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lightsources on the particles would be a great idea to test out, then maybe you wouldnt need to apply the particles as heavy as they would have more visibility? hopefuly reducing chance of cut off

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lightsources on the particles would be a great idea to test out, then maybe you wouldnt need to apply the particles as heavy as they would have more visibility? hopefuly reducing chance of cut off

As far as I know there is a set limit of light sources (dynamic lights) hard-coded into the game engine itself. I'm not aware of any way you may change or lift that limit. Of course if this were possible it would be extremely nice to have in a mod of such quality as this.

In the case of there being concern about hardware limitations some users surely have I propose two versions of WarFX: Blastcore. One version is 'heavy'; having light sources on particles, thicker, longer lasting effects, and possibly the sound mod included. The other version is 'lite'; having pretty much the same effects now, maybe even toned down a bit more for less fortunate members of our community who may otherwise experience issues running this great mod.

What do you think?

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Could be looked into atm its all about tuning the mod for better performence theres still a few effects that just hog the resources and everything needs to be balanced out better. Ive managed to gain a few fps which im really chuffed about by removing the muzzleflashes and reducing the lifetime of the muzzlesmoke. Some other effects just hog the hell out of the resources which can cause some annoying frame drops. Atm its getting alot better just toning down here and there. The soundmod is going good, by making the distant sounds alround 1-2 seconds it really does limit the chances of having sounds cutoff.

The muzzleflashes will proberly come back later on in another update so dont think they are just getting perm removed, i wanna make them better but atm they arnt working as intended like when you have a 50cal on one vehicle the flash is correct location but on something else its not. And on smaller firearms it appears too much during daylight, all the videos ive been looking at theres not much of a flash so il work on them later.

Anyway so far so good. :D

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Great news OS I think your sound mod so far is stunning so damn real, i love it :p

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Ive decided to remove the muzzleflashes from personnel weapons but made more detailed changes to the smoke effects produced by them.

Great, nice to see WarFX swinging towards realism.

By the way, do your effects scale up with distance the way BI FX do? In the vanilla game a 40mm grenade will create a ball of fire more appropriate for an ATGM if it is far away.

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Great, nice to see WarFX swinging towards realism.

By the way, do your effects scale up with distance the way BI FX do? In the vanilla game a 40mm grenade will create a ball of fire more appropriate for an ATGM if it is far away.

Yeh it seems to be a engine thing.

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Yes would really like to see more particles and shit in a HEAVY version for those of use that are stuck on the old WarFX because we love the sparks and particles so much :(( really like the smoke as it is great for signaling helos etc. really wish sparks were added into the blastcore shit as heavily as they were in particles because that GBU plume with some very sexy sparks would make it such a sexy picture.... anyway you could incorp kind of what JTD fire and smoke is doing with making the smoke plums go higher and last longer nothing like owning some tanks in a city and ur squad rolls up to see your destruction from a mountin away :) lets em know shits going down to and looks really cool

overall good work man just would love to see them sexy sparks come back..

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you like it sexy, hu? ;)

yeah you should really try out whats possible with particles+lightsource

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Whats the weather in the missions your playing where the smoke doesn't move with the wind, smoke moves for me.

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yup! smoke trails get affected by the wind (its not an correct wind, but they all move to one direction) so i dont get this...

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Just thoughts, may be for future:

- Walking or running single solder at dust desert surface - have barely visible dust trail behind him.

- Walking or running squad (or more units) at dust desert surface - has definitely visible dust trail behind it (easy to spot from long distance).

It must be pretty CPU intensive but may be you, Opticalsnare, give it a try?

Another thing:

Bullet hits over a rocky surfaces sometimes, randomly can cause the sparks.

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While we're getting really detailed, why not spawn some crows to take off over groups running through forests? It's a good way to check for ambushes.

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While we're getting really detailed, why not spawn some crows to take off over groups running through forests? It's a good way to check for ambushes.

Scared flocks of birds, rising up from the movement or the very first shot?

Actually, this feature was done already as a part of exellent "JTD Fire And Smoke" mod and it works very nice. Can't play without it. Very immersive!

Check this mod description here (right after screenshots):

http://forums.bistudio.com/showthread.php?t=86237

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We should not make it overkill.

Blastcore focusses on weapons and ordnance, so give the man some time to get that so he is fine with it. Later maybe we can think about other stuff.

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The smoke trail moves seperatly to the wind, the 'normal' (you can tell because it has a different appearance and is not as rounded and hollywood looking) will move with the wind but in most cases it has already moved in the opposite direction to the wind as the trail that it originates from seems to move in a set direction seperate from the direction the current wind is travelling in. This needs to be fixed but otherwise great mod.

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Smoke grenades are damn hard, they are the most resource using and most annoying to get right. Setting the wind factor too high makes them spread less outwards and you get a long worm of smoke.

Anyway not many things left to do till update. :)

Edited by Opticalsnare

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