Are these types of smoke trails possible?
#1
Posted 11 May 2012 - 06:18 PM
Screaming launch out then upward leaving billowing smoke and looking like glowing stars being fired from your salvo arcing towards the heavens before they come down onto their foes.
So the question is, is this possible in CE3, or is even a moderately scaled back amount of this much particle effects too taxing on the engine?
#2
Posted 11 May 2012 - 07:31 PM
ArmA 2 had some pretty spectacular/dense particle effects, if I remember correctly.
Edited by eZZip, 11 May 2012 - 07:32 PM.
#3
Posted 11 May 2012 - 07:45 PM
So would dusk/night fights, anything to get people to use the other sensors they have ready to go (and not as a fancy, really need to use them).
We'll worry about deforming terrain later.
#4
Posted 11 May 2012 - 11:33 PM
Hell just put it into the "ULTRA" physics / particles setting, if your pc can run it then by all means do....
Also i'd say most effects are not finalized, and subject to changes / tweaks tho im sure you already knew that one.
Edited by Foòóoo, 11 May 2012 - 11:34 PM.
#5
Posted 11 May 2012 - 11:49 PM
This video using CE3 from Crysis 2 shows how great particles can look. Just watch it and picture future mech battles, the explosions are phenomenal.
#7
Posted 12 May 2012 - 12:06 AM
#9
Posted 12 May 2012 - 06:05 AM
eZZip, on 11 May 2012 - 07:31 PM, said:
ArmA 2 had some pretty spectacular/dense particle effects, if I remember correctly.
Kaemon, on 11 May 2012 - 07:45 PM, said:
So would dusk/night fights, anything to get people to use the other sensors they have ready to go (and not as a fancy, really need to use them).
We'll worry about deforming terrain later.
The video I showed, yeah, it might be a little too volumetric, and I'm fine if that's scaled back. But notice how, too, the missiles SCREAM as they leave their launcher. I think a combo of that + glowing red "stars" of their exhaust + an equivalent smoke trail that lasts about 5-7 seconds would be nice. The engine seems to be able to handle particle effects pretty decently.
#10
Posted 12 May 2012 - 07:17 AM
Your radar is clear of contacts when you're suddenly struck by a bunch of lrms. You didn't get a clear idea of where they came from other than 'to your left'. However, off in the distance you see a small plume of smoke beginning to dissipate into the air. Looks like you found your target. Whether this would be a good or a bad thing is up for debate. I guess that depends on how big BT missiles are compared to ones we can compare to today.
If i had to guess, I'd say similar to the patriot missile or something, which produces a fair amount of smoke at launch. Scale the smoke back since BT lrm's don't shoot very far, then multiply them by the # in a salvo, and you have a decent bit of smoke at launch.
Then having smoke trails from a burning mech would be great too. Leave the corpse there on the ground, billowing smoke as it burns, with the odd ammo explosion every now and then.
Smoke wouldn't be too taxing on a computer would it? I remember playing CoD 2 when the 360 first came out, and it had decent volumetric smoke that clung to the air around you. It was hard to see anything. Surely even the worst computer of today can run that. I guess it depends on how far back PGI can scale the engine to accommodate for people with slow computers.
Edited by HeIIequin, 12 May 2012 - 07:23 AM.
#11
Posted 21 May 2012 - 03:19 AM
eZZip, on 11 May 2012 - 07:31 PM, said:
ArmA 2 had some pretty spectacular/dense particle effects, if I remember correctly.
like the "lag grenade" (smoke grenade) in Counterstrike
#12
Posted 21 May 2012 - 03:36 PM
The other thing to consider is how cleanly the propellant burns. I'd personally want a missile that launched without a huge cloud so that my visibility wasn't shafted every time I fired. I imagine weapons developers putting a lot of work into that.
Semyon
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