[Effects] helicopters/missles/other
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Masaq
- Retired PR Developer
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Re: [Effects] helicopters/missles/other
Yeah, basically.
Small charge at the front sets off the ERA, second, larger charge at the back of the warhead explodes after the first to make the big hole. Google the Javelin, for example.
Small charge at the front sets off the ERA, second, larger charge at the back of the warhead explodes after the first to make the big hole. Google the Javelin, for example.
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Alex6714
- Posts: 3900
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Re: [Effects] helicopters/missles/other
Well heres an update for this weekend.
Basically I have been tweaking the effects to look satisfactory. Some are hard to get right because they are different in a lot of videos/pictures but there is a compromise.
The tank has started to be modified a bit too. The chopper cannon can´t really been seen properly in the video but its not perfect yet.
The files can be found here:
RapidShare: 1-Click Webhosting
YouTube - Various effects


The changes so far:
Rotor wash sand/grass and some others
AA missile/Hydra rocket/hellfire trail
Rocket explosions
Cannon impact
Rocket pod/missile backblast
Tank firing
And finally some explosions
Note: Lat is affected by the hydra changes as they use the same effect. Will be sorted out.
The tank has started to be modified a bit too. The chopper cannon can´t really been seen properly in the video but its not perfect yet.
The files can be found here:
RapidShare: 1-Click Webhosting
YouTube - Various effects


