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Particle effects development

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Graf:
I've asked Cvet about particle effects. He said, that (obviously) there's no actual particle effects system at the moment, but we can use the RunEffect function of the engine. What is necessary to do - is to create a 3D animation, containing stuff that we need (e.g. blood, muzzle flashes, flying rockets, explosions etc.), then create a prototype for each animation (whatever that meant) and after all rig it to the model. Cvet said that this is how it is now works for the 2D, but it is applicable to the 3D as well. Length of the animation will be the same as the lifetime of the particle in that case.

pistacja:
em, why not just a flat 2d animation on top of the 3d model? It can even ba a native fallout .frm with 1-bit(?) alpha.

Graf:
Well, if it's possible to combine 2D and 3D, then yes, why not. Though I'm not sure if it works or not. But if it does, it can give even better results.

Jotisz:
I'm not sure if it would work out well though surely it can be tried.
Personally I would use some morphing on the characters then adding bloods that would be another object will show an example.

Johnnybravo:

--- Quote from: Graf on July 11, 2011, 12:26:30 pm ---Well, if it's possible to combine 2D and 3D, then yes, why not. Though I'm not sure if it works or not. But if it does, it can give even better results.

--- End quote ---
It'd look much better, but would suffer from low framerate. However it is not likely anyone would do that complex animations which are used by Fallout so it wouldn't be that bad choice. In fact for the more violent animations it'd be better not to have anything in 3D, because they'd be impossible to do with lowpoly models (like death from electrical) or requires delicate effect that would be really hard to achieve without some scientific imput (flame death) or just really delicate morphing (plasma death).
Don't think it'd be problem to spray particles to get blood and smoke for explosion deaths or maybe even those burst animations.

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