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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: ##UnknownPlayer## on April 01, 2003, 01:02:10 am

Title: Bomb explosions
Post by: ##UnknownPlayer## on April 01, 2003, 01:02:10 am
Am I the only one who thinks bomb explosions in FS2 could use some improvement? I mean, the shockwaves are nifty, but we're talking about anti-matter warheads here, and even though it is space its still going to explode basically with the force of at least a nuclear blast. That means, no huge explosion graphic (it is space) but their should be a very bright flash when the warhead goes off, and we should leave a huge decal/glowing center bit on the side of the ship where it went off.

Anyone else agree and care to suggest how we can make it happen with what we've got already in fs2_open + what we can add?
Title: Bomb explosions
Post by: diamondgeezer on April 01, 2003, 04:22:49 am
Well, remember that thread about exploding ships making a flare, like a sun? Maybe big bombs like a Helios or Cyclops could do something similar?
Title: Bomb explosions
Post by: CptWhite on April 01, 2003, 06:23:17 am
this would look neat :) :yes:
Title: Re: Bomb explosions
Post by: Terorist on April 05, 2003, 02:40:45 am
Quote
Originally posted by ##UnknownPlayer##
Am I the only one who thinks bomb explosions in FS2 could use some improvement? I mean, the shockwaves are nifty, but we're talking about anti-matter warheads here, and even though it is space its still going to explode basically with the force of at least a nuclear blast.
Well, first I'd like to point out that the explosive forces of bombs in FS2 are ridiculously undermined, just look at the megaton figures and then check out Trinity and Beyond for example... and real anti-matter warheads would... well, I'm not going to guess, I'd probably underestimate it. Nuclear bombs would be so much weaker than anti-matter bombs that your "at least" part almost made me sad!

But, this is a arcade game, so: Yeah, some additional effect would be nice, and how about a glowing decal texture on the impact point or something? It should fade away after a while though.
Title: Bomb explosions
Post by: Galemp on April 05, 2003, 03:25:10 am
Well, there's Bobb's decal code he wrote, but it proved to be too inefficient for actual gameplay. :( We could try to optimize it, though.
Title: Bomb explosions
Post by: Fetty on April 05, 2003, 03:59:53 am
*cough* geomod *cough*
you could jazz up the explosion effect but thats more a mod thing
Title: Bomb explosions
Post by: IceFire on April 05, 2003, 09:24:15 am
Quote
Originally posted by Fetty
*cough* geomod *cough*
you could jazz up the explosion effect but thats more a mod thing

Give up on the Geo Mod thing! :)  Yikes! :)

A bitmap glow could be very effective in addition to the explosion and shockwave.
Title: Bomb explosions
Post by: NecroBob on April 05, 2003, 12:46:07 pm
mmmm. just had a thought on this.

possibly a series of models that would morph? or you could even use LOD's to condense them into a sort of animation.

like you could have a big sphere, collapse to point, explode in a star then fade or something, like from Starfox 64 (fun as hell in P64 with FS2 controls).

or even have a big to small explosion with a huge ring that would shoot out and collide with other ships, doing massive damage.
you could probably modify the fireball.tbl file or something new with the animation series, or even .pof series if you can't (or don't feel like) implementing animations in them.  
I'm still pretty ignorant to the .pof specifications and abilities, though, so...

(btw, this has probably been asked
before, but are animated backgrounds possible? I've tried but the .ani's don't show up in FRED2, I was thinking of forcing the name change in the .fs2 file itself.)

probably gonna go make a post now on atmospheres, slight fred modifications and something else, subject may vary or not occur at all :)

Bob
Title: Bomb explosions
Post by: Kazan on April 05, 2003, 02:29:28 pm
bob.. if something isn't support in fred - it's not supported


and GIVE UP ON MORPHING/GEOMODDING MODELS!! IT'S NOT GOING TO ****ING HAPPANEN - IT'S NOT POSSIBLE WITH THIS ENGINE
Title: Bomb explosions
Post by: IceFire on April 05, 2003, 03:50:57 pm
This just takes things right out of control here.  We aren't talking about morphing stuff...or making the game do things that are virtually impossible in it....just simply....a bitmap glow on an exploding bomb.

Its been done in that source code mod that came out already where a bunch of glowing bitmaps are placed when a ship explodes.  Its relatively effective...thats all that was suggested.  We've got to have a little restraint between doing things that we know are possible and things that we know are impossible.
Title: Bomb explosions
Post by: Fetty on April 05, 2003, 04:12:07 pm
*jumps up and down in his pj's*
I WAS ONLY JOKING!!!
get it ? wee
:D
Title: Bomb explosions
Post by: NecroBob on April 05, 2003, 04:43:21 pm
whoa, chill man, just a thought :)

geomod is negative brushes from already existing positive space (UT) or positive from negative space (Q3) coupled with real-time BSP building
(I believe, I don't really know for sure)

[EDIT] I don't think morphing or smooth interpolation of models would be that difficult, they did it in GLQuake, it looks, feels and plays perfectly fine, even on my computer.  just a smooth transition from vertex point to vertex point.
(remember, I know nothing about programming though, they might have spent months on it, but hey...)

Bob
Title: Bomb explosions
Post by: diamondgeezer on April 05, 2003, 05:00:49 pm
Quote
Originally posted by NecroBob
I don't think morphing or smooth interpolation of models would be that difficult

The SCP guys won't like this one bit.

