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CryTek engine and spreading flames


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Poll: Should spreading fire be included in MWO? (34 member(s) have cast votes)

Should spreading fire be included in MWO?

  1. No. (4 votes [11.76%] - View)

    Percentage of vote: 11.76%

  2. Yes. (30 votes [88.24%] - View)

    Percentage of vote: 88.24%

If yes, would you like the fire model to produce substantial in-game environment changes?(smoke, terrain destruction, etc)

  1. No. (2 votes [5.88%] - View)

    Percentage of vote: 5.88%

  2. Yes. (32 votes [94.12%] - View)

    Percentage of vote: 94.12%

Noko in a dress?

  1. Yes. (20 votes [58.82%] - View)

    Percentage of vote: 58.82%

  2. Yes. (14 votes [41.18%] - View)

    Percentage of vote: 41.18%

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#1 Thomas Hogarth

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Posted 29 November 2011 - 08:53 PM

No, not forum flames, but actual in-game spreading fire. The CryTek engine has been shown to be capable of handling spreading fire models. To date, this feature has been most famously used in Far Cry 2, and has been seen in the Crysis modding circles. Here is a video example from Far Cry 2.



As you can see, the fire spreads quite nicely.

What I can see is this: Setting foliage and buildings on fire to create a more dynamic environment, create smoke for cover, and generally give flamers a decent chance to be useful weapons. Imagine the utility of the Firestarter 'Mech! Fires can be started either intentionally, or accidentally from stray fire.

What do you guys think?

Edited by Thomas Hogarth, 29 November 2011 - 08:54 PM.


#2 The Maestro

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Posted 29 November 2011 - 09:19 PM

I just thought it should be mentioned...

That is the Dunia engine, which borrowed some of CryEngine 1's components, it has almost nothing at all to do with CryEngine 3.

Edited by The Maestro, 29 November 2011 - 09:19 PM.


#3 Raeven

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Posted 29 November 2011 - 11:45 PM

That is awesome. Since the Crytec engine does foliage so well, it would be great to finally have a real forested landscape to fight in. Bonus points if they let us set the trees on fire and burn out those sneaky 'Mechs hiding in the trees.

#4 Iron Horse

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Posted 30 November 2011 - 12:02 AM

This video is unimpressive. Hopefully it is just CryEngine 1. A fire in MWO needs to add significantly to urban combat (heat, smoke, debris).

In the announce trailer there's some pretty heavy-duty smoke blocking the Atlas as he makes his entrance. This is more what I would expect. Exploding trees, crumbling structures, flaming pedestrians? I hope PGI gets Havoc support. there's some interesting gameplay that could result from independent objects having physics.

#5 John Clavell

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Posted 30 November 2011 - 12:24 AM

I'd certainly like to see fire and smoke play a big roll. It's always been such in tabletop. No reason to not include it. It should make for some really interesting matches and is something which has never really been doable in previous MechWarrior outings. I don't think it should be 'as is' compared to the TT rules obviously, but certainly it helps the dynamic of a battle.

#6 Thomas Hogarth

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Posted 30 November 2011 - 12:02 PM

View PostIron Horse, on 30 November 2011 - 12:02 AM, said:

This video is unimpressive. Hopefully it is just CryEngine 1. A fire in MWO needs to add significantly to urban combat (heat, smoke, debris).

In the announce trailer there's some pretty heavy-duty smoke blocking the Atlas as he makes his entrance. This is more what I would expect. Exploding trees, crumbling structures, flaming pedestrians? I hope PGI gets Havoc support. there's some interesting gameplay that could result from independent objects having physics.


Yeah, that particular video isn't as impressive as it could be. It looks to me to be a simple demo, showing off spreading fire. These features have been ported to Crysis with some degree of success, and look better there, I think.

The part that worries me is that there isn't a whole lot of smoke coming off of this grass fire. You think there'd be more - a lot more. They might have foregone this due to processing power concerns, which are a very real issue with a F2P game.

One potential solution is to make many different levels of smoke quality - old-style bitmap smoke(a la Modern Warfare), and modern volumetric particle type smoke, more akin to World of Tanks(i think). And, of course, should there be a WoT vision system employed, the occlusion of objects could be handled server-side, so the presence or absence of smoke via hacking or settings wouldn't make a difference.

#7 SquareSphere

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Posted 30 November 2011 - 12:12 PM

yes, but not at the expense of heavy system requirements.

#8 guardian wolf

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Posted 30 November 2011 - 01:16 PM

This will be awesome, as I can see a whole new tactical side to the game, creating a smokescreen from debris, or firing flamers into buildings around the enemy to increase heat, this would be quite cool.

#9 Nik Van Rhijn

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Posted 30 November 2011 - 01:24 PM

Or even fitting a smoke generator to a very fast mech to create proper smoke screens to prevent the enemy firing on advancing/retreating mechs.





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