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The Toolman

Explosions in opf suck big time!

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Explosions (fire) in OFP are not perfect. They need a little work. I like explosions in MOHAA, Half-ife... Well. Lots of games have good and realistic explosions. The bad thing is that all those games with good explosions sucks. biggrin.gif. Well. Most of them. OFP would look great with more realistic fire. It doesn't look bad now, but it could be better. smile.gif

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Well they aren't the best I've ever seen.

But the "let's manipulate the vertixes and make destroyed vehicles and buildings" could have been much better.

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I like the explosions....

... They look quite like an explosion (shockwave) and not just burning gas as in half-life etc.

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For those of you who can barely survive the graphics and sound of explosions in OFP, why not start a MOD team and do something about it then? I mean, with so many peeps complaining, some of you must have decent knowledge of making MODs or what? wink.gif

Of course I have noticed the orange fireballs too, and yes I have thought about it too and wish it looked better, but this game is one huge mother and must cover a waste field of graphics and sound after all. I am rather satisfied myself with what I get, but that is me on a anything but powerful PC.

Now that you can download a MOD which gives you tall grass, MODs for different skins, islands and so on, it should be possible to make a MOD which will replace the explosion graphics and sounds with better ones, right? Have no clue about the code myself so I don´t know. But if anyone did it, and it would not steal too much of the framerate, it would be great of course.

Still not complaining, I love it as it is.

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Ok OK! I ADMIT IT I WAS AN ASSHOLE! By cursing at people when they said a PIII GHZ 2.0 was impossible, I just hated it wjhen I saw someone posting a smiling smiley to mark me, But now I see I was very wrong, I think its better I leave this site,dont you?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (The Toolman @ May 07 2002,10:26)</td></tr><tr><td id="QUOTE">I think its better I leave this site,dont you?<span id='postcolor'>

No, you just need to lighten up and realize we're not always serious about what we say.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Espectro @ May 06 2002,11:38)</td></tr><tr><td id="QUOTE">I like the explosions....

... They look quite like an explosion (shockwave) and not  just burning gas as in half-life etc.<span id='postcolor'>

You playing another version of OFP than i do biggrin.gif?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Satchel @ May 07 2002,07:59)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Espectro @ May 06 2002,11:38)</td></tr><tr><td id="QUOTE">I like the explosions....

... They look quite like an explosion (shockwave) and not  just burning gas as in half-life etc.<span id='postcolor'>

You playing another version of OFP than i do biggrin.gif?<span id='postcolor'>

I don't see a shockwave like some flightsims draw expanding around a detination, but OFP does seem to push a lot of dust derbis out of an explosion that would be raised by a shock wave. Also The bright flash with no sound before the explosion also add to the effect. I think that explosions at night are really nice and the day ones are good as well. There is a lot fo dust/smoke and only a small amout of pyrotechnics. I don't really mind the little orange balls, they get the job done verses a texturemaped fireball. More black smoke when a vehicle hit to represent the desiel burning would be nice though as would small pockets of fire after hitting a vehicle as the fuel slowly burns off after being splashed around. I guess the whole burning/smoking effect should last longer and should be an option for the people with machines that could handle it.

On another note, Toolman why so sensitive? The facelessness of the internet causes people to be especially visious when you stick your head up you ass (perfect example there, except I would prob tell a friend the same to the face, but that's just me). But then again I could be a fat slob with no life sitting here attacking people because I could never do that in RL. So take a smug attitude and think that everyone is below you and their opinions mean nothing to you and let the shit slide off. You'll feel better from it smile.gif

COLINMAN

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Hmm, some of you must have other versions of Flashpoint that differ from my 1.46, explosions at daylight look a bit strange here, more like an american native giving smoke signs biggrin.gif

I also do not have a bright flash when an explosion occurs, this only happens at night where explosions really look much better.

In terms of realism the explosions are not more realistic when compared to most other games, it´s just enough to tell you something has go "boom".

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i've seen stuff get blown up with dynamite and to tell you the truth you don't see much more than dust and a lot of debris. the pretty orange flare is a totaly hollywood invention, you need a lot of combustible to get a huge flame like that, even if it's for 1 second. jeeps and tanks are not filled with high octane fuel so there shouldn't be a tower of fire every time you hit one. only thing about explosions i would change is the fact that you can be 10 metres from a bmp trying to run you over and if you shoot it with an rpg you won't get ANY damage from the blasts.

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It pretty much depends on the sort and mass of explosives used in a warhead, other components used in addition to the explosive mass (incendiary secondary effect i.e. type of warhead), if the propellant for rocket motors has been all used up, the effect on target, i.e. when it succeeds to penetrate and the material affected.

The Hollywood effect is basically a significantly slowed down fuel explosion, what might appear Hollywoodish in terms of flame development in the following pics, has in reality a very short duration, so that smoke emission is in fact dominant to our eyes.

