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Author Topic: Random thoughts on game visuals  (Read 4272 times)

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SAS~Bombsaway

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Re: Random thoughts on game visuals
« Reply #24 on: April 21, 2020, 09:00:50 AM »

From what I've seen on film, if the plane was on fire or the wing separated and was dumping fuel on impact, there would be fire on the water as the fuel would burn off. Some just had water splash and others had a large blackness to the splash.
Either way, I look forward to you releasing this.
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WxTech

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Re: Random thoughts on game visuals
« Reply #25 on: April 21, 2020, 09:17:43 AM »

To illustrate my approach to plane damage smoke construction, I utilize the effect pairs of type SPD and TSPD as intended; particles for the former and trails for the latter. This is an economical way to double (or more!) a smoke trail, with very minimal impact to the graphics engine.

Moreover, the way particles fade is a bit too abrupt in many instances, and especially so for smoke trails like these. The embedded trail, when extending to well past the termination of particle visibility, helps to further blend the smoke trail into a more gradual disappearance.

Here's a Wildcat with damaged oil cooler. Note that I like a slightly bluish hue for such smoke. The trail stream extends for about 2X the length of the particle stream.

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WxTech

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Re: Random thoughts on game visuals
« Reply #26 on: April 21, 2020, 09:30:07 AM »

Another smoke trail illustration, using the aftermath of a mid-air plane explosion. All smoke streams here have embedded trails. They're not of high opacity, being fairly subtle compared to the denser particles. But in spite of the gaps between particles, particularly earlier on when smaller, the embedded trail goes some way to 'filling in' the otherwise empty space, giving better continuity and a fuller appearance.

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WxTech

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Re: Random thoughts on game visuals
« Reply #27 on: April 21, 2020, 12:56:48 PM »

Tweaked the crashed plane flames on water effect. Now have several fires, instead of just one. Here you can see part of the victim's fuselage next to the fires.




The previous post in which I included the Java was not yet tested code; that's been deleted. I've fixed and further enhanced it, as below. In addition to adding more fires (total of 4, 5 or 6), I made them and the attending smoke column last a bit longer (up to 20 sec). And they can't cluster as tightly as before, where it could be the case that all lay essentially on top of one another.)

This is in the Explosions.class, 4.12. It should work in any game version if added to its Explosions.class, and if the specified effects exist, of course. The AircraftSmokeBoiling.eff is my own original effect, used with land crashes and here.

Code: [Select]
    public static void AirDrop_Water(Point3d point3d) {
if (Config.isUSE_RENDER()) {
    float f = 6F;  //4.0F;
    float f_77_ = 1.0F;
    o.set(0.0F, 90.0F, 0.0F);
    l.set(point3d, o);
    Eff3DActor.New(l, f_77_, "Effects/Explodes/Aircraft/Water/Base.eff", f);
    Eff3DActor.New(l, f_77_, "Effects/Explodes/Aircraft/Water/Fontain.eff", f);
    Eff3DActor.New(l, f_77_, "Effects/Explodes/Aircraft/Water/Spray.eff", f);
    Eff3DActor.New(l, f_77_, "Effects/Explodes/Aircraft/Water/Soot.eff", f);
SfxExplosion.crashAir(point3d, 2);
o.set(0.0F, 0.0F, 0.0F);
l.set(point3d, o);
ExplodeSurfaceWave(1, 110F, 6F);
if (World.rnd().nextFloat() < 0.33F) {
l = new Loc(point3d);
Point3d point3d_87_ = l.getPoint();
World.cur();
point3d_87_.z = World.land().HQ(point3d.x, point3d.y);
o.set(0.0F, 90.0F, 0.0F);
l.set(point3d, o);
Eff3DActor.New(l, f_77_, "Effects/Explodes/Aircraft/Land/Base.eff", f);
Eff3DActor.New(l, f_77_, "Effects/Explodes/Aircraft/Land/Burn.eff", f);
if (World.rnd().nextFloat() < 0.5F) {
Eff3DActor.New(l, f_77_, "Effects/Explodes/Aircraft/Land/Smoke2.eff", 10F);
Eff3DActor.New(l, f_77_, "3DO/Effects/Aircraft/FireGND.eff", 20F);
Eff3DActor.New(l, f_77_, "3DO/Effects/Aircraft/AircraftSmokeBoiling.eff", 20F);
int i = World.rnd().nextInt(3, 5);  //add 3 to 5 extra fires, randomly placed
for (int i_88_ = 0; i_88_ < i; i_88_++) {
Point3d point3d_88_ = new Point3d(point3d);
double d = World.rnd().nextDouble(0.0, 16.0) - 8.0;  //= -8 to 8
if (d < 2 && d > -2)
d = 2;
point3d_88_.x += d;
d = World.rnd().nextDouble(0.0, 16.0) - 8.0;  //= -8 to 8
if (d < 2 && d > -2)
d = 2;
point3d_88_.y += d;
Loc loc = new Loc(point3d_88_);
Point3d point3d_89_ = loc.getPoint();
World.cur();
point3d_89_.z = World.land().HQ(point3d_88_.x, point3d_88_.y);
Eff3DActor.New(loc, f_77_, "3DO/Effects/Aircraft/FireGND.eff", 15F - World.rnd().nextFloat(2F, 5F));  //live 15-18 sec
}
}
}
}
    }
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WxTech

