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Re: 3dgs third person shooter play test
[Re: ]
#277226
07/08/09 12:51
07/08/09 12:51
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
OP
Serious User
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OP
Serious User
Joined: May 2009
Posts: 1,816
at my pc (duh)
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i uploaded a video of the explosion [video:yahoo] http://www.youtube.com/watch?v=jQ2gHITBUYE[/video] they are far from completion and need ALOT of work but this is what the game will be using so far... the main focus of this game is the WEAPONplay so the effects have to be great in attempt to get players to overlook other weekpoints.. and i see the video tag still isnt working, or as there been a change to how we embed videos?
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Re: 3dgs third person shooter play test
[Re: darkinferno]
#277428
07/09/09 08:59
07/09/09 08:59
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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Hm. I like it, but it's not AAA yet. -Can you add a dynamic light? a flash that lightsa the surrounding area for around 1 second? -The smoke could be a little darker in places -The explosion itself doesn't look "thick" enough yet. It looks like the smoke is always behind the actual explosion (if your explosion is anything like mine, this would be because of the BRIGHT flag. Maybe you can deactivate it on some of the particles at random?) -The explosion itself has a lot of structure (see first screen) which is great. I don't like the round sparks though (the streaked ones are great), for some reason I don't think they look very good, and I've never seen something like that in any explosions in movies etc, as far as I remember. -How much would you mind sharing your smoke bmap? I've been trying to work on my smoke, and it's just not perfect -.-... maybe having a look at your particle would help a little...
[edit] I noticed also that a shaking camera (when too close to the explosion) and bits of the exploding object that fly off help a whole lot to make the explosion rewarding to the player. It feels... stronger? that way.
Last edited by Germanunkol; 07/09/09 09:07.
~"I never let school interfere with my education"~ -Mark Twain
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Re: 3dgs third person shooter play test
[Re: Germanunkol]
#277463
07/09/09 11:02
07/09/09 11:02
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
OP
Serious User
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OP
Serious User
Joined: May 2009
Posts: 1,816
at my pc (duh)
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Hm. I like it, but it's not AAA yet. -Can you add a dynamic light? a flash that lightsa the surrounding area for around 1 second? -The smoke could be a little darker in places -The explosion itself doesn't look "thick" enough yet. It looks like the smoke is always behind the actual explosion (if your explosion is anything like mine, this would be because of the BRIGHT flag. Maybe you can deactivate it on some of the particles at random?) -The explosion itself has a lot of structure (see first screen) which is great. I don't like the round sparks though (the streaked ones are great), for some reason I don't think they look very good, and I've never seen something like that in any explosions in movies etc, as far as I remember. -How much would you mind sharing your smoke bmap? I've been trying to work on my smoke, and it's just not perfect -.-... maybe having a look at your particle would help a little...
[edit] I noticed also that a shaking camera (when too close to the explosion) and bits of the exploding object that fly off help a whole lot to make the explosion rewarding to the player. It feels... stronger? that way. thanks for the crits, atleast now i know what changes to maker, however as stated: -the explosion is still incomplete -am not aiming to remake a real explosion -i wont be adding too much detail because i dont want it affecting the framerate -the screen effects are planned -the game will not be aiming at photorealistic graphics and the explosion will fit its style. -the darkness of the smoke effect depends on whats exploding anyways, theres alot more work to be done, i wont be making any more vids or shots until a major graphical change is achieved.
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Re: 3dgs third person shooter play test
[Re: darkinferno]
#277494
07/09/09 12:18
07/09/09 12:18
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Joined: Nov 2008
Posts: 946
the_clown
User
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User
Joined: Nov 2008
Posts: 946
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.... what can take long. Looking great darkinferno, how about some pieces flying around? Burning scatter... But the effect itself looks good. Oh, I see, you have some scatter... So, some more scatter?
Last edited by the_clown; 07/09/09 12:20.
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Re: 3dgs third person shooter play test
[Re: the_clown]
#277531
07/09/09 14:17
07/09/09 14:17
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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Looking good, very good, but with the burning flying fragments, can you "streak" the smoke of them? Dunno how it would affect the framerate at all, but the "puffs" of smoke left by the flying fragment look odd. Smear them along the "flight path" of the fragment.
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: 3dgs third person shooter play test
[Re: Cowabanga]
#277536
07/09/09 14:38
07/09/09 14:38
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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It's not a free engine : it's A7 and Dark_Inferno coding For explosions , you can find vidéos on youtube it can help. Mercenaries 2 game have explosions i like for example. @DarkInferno : I have a question , caus i want to mak some simple rail shooter. So DarkInferno : for collision detection to detect that you hit an animated ennemi character : how do you do that ? global collision or precise collision ?
Last edited by ratchet; 07/09/09 18:34.
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Re: 3dgs third person shooter play test
[Re: Altarius]
#277751
07/10/09 13:33
07/10/09 13:33
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Joined: Jul 2007
Posts: 424 EUROPE
maslone1
Senior Member
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Senior Member
Joined: Jul 2007
Posts: 424
EUROPE
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Realy nice project you r workin on!
And cool video!
Keep on workin!
Cheers Marcel
A8c, Blender, FlStudio, Unity3d
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