The changes so far:
Rotor wash sand/grass and some others
AA missile/Hydra rocket/hellfire trail
Rocket explosions
Cannon impact
Rocket pod/missile backblast
Tank firing
And finally some explosions
Note: Lat is affected by the hydra changes as they use the same effect. Will be sorted out.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"
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=Romagnolo=
- Posts: 4765
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Re: [Effects] helicopters/missles/other
Sooo nice 
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
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Mora
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Re: [Effects] helicopters/missles/other
Ohw man this is getting better and better all the time. Keep it coming mate 
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Waaah_Wah
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Re: [Effects] helicopters/missles/other
Personally i dont think that the Tunguska firing effect is realistic... It looks more like dust than smoke. But if it actually looks like that IRL its OK 
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Killing for peace is like f*cking for virginity
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Alex6714
- Posts: 3900
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Re: [Effects] helicopters/missles/other
Yeah, I am probably going to grey the smoke more. The colour isn't final yet.Waaah_Wah wrote:Personally i dont think that the Tunguska firing effect is realistic... It looks more like dust than smoke. But if it actually looks like that IRL its OK![]()
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"
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fuzzhead
- Retired PR Developer
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Re: [Effects] helicopters/missles/other
Alex great job man
I'd love to see more effects change that have a greater impact on gamepaly though.... cause these new effects are prety nice but dont effect gamepaly too much...
Heres some ideas:
- Adding a new 'white flash' effect when a sabot round hits an armored vehicle. forgotten hope 2 has a prety decent showing of this, but basically when a tank round hits a metal object, it makes a very distinct white flash, like a magnesium stick burning, this can be seen from VERY far off... and is a great indication of when you hit a target. This would bump up the realism of tank fighting AND be a useful gameplay feature.
- Adding realistic amount of dust kickup from backblast of AT weapons, and removing or thinning the smoke trails of the rockets. So instead of seeing a heavy smoke trail from a rocket (unrealistic), you would instead be seeing the position of where it was laucnhed, which helps gamepaly with these AT weapons.
- Adding a MUCH MUCH larger effect for the 500lb bombs. Right now the damage radius on these bombs is absolutely massive, but the effect is so tiny. It should look more like a JDAM (maybe half the size of a JDAM) and should kick up tons of dust and debris. The dust should linger around for a minute too, just like the JDAM.
Heres some ideas:
- Adding a new 'white flash' effect when a sabot round hits an armored vehicle. forgotten hope 2 has a prety decent showing of this, but basically when a tank round hits a metal object, it makes a very distinct white flash, like a magnesium stick burning, this can be seen from VERY far off... and is a great indication of when you hit a target. This would bump up the realism of tank fighting AND be a useful gameplay feature.
- Adding realistic amount of dust kickup from backblast of AT weapons, and removing or thinning the smoke trails of the rockets. So instead of seeing a heavy smoke trail from a rocket (unrealistic), you would instead be seeing the position of where it was laucnhed, which helps gamepaly with these AT weapons.
- Adding a MUCH MUCH larger effect for the 500lb bombs. Right now the damage radius on these bombs is absolutely massive, but the effect is so tiny. It should look more like a JDAM (maybe half the size of a JDAM) and should kick up tons of dust and debris. The dust should linger around for a minute too, just like the JDAM.
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Alex6714
- Posts: 3900
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Re: [Effects] helicopters/missles/other
Thanks. 
I will have a look into that white flash. Will have to find a reference or check out fh2, I never noticed it.
I am sort of on the trails, the only ones changed so far are the hydras, but I am going to change the others. I agree it isnt very realistic to have long trails behind.
I think alot of things could do with more/longer lasting smoke but it depends on the potential lag I guess. However I did start to change some of the hellfire explosions for example to give them more longer lasting smoke. I will have a look at the bomb today.
Its probably possible to use the JDAM effect and reduce it in size/modify it.
I will have a look into that white flash. Will have to find a reference or check out fh2, I never noticed it.
I am sort of on the trails, the only ones changed so far are the hydras, but I am going to change the others. I agree it isnt very realistic to have long trails behind.
I think alot of things could do with more/longer lasting smoke but it depends on the potential lag I guess. However I did start to change some of the hellfire explosions for example to give them more longer lasting smoke. I will have a look at the bomb today.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"
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eggman
- Retired PR Developer
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Re: [Effects] helicopters/missles/other
lovely work 
I echo Fuzz's sentiments that some small effects related things that affect game play would be awesome.
wrt the AT weaponry, I've *always* wanted to see a lethal zone in the back blast area of the AT weapons. afaik the AT4 is extremely deadly in the backblast area for as much as 50m. Would love to see more skill required to shoot these weapon systems and I *think* that can be done with effects.
You should bug Fuzz to R-CON u and get some of these into future releases of PR!
I echo Fuzz's sentiments that some small effects related things that affect game play would be awesome.
wrt the AT weaponry, I've *always* wanted to see a lethal zone in the back blast area of the AT weapons. afaik the AT4 is extremely deadly in the backblast area for as much as 50m. Would love to see more skill required to shoot these weapon systems and I *think* that can be done with effects.
You should bug Fuzz to R-CON u and get some of these into future releases of PR!
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CareBear
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Alex6714
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Re: [Effects] helicopters/missles/other
Well I edited the bomb quickly, its using the jdam effect (well, because it is a small jdam no?
), but reduced and slightly modified. Although I think it needs a bit less of that "shockwave" and maybe more smoke.
YouTube - Laser guided bomb effect
YouTube - Laser guided bomb effect
I agree, there might be a way, I don´t know, I will have a look.[R-DEV]eggman wrote: wrt the AT weaponry, I've *always* wanted to see a lethal zone in the back blast area of the AT weapons. afaik the AT4 is extremely deadly in the backblast area for as much as 50m. Would love to see more skill required to shoot these weapon systems and I *think* that can be done with effects
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"
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eggman
- Retired PR Developer
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Re: [Effects] helicopters/missles/other
Not just yet hehe. Been ridiculously busy with a home renovation project, about 6 month long project and am into the last few weeks of it. Bought a new gaming rig, but haven't had the time to put it together, tho I expect to over the next few weeks.WNxCareBear wrote:is this the return of eggman?
wrt AT weaponry backblast, there's a problem in that you can't add "pain" to dynamically created effects (this is the reason why the vehicle fires in PR don't case any damage). But it might be possible to add some sort of "projectile" that has a blast radius that fires out the back of the AT weapon when it's fired.Alex6714 wrote:I agree, there might be a way, I don´t know, I will have a look.
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Alex6714
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Re: [Effects] helicopters/missles/other
I thought the vehicle fires did hurt you. Mmmm[R-DEV]eggman wrote:wrt AT weaponry backblast, there's a problem in that you can't add "pain" to dynamically created effects (this is the reason why the vehicle fires in PR don't case any damage). But it might be possible to add some sort of "projectile" that has a blast radius that fires out the back of the AT weapon when it's fired.
Anywhere yeah, thats the conclusion I came to, I just need to find out how to add a projectile.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"
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Mosquill
- Retired PR Developer
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Re: [Effects] helicopters/missles/other
Maybe you should look at the molotov's code?Alex6714 wrote:I thought the vehicle fires did hurt you. Mmmm
Anywhere yeah, thats the conclusion I came to, I just need to find out how to add a projectile.
Btw great job on the lgb and the tank effect, looks very good. But isn't there supposed to be an explosion when you shoot apache's cannon?
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eggman
- Retired PR Developer
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Re: [Effects] helicopters/missles/other
Alex6714 wrote:I thought the vehicle fires did hurt you. Mmmm
Anywhere yeah, thats the conclusion I came to, I just need to find out how to add a projectile.
Static fires will hurt you, but fires from vehicles wrecked during a round will nto (unless that's changes lol .. I haven't played v0.7 cuz my gaming rig died part way through my home reno project hehe).
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Alex6714
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Re: [Effects] helicopters/missles/other
Molotov, good idea.
Thing is, I am not entirely sure how to add it to the weapon.
As for the cannon, I have never seen an explosion as such in all the pictures/videos I have seen, but it does have a little bit ingame the only thing is you can´t really see it in the video.
Edit: There you go mosquill.
http://www.liveleak.com/view?i=dc6_1205905774
As for the cannon, I have never seen an explosion as such in all the pictures/videos I have seen, but it does have a little bit ingame the only thing is you can´t really see it in the video.
Edit: There you go mosquill.
http://www.liveleak.com/view?i=dc6_1205905774
Last edited by Alex6714 on 2008-05-25 19:13, edited 1 time in total.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"
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SuperTimo
- Posts: 2079
- Joined: 2007-07-31 09:25
Re: [Effects] helicopters/missles/other
mmm cocktail 
nice work alex!
good to see eggy again. you sort of disseperd as i satrted RP heheh
nice work alex!
good to see eggy again. you sort of disseperd as i satrted RP heheh

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Scot
- Posts: 9270
- Joined: 2008-01-20 19:45
Re: [Effects] helicopters/missles/other
So will these, if refined, tested etc, will they be in PR v0.85 or even v0.8? Cos they look absolutely INCREDIBLE!!

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=Romagnolo=
- Posts: 4765
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Re: [Effects] helicopters/missles/other
OMG, EGGMAN ! @_@
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro." (yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
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fuzzhead
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Re: [Effects] helicopters/missles/other
Nice one alex with the bomb, yes looking much better and yea I agree with you, a bit less shockwave and more smoke/dust lingering longer 



