explosion anis.
Jsut that yeah, all that is a serious resource drain.


that too, besides, doesn't the shivan comm array already do that before it goes boom?..

anywho, the resource drain is immense if you consider just HOW many things explode in many a mission.

it'd be best to stick with the 2d method, as it's tried and tested, and more importantly, we know it works.   you /could/ add stuff to the explosion ani's that look like particles and firery debris, if you so wished.
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bah, say DaBrain should try this. 3d particle explosions can't hurt until we see it in action -- then we all decide how good or bad it is :P

It could be used for the blue electric arcs/sparks on heavily damaged ships...

 

Offline Flaser

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I would like to add to the issue:
3d explosions are already possible with models - Bobb implemented it.

It might be worth a try to fiddle with that option too, since a "combined" effect may result in the best overall result.
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Offline Unknown Target

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Ever seen Lock On: Modern Air Combat's explosions? They were quite good.

 

Offline DaBrain

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Quote
Originally posted by Flaser
I would like to add to the issue:
3d explosions are already possible with models - Bobb implemented it.

It might be worth a try to fiddle with that option too, since a "combined" effect may result in the best overall result.


3d explosions could do the trick. I'll try somehting...
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Offline Flaser

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Quote
Originally posted by Unknown Target
Ever seen Lock On: Modern Air Combat's explosions? They were quite good.


I could rip the files, however AFAIS they are HUGE resource drain!
I don't have a top notch system, but the only way I could play the game was by tweaking it down with LoMAN (fast-overcast, fast-explosions) since some of the media cast my system into a slideshow even on the lowest settings.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline DaBrain

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I want to use this idea:





A 3d model with muliple layers. Which may get different maps (animated).

But is this kind of model possible?

And who can help me out with it?



There is another thing I need to know. Is it possible to see the explosion only from the front?

Otherwise it would look rather  odd from the side...

Edit: The model can (should) consist of squares.
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Please PM me in case you want to apply
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Shadows of Lylat - A Freespace 2 total conversion
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Offline Nico

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I tried many things in 3ds to get a decent looking 3D explosion, and I can assure you that is sadly not a valid way, it won't look good... The best I've come up with is... well, by cheating and making the viewer see nothing anymore: when you get close to the explosion, the view is oversaturated. In max I do that with a glow applied to the explosion, but that's not possible with FS2...
SCREW CANON!

 

Offline Ulala

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I think it's a cool idea, and I wouldn't mind seeing it in action. You never know, it could turn out really well! :)
I am a revolutionary.

 

Offline Flipside

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Anything is worth a try, but the shockwave tends to orient itself along the angle of impact, I tried doing something similar, but it looks awful sometimes :(

I suppose the best ship destruction sequences are in Hegaemonia, Legions of Iron, which has some really awesome ones, with gouts of flame ripping the ship to pieces.

 
Nexus - The Jupiter Incident has some nice explosions, too.
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