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Visual Effects

Started by frvge, May 02, 2011, 06:14:08 PM

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frvge

Removed some Off-topic posts. C'mon guys, we want some feedback, be it praise or constructive criticism.

The darkness is because the lighting was not really made. I'm not sure how it reacts in proper lighting set-ups. We'll see I guess.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

zglina

#16
Question: Can smoke go through walls,floor like in Ct?

And smoke disappear too quickly.

NeoSuperior

btw: What about "that thing that is even better than wallrun" or something like that?
If there are any orthographic/grammatical errors in this post, you can keep them and, if you want, hang them over your bed ;)

"As an online discussion grows longer, the probability of a comparison involving Nazis or Hitler approaches one."
- Mike Godwin

frvge

That comes later.

Any other posts that are off-topic will be removed or edited. C'mon guys, the forums need to be a bit cleaner.
Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

knooger

Okay, smoke looks so good it should be just bigger ( i hope in game it will be not FPS killer, even if players will spam it as fook (example: CoD4 smokes)) I think nade animation while blowing up should be faster by 50% or something because smoke is ''creating'' way too slow.

About sound of boucing it sounds like any chinesse toy bouncing on the floor(way too high volume and sounds like a crap IMO), don't use it in final release please.

Good Job.

DreadStunLock

I am seeing repeats from other posts, it's like noone is ready from top to bottom, only from top and stop...

puuusianka

Good job!!! Am I the only one who thinks that the smoke looks a little cartoon-like?

LennardF1989

#22
Quote from: comicsserg on May 02, 2011, 08:01:26 PM
I find this a very cool effect it looks very real to me :) Great job Mr.Mic and Morten ;D
Not to pose or anything, but I made the projectile logic, not Morten >.>

Unlike frvge, I would appreciate any feedback on it - other than the particle effect -. Therefor I am going to (technically) respond to CurdyMilk, for those interested in the workings of the grenade:

Quote1. The grenade seems to come out too fast
This is a WIP version of launching, the longer you hold your RMB, the faster it will pop out (untill a max speed). We made the launch-speed equal to the max-speed at the moment your press RMB, simply because it is annoying to hold it for like 5 seconds everytime you want to quickly test it.

Quote2. The physics toward the end of the bouncing is weird
The projectile uses real world physics, although the bounce-back speed may be a little off. Once on the ground, it waits untill bounce-speed comes under a certain threshold after which it will stop bouncing. I think this threshold may still be a bit too high as heard in the last bit of the video.

Quote3. The sound before it explodes is annoying
It's a bit too loud for my taste, but such things is really polishing work. Other than that, I think once point 2 is sorted out in combination with a lower volume, it will be a lot less annoying. Keep in mind the bounce sound also acts as feedback for ohter players, so even if it is annoying, you would hate to find a grenade right next to you if you didn't even hear it being shot at you.

EDIT:
The projectile logic allows a lot more than just this. We can make sticky-grenades, grenades that explode on impact on players, grenades that explode on any impact, or a combination of those and a lot more.

I can say making a sticky grenade that only sticks when it hits a player is pretty fun.

comicsserg

oops I forgot to mention you :) my apologize :D

edited the post ;)

DreadStunLock

What about something just a tad bit more realistic? the prop spinning as it releases the gas?

OR

You can see on the prop the gas comes out through tiny holes and makes the smoke screen?


Example:



knooger

Useless, such a effect will be invisible during real play.

LennardF1989

Quote from: KnoogeR on May 03, 2011, 03:09:04 PM
Useless, such a effect will be invisible during real play.
I agree. I was talking about the more obvious movements the projectile makes. Besdies that, compared to CT, we are already well over the "detail" limit (CT was only a 6 polygon model with a simple 32x32 texture).

The particle has to do the heavy work, as you would hardly have time to analyze how cool the grenade spins on the ground.

comicsserg

agree with KnoogeR and LennardF1989
when you throw grenade you will be probably nearby a merc so you won't have enough time to sit and look at the grenade

DreadStunLock

Quote from: LennardF1989 on May 03, 2011, 03:35:43 PM
Quote from: KnoogeR on May 03, 2011, 03:09:04 PM
Useless, such a effect will be invisible during real play.
I agree. I was talking about the more obvious movements the projectile makes. Besdies that, compared to CT, we are already well over the "detail" limit (CT was only a 6 polygon model with a simple 32x32 texture).

The particle has to do the heavy work, as you would hardly have time to analyze how cool the grenade spins on the ground.

So it's only the texture detail and the polygon with a new sound? What else?

Rambo

Quote from: LennardF1989 on May 03, 2011, 10:22:09 AM
This is a WIP version of launching, the longer you hold your RMB, the faster it will pop out (untill a max speed). We made the launch-speed equal to the max-speed at the moment your press RMB, simply because it is annoying to hold it for like 5 seconds everytime you want to quickly test it.
it should still be possible to shoot it with max range with a single click.

some other feedback:
-way too bouncy
-smoke looks too much like little puffy clouds (too sharp "edge" of smoked volume?)
-is it possible to let the affected area grow over time while decreasing the density?