Quote
I know nothing about programming though, they might have spent months on it, but hey...

This will make them even more cross. Not very tactful, Bob mate.
Title: Bomb explosions
Post by: Stryke 9 on April 05, 2003, 05:08:17 pm
I'll hold him down, Kazan can sodomize him with the weed whacker.

Dude, for future reference, just because some company pulled it off in two or so years (some games nowadays take more than six) doesn't mean a group of amateur programmers working in their spare time to upgrade a ten-year-old game engine can do it.

Just because you don't understand it doesn't make it simple. What you're apparently imagining is comparable to making a supercomputer powered by fusion out of spare plywood in your garage in half a year.
Title: Bomb explosions
Post by: diamondgeezer on April 05, 2003, 05:20:32 pm
Can you not just use

Code: [Select]
make supercomputer powered by fusion out of spare plywood == true

or something?
Title: Bomb explosions
Post by: karajorma on April 05, 2003, 05:35:21 pm
I`m starting to think that I should add a bit to the FAQ next to the entry about FS3. Don`t ask SCP for geo-mod on FS2_open. :)
Title: Bomb explosions
Post by: Kamikaze on April 05, 2003, 06:31:03 pm
Shouldn't there be a SCP FAQ thread that's sticky or something? It'd spare you guys from some n00b stress.
Title: Bomb explosions
Post by: Bobboau on April 05, 2003, 07:03:47 pm
diamondgeezer ...
:doubt:
that's all wrong
 
Code: [Select]
make_supercomputer_powered_by_fusion_out_of_spare_plywood [b]= [/b]true


one equal sign :rolleyes:
unless you're just testing for it.

and varialbes need to be one word
:rolleyes: :rolleyes:
Title: Bomb explosions
Post by: LAW ENFORCER on April 05, 2003, 07:16:28 pm
Nothing like getting your joke beaten down with frozzen code! (ya see what I did there;) ) Juat to face the humiliation of being stupid AND wrong (not the same thing btw the way Kazan:nervous: )
Title: Bomb explosions
Post by: diamondgeezer on April 05, 2003, 08:08:36 pm
Oh, I do beg your pardon Bob. I saw one of your lads quoting code with two = in it the other day, and knowing precisely jack **** about coding I presumed that this was how things were done.

(http://smilies.networkessence.net/s/contrib/owen/smoke.gif)
Title: Bomb explosions
Post by: Kazan on April 05, 2003, 09:33:58 pm
in C-like languages "==" is the boolean equals operator, "=" is the assignment operator

so

"if (variable1 = variable2)" not only returns true unless variable2 == 0, but it assigns the value of variable2 to variable1 -- a nasty little typo that busts code

"if (var1 == var2)" is the correct syntax



----------
sometimes assignments are wanted in if statements -- for example

Code: [Select]

if ((pipe = popen(command, "r")) == NULL)
{
   //error condition
}


(that's opening a "pipe" which is a communications channel between a program and another program it calls -- this one happens to be read -- say it's a program that parses the output of another program and makes it a more readable format -- that's what you use pipes for)
Title: Bomb explosions
Post by: diamondgeezer on April 05, 2003, 09:46:16 pm
Nice try, but I still don't know how to code :sigh:
Title: Bomb explosions
Post by: Terorist on April 06, 2003, 03:17:59 am
Quote
Originally posted by NecroBob
(I believe, I don't really know for sure)
(remember, I know nothing about programming though,
I know, I know! Can't you just use #define ENABLE_GEOMOD = TRUE when compiling?!
(Disclaimer: Sheeeesh... geomods have been discussed to death and on many, many occasions ever since RF was in production. All the fantasies on VBB about getting geo-mod for FS3... It won't happen with this engine!)

And to get back to topic for a change, how about it? Applying a glowmapped damage decal on the bomb impact point? If it was an ani, it could fade away nicely and smoothly too - has glowing been enabled for anis yet?
Title: why can't I just have a million dollars?
Post by: NecroBob on April 06, 2003, 03:43:58 am
lmao
forgive me, at times I'm not known for tact, as was one of these.  I was just thinking out loud, I suppose I take my gaming at face value.  sue me :nod:

a glowmap .ani sounds fine, I suppose.  run with it!

Bob
sleepy hippie
Title: Bomb explosions
Post by: Bobboau on April 06, 2003, 04:08:57 am
"has glowing been enabled for anis yet"

yes
Title: Bomb explosions
Post by: diamondgeezer on April 06, 2003, 10:36:02 am
Quote
Originally posted by Terorist
And to get back to topic for a change, how about it? Applying a glowmapped damage decal on the bomb impact point? If it was an ani, it could fade away nicely and smoothly too - has glowing been enabled for anis yet?


You're still missing something important - at the mo, decals tend to knacker the engine (and that's with pcx files, let alone anis). AFIK, it's uncertain as to whether the code can be sufficiently optimised.
Title: Bomb explosions
Post by: Terorist on April 07, 2003, 06:19:00 am
Quote
Originally posted by diamondgeezer
You're still missing something important - at the mo, decals tend to knacker the engine (and that's with pcx files, let alone anis). AFIK, it's uncertain as to whether the code can be sufficiently optimised.
I know about it, and I was just trying to raise discussion about that - can it be done? I just threw the idea out in the open... and now that it's done, I'm withdrawing.