Here are some pics and videos of real explosions from various weapon systems:

DF-SC-85-10657.jpg

AGM-114 Hellfire Explosion

DF-ST-82-06261.jpg

DF-ST-82-06262.jpg

FFAR missile explosions

slcm2c.jpg

slcm2d.jpg

Tomahawk missile explosion

098.jpg

MK20 Rockeye explosions

here some videos showing the dynamics of an explosion:

Video: A-10 dropping 4 MK 20 Rockeyes, A-10 firing GAU-8/a Avenger 30mm cannon

http://www.a-10.org/a10-files.html

(no direct linking possible)

Video: RPG-7 explosion (nice slow motion)

http://www.rbs.ru/exhibition/UralExpoArms/2000/video/rpg.mpg

Video: Hellfire II Missile explosion

https://embastion.external.lmco.com/mfc/videolibrary/HELLFIRE_II.mpg

Video: Javelin missile

https://embastion.external.lmco.com/mfc/videolibrary/Javelin.mpg

Video: Losat Anti-Tank missile

https://embastion.external.lmco.com/mfc/videolibrary/LOSAT.mpg

Video: Challenger II 120mm APFSDS

http://www.janes.com/defence/video/challenger.mpg

Video: Milan AT missile

http://www.janes.com/defence/video/milanfin.mpg

Video: Warrior IFV live fire

http://www.janes.com/defence/video/warriorfin.mpg

Video: AH-64 weapon systems (17,4MB)

http://www.boeing.com/defense....t1.mpeg

In case some videos don´t display when clicking the link, try right clicking on it and select "save target...".

Hope BIS sights some of this material and enhances the odd explosions we got now for the upcoming Resistance, what is especially missing imho is lighting in daylight conditions, better animation of the explosion, smoke and flame color (photo textures would enhance greatly), a shockwave and better concentration of the explosion.

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hmm, i just realized why people don't think the explosions are realistic in ofp. when you see one in real life it's like a strobe light so one point of your vision will have an enduring light-shadow after the explosion. impossible to replicate that on a pc unless you want to start giving people seizures.

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For comparison purposes here the sequence of an regular OFP explosion:

Step 1: A smoke or fog screen building up. For some reason massive white smoke develops before the actual "hot blast" explosion occurs, and any fire texture (emulating hit flash) is to be seen:

exsequence1.jpg

Step 2: Fire texture is blended in and out:

exsequence2.jpg

Step 3: Some smoke puffs emit from the hit area, dust on the ground:

exsequence3.jpg

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It´s not that moerty, but more the sum of everything regarding an explosion in OFP.

For example the chronology of  explosions in OFP, although i was not a crack at physics during my schooltime, i do know that light travels much faster than a shockwave would (no explosion/massive force interacting with the ground=no visible shockwave in additon), in case the smokescreen shown on pic 1 should "emulate" such- so you normally would see the "hit flash" (=bright light) first before any smoke develops. 1. Hit flash- 2. fire - 3. smoke in rapid succession appearing as one blended fluid animation would be the proper order, if you´d leave out the shockwave.

Look at the colors of the explosion, they´re consisting of one simple color throughout (yellow or orange), same as the smoke (white).

I´ve also thrown handgrenades, fired panzerfaust 2 with live warhead, and watched a combined arms weapon demonstration of Bundeswehr equipment- OFP cannot capture this to the slightest amount, it just doesn´t look or feels right during daylight. APFSDS rounds that explode are on another chapter, just as handgrenades or 30 or 40mm grenades that have quite some fire developing in OFP.

Now as we speak of realisation; it´s astonishing how many games exist where i do not have the complaints i have with OFP regarding explosions, particulary true for sims, but also other action games that are bashed by quite some people here to be unrealistic and generally do not live up to OFP regarding the often used term "realism"... while this might be true for certain parts, it isn´t regarding explosions. Concerning explosions, smoke and such in general visual and audio SFX , most games are in another league actually compared to OFP, displaying it much better.

As i see it explosions and lighting could be changed at minimum effort for OFP, just a cosmetic thing adding to overall "realism" if you can call it such.

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Not going to argue with you on that one, you know how to do your homework smile.gif For me I guess what I thought as a shockwave effect was the white smoke before the yellow. Never really slowed it down or really looked at it that much. Not part of the game that does it for me.

One game that the whole effect is really good for hand gernades going off (never thrown one in RL, just the impression) is MOHAA. That game has amazing sound, the gernades just feel right with a good set of speakers. Tossing one of those bad boys in a bunker room just feels good. No huge fireball, just the sound of chunks of concrete falling down. Nice.

COLINMAN

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I see it two ways-

an explosion is always rewarding for the player, it gives good feedback on the actual weapon used, the better if an projectile hits and the target just getting engulfed in a nice looking explosion. Overall it helps immersion.

"realism", maybe i do see in OFP more than it actually is, or can be, but i think such obviously minor things in the end help OFP staying popular with the people, especially concerning longvity when put against upcoming games, that do rely heavily on visuals, i.e. R6: Raven Shields Unreal warfare engine, or SWAT UJ´s takedown engine. I wouldn´t like to see OFP vanish, because basically its one of the best games i´ve got currently, and the military appeal is a bit better than in other comparable games. OFP in it´s current state seems a bit unpolished, all the addressing of minor things help making a shiny diamond out of an rough one.

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Guest Scooby

As for what comes to effect of that RPG round you cant compare that video to real effect that for example LAW or 112mm Apilas (disposable heavy AT weapon) have.

LAW and Apilas have only bright flash, sparkles and some smoke and sparkles as hit effect.

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