Flamethrower animation

snooopssnooops Germany Join Date: 2008-12-08 Member: 65702Members, Reinforced - Shadow
Maybe this will help to let it look and feel more realistic: <a href="http://www.youtube.com/watch?v=7dmE-emrrAs&feature=related" target="_blank">http://www.youtube.com/watch?v=7dmE-emrrAs...feature=related</a>

Comments

  • internetexplorerinternetexplorer Join Date: 2011-10-13 Member: 127255Members
    How will it help them?
    Do you expect them to "make the in-game visuals look like that 360p youtube video"?

    ...Why?
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    i don't know if you have played the last version of ns2, but i added a trail cinematic system which purpose is to simulate exactly such effects (which would be too expensive if we would do it with emitting particles only, which we had in build ~185), without consuming too much CPU time. i did some further tweaking on some variables, it looks now a bit closer to "real" flame trails. though the only way to make it look realer is to do in a completely different way without our effect system (something like this: <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch30.html" target="_blank">Real-Time Simulation and Rendering of 3D Fluids</a>)

    but im actually quite satisfied for now with the current effect. when you think back how the last 2 effects looked like, the current one is a big improvement
  • ZeikkoZeikko Join Date: 2007-12-16 Member: 63179Members, Squad Five Blue, NS2 Map Tester
    <!--quoteo(post=1889805:date=Dec 11 2011, 10:30 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Dec 11 2011, 10:30 PM) <a href="index.php?act=findpost&pid=1889805"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i don't know if you have played the last version of ns2, but i added a trail cinematic system which purpose is to simulate exactly such effects (which would be too expensive if we would do it with emitting particles only, which we had in build ~185), without consuming too much CPU time. i did some further tweaking on some variables, it looks now a bit closer to "real" flame trails. though the only way to make it look realer is to do in a completely different way without our effect system (something like this: <a href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch30.html" target="_blank">Real-Time Simulation and Rendering of 3D Fluids</a>)

    but im actually quite satisfied for now with the current effect. when you think back how the last 2 effects looked like, the current one is a big improvement<!--QuoteEnd--></div><!--QuoteEEnd-->
    The flamethrower looks awesome! No need to get back tuning that anymore. Go for the next feature!
  • ForssForss Join Date: 2011-10-30 Member: 130180Members
    The only thing I don't like with the current look of the flamethrower is that you can't tell how far it reaches from the first person view. As a gorge I've been shooting at marines with flamethrowers while they stand there a bit to far away without damaging me and doesn't realize it, so it isn't only me.

    Think more of a downward arc would help.
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