Explosion Clouds
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StandardSmurf
- Posts: 67
- Joined: 2013-06-22 17:05
Explosion Clouds
I'm noticing that when explosions happen, the clouds are identical each time. For example I blew up 5 mine IEDs on Fallujah and all 5 of the clouds were the exact same, obviously going in the air at the same time / rate. In .98 clouds were different, and looked more random. Would look more realistic if each cloud was different slightly. It kinda reminds me of playing Duke Nukem when you would blow up pipe bombs, and how the explosions all looked the same. I am suggesting that a variety of types of clouds be possible to add realism. The effects in 1.0 are terrific, just think this isn't. What do you guys think ? Sorry I don't have a vid to show you what I mean, but I'm sure other people have noticed it.
Last edited by StandardSmurf on 2013-08-04 02:20, edited 1 time in total.
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fbi00809
- Posts: 16
- Joined: 2012-07-11 16:37
Re: Explosion Clouds
ka shan map no dynamic clouds! ! Explosive effect of the smoke dissipated quickly, although very beautiful but not as shocking example Tornado fighter on the 2nd place looks particularly shocking TV
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Brunitogg
- Retired PR Developer
- Posts: 381
- Joined: 2007-11-19 12:18
Re: Explosion Clouds
The problem with the clouds is that this engine wint allow me to have random textures for one emitter (in this case the cloud emitter).
I use a single animated texture of a cloud instead of using many subparticles for better performance.
Hopefully i,ll find a good way around this issue. Thanks!
I use a single animated texture of a cloud instead of using many subparticles for better performance.
Hopefully i,ll find a good way around this issue. Thanks!
-= Project Reality Visual FX Artist =-
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
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fbi00809
- Posts: 16
- Joined: 2012-07-11 16:37
Re: Explosion Clouds
I want to re-map the inside of the ka shan dynamic clouds that look more realistic to do it thanks
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crokojot
- Posts: 122
- Joined: 2008-01-05 00:10
Re: Explosion Clouds
I watch a new effect just once and that was first time and they are pretty nice.
After first impressions i can play PR without looking a clouds,smoke,explosions...
ops:
After first impressions i can play PR without looking a clouds,smoke,explosions...
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fbi00809
- Posts: 16
- Joined: 2012-07-11 16:37
Re: Explosion Clouds
0.98 version of which kashan maps have dynamic cloud explosion effect is shocking effects of the explosion is now not so true explosion of fireworks smoke dissipates quickly but very nice indeed do want to enhance ion render such an explosion is even more perfect thank you
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Prevtzer
- Posts: 648
- Joined: 2012-06-13 12:19
Re: Explosion Clouds
I don't like the fact that every single vehicle produces the same explosion. A T72 cooking off its ammo might result in such explosion, but why would a simple logistics truck explode like that? It makes the game look way too cartoonish and childish.
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Brunitogg
- Retired PR Developer
- Posts: 381
- Joined: 2007-11-19 12:18
Re: Explosion Clouds
Tanks and trucks have different explosions. Check better
-= Project Reality Visual FX Artist =-
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
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Sunny
- Posts: 12
- Joined: 2012-08-28 06:19
Re: Explosion Clouds
why didint blackstudio change the cloud when making the map
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Sunny
- Posts: 12
- Joined: 2012-08-28 06:19
Re: Explosion Clouds
the bomb effect in1.0 isnt as well as 0.981 especially the tv bomb
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Explosion Clouds
Black Sand Studio has nothing to do with this
.
And I'm unsure what cloud you're talking about right now.
And I'm unsure what cloud you're talking about right now.

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Jolly
- Posts: 1542
- Joined: 2011-07-17 11:02
Re: Explosion Clouds
To my fella Chinese: dont ask DEVs to do anything, this is suggestion. U guys need to post it on Suggestion Section. I am sure DEVs will glad to take ur advise.
In Chinese:请不要要求DEV们去做什么,这个属于建议的范畴了,你们应该把自己的想法帖在建议板块,我确信DEV们很欣然接受你们建议.
My though: The cloud disappear too fast in my opinion, any way to solve that? BF2 engine is too old... Can't really do something more.
BTW, do hope DEVs can fix the NVG problem.
PS, IDK if u ppl watched dbzao's vid about it. u guys can really find this issue.
In Chinese:请不要要求DEV们去做什么,这个属于建议的范畴了,你们应该把自己的想法帖在建议板块,我确信DEV们很欣然接受你们建议.
My though: The cloud disappear too fast in my opinion, any way to solve that? BF2 engine is too old... Can't really do something more.
BTW, do hope DEVs can fix the NVG problem.
PS, IDK if u ppl watched dbzao's vid about it. u guys can really find this issue.
Last edited by Jolly on 2013-08-04 16:22, edited 1 time in total.
Jolly, you such a retard.
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Megagoth1702
- Posts: 510
- Joined: 2009-01-31 20:19
Re: Explosion Clouds
The particle FX are a great step forward from what we had earlier. Awesome job, really. Thanks![R-DEV]Brunitogg wrote:The problem with the clouds is that this engine wint allow me to have random textures for one emitter (in this case the cloud emitter).
I use a single animated texture of a cloud instead of using many subparticles for better performance.
Hopefully i,ll find a good way around this issue. Thanks!
