Author Topic: Request: Hull piercing debris plume explosion effect  (Read 3353 times)

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Offline Fury

  • The Curmudgeon
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Request: Hull piercing debris plume explosion effect
MV_Advanced has Exp04 which works okay, but I'm quite certain talented people like you can come up with something much better for hull piercing explosion.

By piercing effects I mean this:


These effects are now possible with 3.6.11 build 5832 on normal primary weapons too and later will be for secondaries as well. Hence there is need for better piercing explosion effect. Preferably something that scales well from small weapons to huge weapons, works for beams, blobs and missiles. No easy task but I'm sure someone is capable of delivering. :)

Thanks in advance.

P.S. Zacam is also looking for someone to create this new effect for mediavps. So why not kill two birds with one stone?

 

Offline gevatter Lars

  • Another wingnut
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Re: Request: Hull piercing debris plume explosion effect
This allready looks pretty cool. Not perfect but cool. Good work.
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Offline Aardwolf

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Re: Request: Hull piercing debris plume explosion effect
These effects are now possible with 3.6.11 build 5832 on normal primary weapons too and later will be for secondaries as well.

Wasn't this one of the features that was in the "Japanese Localization" version? Is this a merge of part of that?

 

Offline Dragon

  • Citation needed
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  • The sky is the limit.
Re: Request: Hull piercing debris plume explosion effect
It may be, but we're looking for effect itself, as we'd like to replace Exp04 with something better.

 

Offline Nighteyes

  • 211
Re: Request: Hull piercing debris plume explosion effect
I tested it out with Exp11 I made and it looks pretty nice, only complaint I have is that it uses only 1 explosion effect, is it possible to make it use 2 or even 3 effects? spawning the same effect multiple times shows and removes credability... also for some reason when I tested it the effect was really mild, it didn't spawn long trails like in the posted picture...

 

Offline Fury

  • The Curmudgeon
  • 213
Re: Request: Hull piercing debris plume explosion effect
also for some reason when I tested it the effect was really mild, it didn't spawn long trails like in the posted picture...

That would be because behavior was changed in build 5832 as I requested Wanderer to add more control over the effect.
http://www.hard-light.net/forums/index.php?topic=67706.msg1337312#msg1337312

Instead of using exp04, use expmissilehit if you're comparing to mvp assets. Expmissilehit works much, much better.

 

Offline Thaeris

  • Can take his lumps
  • 211
  • Away in Limbo
Re: Request: Hull piercing debris plume explosion effect
These effects are now possible with 3.6.11 build 5832 on normal primary weapons too and later will be for secondaries as well.

Wasn't this one of the features that was in the "Japanese Localization" version? Is this a merge of part of that?

I believe what Komet did was to implement surface hit effects: Sparks would blast out from a hit against a hull, etc. I don't think he had a debris plume from a critical beam hit, though. However, the best way to find out is to re-read that thread...
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Offline The E

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Re: Request: Hull piercing debris plume explosion effect
He also had a "pierce on death" effect, which is what was implemented.
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Offline Dragon

  • Citation needed
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  • The sky is the limit.
Re: Request: Hull piercing debris plume explosion effect
I tested it out with Exp11 I made and it looks pretty nice, only complaint I have is that it uses only 1 explosion effect, is it possible to make it use 2 or even 3 effects? spawning the same effect multiple times shows and removes credability... also for some reason when I tested it the effect was really mild, it didn't spawn long trails like in the posted picture...
The problem is, the only version of Exp11 I have is about 500 frames long, which sometimes overloads bitmap cache (or something like that) and results in texture corruption, as well as FPS drop.

 

Offline General Battuta

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Re: Request: Hull piercing debris plume explosion effect
Yeah, that's a real issue. I've experienced the same.

 

Offline Nighteyes

  • 211
Re: Request: Hull piercing debris plume explosion effect
strange... you do know that the version on the thread of "hollywood effects" is only 180 frames long? thats the version I use for it... but as I said, this effect need to spawn at least 2 explosions, as right now it looks like the explosions tile...

 

Offline General Battuta

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Re: Request: Hull piercing debris plume explosion effect
Your upgraded effects do not cause the same problem, correct.

 

Offline Fury

  • The Curmudgeon
  • 213
Re: Request: Hull piercing debris plume explosion effect
For advanced effects less than 200 frames is probably fine, but standard needs to be less than 100 frames to ensure that even lower end PC's can enjoy good effects.

Exp11 from hollywood effects pack is better as a replacement to exp05 and/or exp06, rather than piercing effect.

 

Offline Aardwolf

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Re: Request: Hull piercing debris plume explosion effect
I think having the pierce effect move along the direction of the beam shot is not quite how it should be done...

If you observe the FS2 intro, for example, it's really more as though there were a single burst of material emitted as the beam first exited on the far side... however achieving such an effect might be kind of difficult. As for the slash effect, it seems like it was yellow in the cutscenes.

Another example is the GTC Vigilant ambush cb anim... it's a yellow trail flush with the model (sort of like decals, but unfortunately that code is somewhat DEAD)... but there's also some particle spew, it seems.

 

Offline General Battuta

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Re: Request: Hull piercing debris plume explosion effect
That's pretty much how it works.