heh? Then why do the current 3D ones look so...lame compared to these?
Perfect circle = boring.
heh? Then why do the current 3D ones look so...lame compared to these?
Perfect circle = boring.
(http://img337.imageshack.us/img337/7545/fs2openoldkd0.jpg)
(http://img258.imageshack.us/img258/3118/screen25093jcqb8.jpg)
Those are the 2D ones. I believe they come in those two flavours.
I don't believe they exist anymore.
2. It's at the moment easier to change from 2D to 3D than from 3D to 2D. If the model file is in the VP's by default, it would need to be removed by those who want to use 2D shockwaves.
If a way to activate 3D shockwaves were present in launcher, the issue would be largely nonexistant.
Perhaps we could make a "insert code langauge here" to stop shockwaves from being generated at more than 80 degrees to the player's viewpoint? So you don't get an expanding flat line.Good idea :yes: :yes:
I don't believe they exist anymore.
No. NO! You're lying! You just want me to feel bad! :(
I don't believe they exist anymore.
No. NO! You're lying! You just want me to feel bad! :(
(http://img337.imageshack.us/img337/7545/fs2openoldkd0.jpg)
(http://img258.imageshack.us/img258/3118/screen25093jcqb8.jpg)
Those are the 2D ones. I believe they come in those two flavours.
I have the blue ones on my laptop...but I don't feel like starting it right now... when I do I let you know :P
What about a homeworld 2 style enveloping "bubble" shockwave?they already exist, however they need to be heavily refined to be workable.
I think that would look freaking AWESOME! ;7
I don't know about a flag, then it cannot be controlled by a mod that wants to force it.
2D shockwaves look more real. They look better and are easier on the machine. I vote for 2D.
i dont think that there exists a good looking 2D shockwave nowadays... -.-
In fact, the simple version of 3D shockwave is less stressful on the hardware since the animation is simply the expansion of the model rather than a series of memory hogging frames. It's more memory efficient than the retail shockwaves even. However, I agree to the sentiment that at the moment, 2D shockwave looks more real...
Ideally, a shockwave would be a roughly spherical, expanding model with a shader that makes it look volumetric rather than limited to the mesh surface. Fresnel and blur or something.
So?
How hard would it be to simply have the 3D shockwave on a 90° angle to the viewer, instead of on random planes?
It would look like a 2D shockwave, but performance would be improved.
What about when you have more than one viewer?
IT IS NOT GREY.
it's cyan (duh!) :p
mobius]It's still an "IMO"...[/mobius]So is yours. If you want results, start a poll: red splash or blue plate?
As do I. At least they give the impression of a volumetric object, even if you sometimes see them at odd angles. The old retail versions stuck out like a sore thumb as being nothing more than the equivalent of sprites.
Trashman, I don't know how shockwave models are handled with multiple viewers. Either they're synced so everyone sees the model in the same place or they're not. No idea. I would figure since they are models that they would sync though, but I don't know much about that code.
It gives a FALSE impression. That's the point. A real shockwave would never look like that.I don't really give a damn how a "real" shockwave would look (as if any shockwave like this would ever exist to begin with); I just want what looks cool. And for my money, the 3D version looks better than the 2D equivalent.
It gives a FALSE impression. That's the point. A real shockwave would never look like that.I don't really give a damn how a "real" shockwave would look (as if any shockwave like this would ever exist to begin with); I just want what looks cool. And for my money, the 3D version looks better than the 2D equivalent.
As do I. At least they give the impression of a volumetric object, even if you sometimes see them at odd angles. The old retail versions stuck out like a sore thumb as being nothing more than the equivalent of sprites.
It gives a FALSE impression. That's the point. A real shockwave would never look like that.
Gods, people have some false expectations or reality and eventually become convinced "it's how it's supposed to be".
Reminds me of discussions with a guy who claimed two-haders are supposed to be heavy and that the light ones are cheap knock-offs, when in reality it's the opposite.QuoteTrashman, I don't know how shockwave models are handled with multiple viewers. Either they're synced so everyone sees the model in the same place or they're not. No idea. I would figure since they are models that they would sync though, but I don't know much about that code.
I'd guess it's handeled similar to any sprite or plane something.
AMT all the shockwaves are angled randomly. One would have to change that to remove the randomness and depend on player view.
Each computer does the rendering of the shockwave by itself.
The 3D model/2D plane doesn't have no impact on gameplay, since the radius in the tables is used for damage calculations and not the model itself.
Ergo, it doesn't matter if each PC renders the shockwave under a different angle relative to another viewer.
[image]
That's what we want, don't we?
ANYBODY HAVE IT?
It doesn't matter if it's realistic or not. It's good and we want it.
That's what I said
I am about to post this for the 1,000,000,000,000,000,000th time.../me takes a look at Romanmolf's postcount
I am about to post this for the 1,000,000,000,000,000,000th time...
<snip>
Do we have that? If yes, give lnk. If not, get it!
if the FSU is so against modifying some retail based things, for example, not fixing the colossus pivot since it would "break" the mission when it blows up and it would require fixing of all missions where it appears. that just smells of lazynessLet me just single this point out and remind you that this issue is trivial, and the fix and associated testing is not. The colossus barely even turns in the main campaign! Modifying it now would break or hamper every mission (retail campaign or not) that involves the squirt gun. Call that lazy if you will, but keep in mind that you're talking about a little team here that has put many months of work into this next release, created tons of new content besides the stuff that's already been seen and most importantly; tested and bugfixed the lot of it. It's certainly not my definition of 'lazy'. :p
Why is this poll even here?AFAIK it was made before we realised that using 3d as default would permanently override the very ability to have 2d at all. ;)
The action already seems to have been decided.