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Brunitogg
- Retired PR Developer
- Posts: 381
- Joined: 2007-11-19 12:18
Re: Explosion Clouds
Thanks for interpeting your friends advice to me. Seems like google translate doesnt do the job quite right sometimes.Jolly wrote:To my fella Chinese: dont ask DEVs to do anything, this is suggestion. U guys need to post it on Suggestion Section. I am sure DEVs will glad to take ur advise.
In Chinese:请不要要求DEV们去做什么,这个属于建议的范畴了,你们应该把自己的想法帖在建议板块,我确信DEV们很欣然接受你们建议.
My though: The cloud disappear too fast in my opinion, any way to solve that? BF2 engine is too old... Can't really do something more.
BTW, do hope DEVs can fix the NVG problem.
PS, IDK if u ppl watched dbzao's vid about it. u guys can really find this issue.
The clouds do need to stay longer, yet i,m scared of cutting performance. Yes its a old engine but it can do lots. Thing is not anyone has formula one pc's so i cant throw a visual debauchery that much.
As for the NVG thing....no idea what this
Anyways, i'll keep on working on the fx and improving here and there. Thanks for the feedback!
Last edited by Brunitogg on 2013-08-04 19:39, edited 1 time in total.
-= Project Reality Visual FX Artist =-
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
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Brunitogg
- Retired PR Developer
- Posts: 381
- Joined: 2007-11-19 12:18
Re: Explosion Clouds
Thanks manMegagoth1702 wrote:The particle FX are a great step forward from what we had earlier. Awesome job, really. Thanks!
Glad you fancy them
-= Project Reality Visual FX Artist =-
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
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Megagoth1702
- Posts: 510
- Joined: 2009-01-31 20:19
Re: Explosion Clouds
I am especially impressed with the snappy bullet impacts. Very very snappy. Too many games make them soft and slow and that is not convincing. Bullets kick up dust really quickly.
U.S. Soldier Survives Taliban Machine Gun Fire During Firefight - YouTube
U.S. Soldier Survives Taliban Machine Gun Fire During Firefight - YouTube
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Brunitogg
- Retired PR Developer
- Posts: 381
- Joined: 2007-11-19 12:18
Re: Explosion Clouds
Thanks manMegagoth1702 wrote:I am especially impressed with the snappy bullet impacts. Very very snappy. Too many games make them soft and slow and that is not convincing. Bullets kick up dust really quickly.
U.S. Soldier Survives Taliban Machine Gun Fire During Firefight - YouTube
-= Project Reality Visual FX Artist =-
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
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Jolly
- Posts: 1542
- Joined: 2011-07-17 11:02
Re: Explosion Clouds
[R-DEV]Brunitogg wrote: As for the NVG thing....no idea what this
I saw ppl use 'NVG' before, But I believe 'NV' represent 'Night Vision'.
Jolly, you such a retard.
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Spook
- Posts: 2458
- Joined: 2011-07-12 14:08
Re: Explosion Clouds
You have to look at it that way:
The new explosions might not look perfect, but think back to the old ones. The new ones look a thousand times better. Even though they might look the same, you usually do not really notice it since 2 explosions of the same size and with the same ground underneath (the ground actually has influence on the visual) rarely blow up at the same time right next to each other. Also the explosion animations are just a 2D visual always facing your way. Get in a prbot and blow some stuff up with it and fly around the explosion. You will notice that the smokescreen keeps turning your way, causing it to look really weird. But usually you do not fly that fast around explosions and therefore you will rarely notice that.
I can live with all those things, if you consider how much better they look than those vanilla explosions.
Well done Brunitogg. Those new visuals are one of the things I would have never expected to ever be possible in PR and never thought something like that would actually get implemented into 1.0.
I did not thank you personally for your work yet. So here we go
The new explosions might not look perfect, but think back to the old ones. The new ones look a thousand times better. Even though they might look the same, you usually do not really notice it since 2 explosions of the same size and with the same ground underneath (the ground actually has influence on the visual) rarely blow up at the same time right next to each other. Also the explosion animations are just a 2D visual always facing your way. Get in a prbot and blow some stuff up with it and fly around the explosion. You will notice that the smokescreen keeps turning your way, causing it to look really weird. But usually you do not fly that fast around explosions and therefore you will rarely notice that.
I can live with all those things, if you consider how much better they look than those vanilla explosions.
Well done Brunitogg. Those new visuals are one of the things I would have never expected to ever be possible in PR and never thought something like that would actually get implemented into 1.0.
I did not thank you personally for your work yet. So here we go
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Brunitogg
- Retired PR Developer
- Posts: 381
- Joined: 2007-11-19 12:18
Re: Explosion Clouds
Wow man thank you so much XDSpook wrote:You have to look at it that way:
The new explosions might not look perfect, but think back to the old ones. The new ones look a thousand times better. Even though they might look the same, you usually do not really notice it since 2 explosions of the same size and with the same ground underneath (the ground actually has influence on the visual) rarely blow up at the same time right next to each other. Also the explosion animations are just a 2D visual always facing your way. Get in a prbot and blow some stuff up with it and fly around the explosion. You will notice that the smokescreen keeps turning your way, causing it to look really weird. But usually you do not fly that fast around explosions and therefore you will rarely notice that.
I can live with all those things, if you consider how much better they look than those vanilla explosions.
Well done Brunitogg. Those new visuals are one of the things I would have never expected to ever be possible in PR and never thought something like that would actually get implemented into 1.0.
I did not thank you personally for your work yet. So here we go![]()
I,ll keep on improving them bit by bit
Thanks for the feedback !
-= Project Reality Visual FX Artist =-
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]