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Re: Random thoughts on game visuals
« Reply #28 on: April 21, 2020, 01:10:22 PM »

On the subject of smoke columns and fires from crashed planes. For the land variant I notably reduced the time over which these effects live. The stock class has them living for 1200 seconds, or 20 minutes (a bit less for the extra fires scattered near the principal one.) I cut this down by half. My reasoning is that so many other smokes will end rather on the early side compared to the crashed plane stuff, which seems to be putting too much emphasis on the downed planes. I prefer nearer to consistency in the game world.

I suppose I could make many or most other smokes/fires last a lot longer, as some effects modders appear to have done. In the interest of not pushing the game engine 'beyond breaking point' ;) where possible, I prefer a less demanding effects scheme.
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WxTech

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Re: Random thoughts on game visuals
« Reply #29 on: April 21, 2020, 01:28:39 PM »

I mentioned how I removed the always-occurring 250kg bomb blast water geyser effects for planes crashing into water. Here's the basic splash effect, augmented a little. The plane and the splash (the latter of which is at just about maximum size/height) are at the same distance from the viewer, and so are at the same scale.

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SAS~Bombsaway

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Re: Random thoughts on game visuals
« Reply #30 on: April 21, 2020, 01:38:17 PM »

Looks good. Could the " grey cloud " be a bit darker? It's hard to tell from old black and white WWII films of planes hitting the water but it looked to me to be a bit black.
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WxTech

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Re: Random thoughts on game visuals
« Reply #31 on: April 21, 2020, 01:58:55 PM »

To which image are you referring, Bombs?

The one immediately preceding your post is of the basic splash, which is always present, but *without* additional dark smoke and fire that's randomly added.

A few posts earlier we see the much darker smoke column and rising 'ball' of smoke. They *are* fairly dark, but against the dark water seem a bit lighter by contrast. Note that screenie was grabbed *after* the basic white splash had subsided already.
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SAS~Bombsaway

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Re: Random thoughts on game visuals
« Reply #32 on: April 21, 2020, 02:22:56 PM »

My mistake. I thought you added some color to that splash in the pic above my post. I'll shut up now. LOL  :)
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WxTech

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Re: Random thoughts on game visuals
« Reply #33 on: April 21, 2020, 03:22:20 PM »

No, don't shut up! ;) Asking questions in the spirit of honest inquiry is crucial. If nothing else, it ensures than any misperceptions I might unwittingly convey, and which others might scratch heads over, have a chance for clarification.

And don't be scared to offer critiques or suggestions, either.
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SAS~Poltava

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Re: Random thoughts on game visuals
« Reply #34 on: April 21, 2020, 03:42:35 PM »

All these changes looks really GREAT!  ;D ;D ;D
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SAS~Bombsaway

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Re: Random thoughts on game visuals
« Reply #35 on: April 21, 2020, 04:10:39 PM »

No, don't shut up! ;) Asking questions in the spirit of honest inquiry is crucial. If nothing else, it ensures than any misperceptions I might unwittingly convey, and which others might scratch heads over, have a chance for clarification.

And don't be scared to offer critiques or suggestions, either.


Ok :) I look forward to more of your work and hope you release it. Let me know if you need a " test pilot " :)
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