2D normal, 3D optional. I got it at last, didn't I?
Now, your 2D shockwave is fantastic. Congratulations! However, the 3D has higher quality. I was wondering if it could be ''converted'' to 2D. I suppose it can't.
3D Shockwave, worst case scenario - you'll see this one often with bombs, either firing or chasing them [Video (http://www.mediafire.com/download.php?mjndnjzlze3)]:
(http://img444.imageshack.us/img444/8968/3dshockwaveworstcasescehv2.png)
At least it lets me know if I'm about to get raped for being too close to its maximum radius, do the 2D shockwaves do that for me? No. I used to fly like eight kilometers away from ANY ship that was about to explode because I wasn't sure what the safe distance was.3D Shockwave, worst case scenario - you'll see this one often with bombs, either firing or chasing them [Video (http://www.mediafire.com/download.php?mjndnjzlze3)]:
(http://img444.imageshack.us/img444/8968/3dshockwaveworstcasescehv2.png)
That's EXACTLY what I don't like. That's EXACTLY the reason behind the fact that I don't like 3D shockwaves...
Think about it for a second - do you really like those plates?!?
At least it lets me know if I'm about to get raped for being too close to its maximum radius, do the 2D shockwaves do that for me? No. I used to fly like eight kilometers away from ANY ship that was about to explode because I wasn't sure what the safe distance was.
I still prefer the 3D shockwaves visually (and most likely performance-wise, given the fact that they can tile their texture), but I voted for them without understanding the repercussions of including them as a default option. I'm perfectly fine with downloading a separate VP file to activate the 3D option, so if you want to stick the 2D version in the main effects VP, that works for me. :)
I still prefer the 3D shockwaves visually (and most likely performance-wise, given the fact that they can tile their texture), but I voted for them without understanding the repercussions of including them as a default option. I'm perfectly fine with downloading a separate VP file to activate the 3D option, so if you want to stick the 2D version in the main effects VP, that works for me. :)I agree.
3D Shockwave, worst case scenario - you'll see this one often with bombs, either firing or chasing them [Video (http://www.mediafire.com/download.php?mjndnjzlze3)]:
r4936 | phreak | 2008-11-03 23:21:00 -0600 (Mon, 03 Nov 2008) | 1 line
Changed paths:
M /trunk/fs2_open/code/cmdline/cmdline.cpp
M /trunk/fs2_open/code/cmdline/cmdline.h
M /trunk/fs2_open/code/weapon/shockwave.cpp
Apply Spicious' patch from http://www.hard-light.net/forums/index.php/topic,57573.0.html
Without a real exapnding spherical/volumetric model, the shockwave is never going to be "accurate"; however the 2D shockwave is the better approximation of the two options, as long as the 3D shockwave does this behaviour where it doesn't always face the viewpoint (and if it would, the "3d-ness" would be a moot point anyway, at least in case of the ringwaves)...
But to be honest, I never understood the 'realism' point in a game like FS2.
There are so many things "wrong" and unrealistic, that it simply doesn't make sense to me to argue about the realism of a shockwave.
What about the weapons? Subach Laser? The explosions would have to look different. And there I don't want to play without sound.
Just a note here - the low end part of the package will also contain a 2d and 3d shockwave - and in this case the 3d version is far more efficient than the 2d. The inverse is true of the high end part.
Not to mention technical advantages...3D shockwaves kill slow computers.
How hard would it be to simply have the 3D shockwave on a 90° angle to the viewer, instead of on random planes?This would increase the usability of the 3D version immensely. Yet I'd rather have it only cut out the really low angles instead of forcing 90 degrees all the time (except for the "side views" it looks cooler than the 2d version already).
It would look like a 2D shockwave, but performance would be improved.
If you don't like 3d shockwaves - for any reason, do not use the '-3Dshockwave' command line in the builds you run the final 3.6.10 VPs from. Problem solved. :p
Not to mention technical advantages...3D shockwaves kill slow computers.[/mobius]
Just wait for my next shockwave. It won't look weird, even in the worst case angle.
It will be a 256*512 texture. If things work out, it will look better than the current 3d shockwave. It's going to be some hard work, but it should enhance the whole capital ship explosion in a way, a 2d shockwave could not.
There is no need for another type/class of shockwave.
Then to make everyone happy, we need a third option!
2D shockwaves look better for many, but drain resources.
3D shockwaves are better performance-wise, but look stupid with all those funky angles.
So add a "Realistic 3D" shockwave that fixes the angle thing and everyone should be happy. I hope.
Fresnel without shaders? :doubt:whoops? :p
the 3D shockwaves as is are certainly more efficient than the 2D ones. lowest detail level 3D is more efficient than retail shockwave.Then to make everyone happy, we need a third option!
2D shockwaves look better for many, but drain resources.
3D shockwaves are better performance-wise, but look stupid with all those funky angles.
So add a "Realistic 3D" shockwave that fixes the angle thing and everyone should be happy. I hope.
Isn't what you said the exact contrary of the truth? Aren't 3D shockwaves the cause of massive slowdowns?
And how would you deal with a 3D shockwave with fixed angle in multiplayer missions?
the 3D ones cause(d) the slowdowns. WHEN YOU USE THE ****ING ADV_EFFECTS VERSION.