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Author Topic: New ship explosion effect  (Read 511 times)

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WxTech

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New ship explosion effect
« on: April 11, 2023, 02:39:06 PM »

Can't stop expanding the array of effects.   ;)

For ships at the moment of destruction, until now the same effect group that applies for armored vehicles was used. This is a bit on the subtle side, for larger ships certainly. I've added a probability of a more violent blast, now accompanied by a few flaming/smoking ballistic projectiles that fly away, of two different appearances. Their number and velocity occurs within a range determined at random. I've also added a number of shrapnel splashes to accompany the main blast, which you can see here just before fading away. (The bigger explosion fireball has already faded away.)

Here a landing craft has just bought the farm after strafing.

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shardana

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Re: New ship explosion effect
« Reply #1 on: April 11, 2023, 03:49:50 PM »

Wonderful stuff as always.
My Dream would be a mod to reproduce the oil leak around a hit and sinking ship.would that be possible in il2?
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WxTech

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Re: New ship explosion effect
« Reply #2 on: April 11, 2023, 04:07:18 PM »

If I properly understood what I was doing, I'm certain an oil slick effect would be easy to do.  😉

It requires to take the location of the destroyed hull section, set it to some vertical height near enough to the surface, and decouple this position from the ship so that the effect does not sink with it.

A single oil slick texture could be made to slowly expand and fade away over time. If possible to construct the effect as being controlled by an .eff file (instead of a .sim), it could be given a non zero Wind value so that it would kind of 'drift on the currents.'
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WxTech

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Re: New ship explosion effect
« Reply #3 on: April 11, 2023, 09:34:39 PM »

Applying the same technique to aircraft explosions, where the fuel tank detonates and obliterates the plane. Normally we get a couple or few flaming/smoking plane chunks traveling in much the same direction as was the plane when exploding. And normally these parts always continue burning/smoking until they disappear once 80 seconds have elapsed after coming to rest on the ground (although in my v1.6 effects pack implementation I have them disappear immediately upon coming to rest.) Now we have a few other such flaming/smoking bits which fly away over all other possible directions, and they stop burning/smoking after a short period (generally before reaching the surface, unless starting at a pretty low altitude.) Here we see 4 of these new ballistic particles, in addition to the usual couple of pieces continuing along the former plane's direction of travel (with some small divergence.)

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WxTech

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Re: New ship explosion effect
« Reply #4 on: April 11, 2023, 10:04:20 PM »

Might as well continue in this thread with some other effects improvements...

A new fire texture. This one and another texture have been applied to lots of fire effects, providing more structural detail, without resorting to a particularly large texture size.

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shardana

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Re: New ship explosion effect
« Reply #5 on: April 12, 2023, 05:59:32 AM »

If I properly understood what I was doing, I'm certain an oil slick effect would be easy to do.  😉

It requires to take the location of the destroyed hull section, set it to some vertical height near enough to the surface, and decouple this position from the ship so that the effect does not sink with it.

A single oil slick texture could be made to slowly expand and fade away over time. If possible to construct the effect as being controlled by an .eff file (instead of a .sim), it could be given a non zero Wind value so that it would kind of 'drift on the currents.'

A dream to see this stuff implemented.
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KingTiger503

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Re: New ship explosion effect
« Reply #6 on: April 12, 2023, 07:52:42 AM »

WOW, New Explosion Effect and Some more and more Stuff


Well done.


Best Regards KT503
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My Greatest and Best Regards KT503

WxTech

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Re: New ship explosion effect
« Reply #7 on: April 12, 2023, 09:05:12 AM »

I've been implementing enough notable changes to warrant a release update rather sooner than the long, latest interval between v1.6 and v1.5. If possible, I might arrange it as a smaller update to v1.6, rather than a whole new v1.7. We'll see...
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Kelso

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Re: New ship explosion effect
« Reply #8 on: April 12, 2023, 09:15:51 AM »

The version number doesn't matter. It's what's inside that matters. We are waiting and admiring...
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