Explosion Clouds

Post your feedback on the current Project Reality release (including SinglePlayer).
StandardSmurf
Posts: 67
Joined: 2013-06-22 17:05

Explosion Clouds

Post by StandardSmurf »

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.
fbi00809
Posts: 16
Joined: 2012-07-11 16:37

Re: Explosion Clouds

Post by fbi00809 »

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
Brunitogg
Retired PR Developer
Posts: 381
Joined: 2007-11-19 12:18

Re: Explosion Clouds

Post by Brunitogg »

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!
-= Project Reality Visual FX Artist =-


[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
fbi00809
Posts: 16
Joined: 2012-07-11 16:37

Re: Explosion Clouds

Post by fbi00809 »

I want to re-map the inside of the ka shan dynamic clouds that look more realistic to do it thanks
crokojot
Posts: 122
Joined: 2008-01-05 00:10

Re: Explosion Clouds

Post by crokojot »

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... :o ops:
fbi00809
Posts: 16
Joined: 2012-07-11 16:37

Re: Explosion Clouds

Post by fbi00809 »

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
Prevtzer
Posts: 648
Joined: 2012-06-13 12:19

Re: Explosion Clouds

Post by Prevtzer »

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.
Brunitogg
Retired PR Developer
Posts: 381
Joined: 2007-11-19 12:18

Re: Explosion Clouds

Post by Brunitogg »

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]
Sunny
Posts: 12
Joined: 2012-08-28 06:19

Re: Explosion Clouds

Post by Sunny »

why didint blackstudio change the cloud when making the map
Sunny
Posts: 12
Joined: 2012-08-28 06:19

Re: Explosion Clouds

Post by Sunny »

the bomb effect in1.0 isnt as well as 0.981 especially the tv bomb
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Explosion Clouds

Post by AfterDune »

Black Sand Studio has nothing to do with this ;) .

And I'm unsure what cloud you're talking about right now.
Image
Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: Explosion Clouds

Post by Jolly »

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. :p




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.
Megagoth1702
Posts: 510
Joined: 2009-01-31 20:19

Re: Explosion Clouds

Post by Megagoth1702 »

[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!
The particle FX are a great step forward from what we had earlier. Awesome job, really. Thanks!
Brunitogg
Retired PR Developer
Posts: 381
Joined: 2007-11-19 12:18

Re: Explosion Clouds

Post by Brunitogg »

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. :p




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.
Thanks for interpeting your friends advice to me. Seems like google translate doesnt do the job quite right sometimes.

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]
Brunitogg
Retired PR Developer
Posts: 381
Joined: 2007-11-19 12:18

Re: Explosion Clouds

Post by Brunitogg »

Megagoth1702 wrote:The particle FX are a great step forward from what we had earlier. Awesome job, really. Thanks!
Thanks man :D !

Glad you fancy them :)
-= Project Reality Visual FX Artist =-


[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
Megagoth1702
Posts: 510
Joined: 2009-01-31 20:19

Re: Explosion Clouds

Post by Megagoth1702 »

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
Brunitogg
Retired PR Developer
Posts: 381
Joined: 2007-11-19 12:18

Re: Explosion Clouds

Post by Brunitogg »

Megagoth1702 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
Thanks man :) . Yes thats so true, i was very dissapointed in Battlefield 3 in this area...also Arma 3. Waaaay too soft bullethits, it doesnt scare the player nor gives a feeling of being vulnerable in a firefight. So i wanted to achieve that you know, a deadly effect. :) .
-= Project Reality Visual FX Artist =-


[img]http://www.realitymod.com/forum/uploads/signatures/sigpic19155_5.gif[/img]
Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: Explosion Clouds

Post by Jolly »

[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.
Spook
Posts: 2458
Joined: 2011-07-12 14:08

Re: Explosion Clouds

Post by Spook »

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 :)
Image
Brunitogg
Retired PR Developer
Posts: 381
Joined: 2007-11-19 12:18

Re: Explosion Clouds

Post by Brunitogg »

Spook 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 :)
Wow man thank you so much XD

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]
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