FOnline Development > 3D Development
Particle effects development
Luther Blissett:
I was looking through the .x files of some of the weapons earlier, and running their animations. Notably, some of the assault rifles etc contain little bullet cases which fly out the side when firing (I'm sure you remember seeing these on the example videos).
Anyway, they're basically a bunch of small bits hidden inside the main model. The gun has its own burst and single shot animation - which fire one or lots of little cases out the side. They're invisible when hidden inside (I'm not sure if they actually exist when not being animated... but that's maybe a little philosophical for bullets), then appear as necessary when the animation runs.
Knowing that :
a) We can put loads of little things inside a model and chuck them out as needed with an animation
b) We can put png and other formats as the texture, with working transparency
Could we use a similar method for some of the blood splurts - basically hide a bunch of "red chunks" inside the model - as tiny triangles, painted as wobbly blood splats? Similarly, as the bones can change in size during animation, could we hide a "tiny blood pool" inside, which would expand underneath the character when they're killed normally i.e. HP below -20 will currently make the "blood pool animation" run?
With some of the transparencies I tested previously, I cut a hole through a model by making the texture transparent - could this be used in combination with the above to add a few of the "big hole shot through ribs" style animations?
I don't know whether these extra bits would just need to be put in with the death animation, or whether they would need to live inside the bodies at all times i.e. the human model constantly walks around with tiny red bits hidden inside it.
Also, I can't yet see any obvious method of solving the flame / electric / plasma stuff, unless of course we manage to play a partial 2D animation over a 3D animation - in which case we can scrap all the wobbly blood cubes and do the same for the rest.
Johnnybravo:
Voxel based models are currently the only way to get faithful replica of those effects in 3D ( and useless because there're no additional angles to view from )
Think that you don't really need per armor animation for those fatalities ( they're in fact the same except perhaps first two-three frames ), so that in fact only framerate is limiting ( smooth animation will turn low in the case of those animations ), but given the animation on scenery (nearly non-existant) this won't be problem at all.
Using transparent model will probably be ok for singleshot bullet critical kills, however the model itself is empty inside and it might be visible.
Lexx:
I was just thinking about the flamethrower attack animation-- maybe this one could be realized with cutting out the flame from the original 2D animation and showing it then as particle effect in front of the flamer when the animation is played + highlighting the critter with orange / red lights. This could give the animation at least the original feeling and we wouldn't have to care for any fancy flame particle effects.
LagMaster:
hmm, can we do that will all the projectile animations?(probably rocket fly animation will be changed)
i mean instead of replacing the good old 2D anim with some improvized 3D, we can keep it original
Lexx:
I don't think it makes much sense with all other attack animations. There isn't much visible in the 2D animations and it probably would be better to give weapons (different rifles, etc.) more unique muzzleflash and stuff. The flamer is the only attack animation that uses a really obvious and known effect.
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