Author Topic: Bomb explosions  (Read 5294 times)

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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?

 

Offline diamondgeezer

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?

 
this would look neat :) :yes:
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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.
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Offline Galemp

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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.
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Offline Fetty

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*cough* geomod *cough*
you could jazz up the explosion effect but thats more a mod thing

 

Offline IceFire

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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.
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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 :)

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Offline Kazan

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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
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Offline IceFire

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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.
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Offline Fetty

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I WAS ONLY JOKING!!!
get it ? wee
:D

 
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
« Last Edit: April 05, 2003, 04:45:42 pm by 1120 »
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Offline diamondgeezer

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.

 

Offline Stryke 9

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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.

 

Offline diamondgeezer

Can you not just use

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

or something?

 

Offline karajorma

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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. :)
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Offline Kamikaze

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Shouldn't there be a SCP FAQ thread that's sticky or something? It'd spare you guys from some n00b stress.
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Offline Bobboau

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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
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Offline LAW ENFORCER

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Offline diamondgeezer

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.

« Last Edit: April 05, 2003, 08:27:02 pm by 170 »