sniper pilot 36 Posted August 7, 2006 Yeah i was wondering the same thing.. Aren't the somke effects in OFP 2d right now? Share this post Link to post Share on other sites
dmarkwick 261 Posted August 7, 2006 All smoke effects in any game/sim are 2D effects. True the particles thenselves will often move about in different qualities of 3D movement, but the particles themselves are always 2D sprites. Even the apparently 3D clouds in FS2004 are only layers of 2D sprites. It's the applied texture, transparency effects, movement and persistence that sets some above the others. Share this post Link to post Share on other sites
lwlooz 0 Posted August 7, 2006 Notice the words "large" and "detailed texture". . Rest assured,it isn't a major issue anyways. Share this post Link to post Share on other sites
codarl 1 Posted August 7, 2006 actually, you can get true 3D smoke by placing voxels (Volumetric pixels, kind of like visible polygons) troughout a set space. This'd be easy to program I think, but I dont know how it would be on the rendering though Share this post Link to post Share on other sites
dmarkwick 261 Posted August 7, 2006 actually, you can get true 3D smoke by placing voxels (Volumetric pixels, kind of like visible polygons) troughout a set space.This'd be easy to program I think, but I dont know how it would be on the rendering though I'm sure it's possible, but I've never heard of a game that ever used it. 3D apps like Lightwave & Maya use it, but the rendering is horrendous as you said When the 2D sprite method is perfectly adequate, I'm sure that developers regard it as a no-brainer. Share this post Link to post Share on other sites
funnyguy1 0 Posted August 8, 2006 I`ve almost forgotten... coc arty 1.1 coc arty 1.1 another pic both pics from ofp info, so nothing new I wonder If my comp will handle such ammount of smoke with the ArmA quality. One thing for sure, It would rock.. Share this post Link to post Share on other sites