Discussion in 'Work-In-Progress Mods' started by Mirolog, August 25, 2015.
I learned how to debris!
im too lazy to make a changelog.
Your last updated date is off by a year BTW FYI. :/
Didn't work; now it's the very last on the list.
So i actually need to fix bugs. Ok, fine, fixed.
So I've started to change titan's explosions, and the first one is the Helios.
After a couple of hours of experementing I have this:
It's far from finished, core debris will not rotate, because smoke can't follow it's rotation, and dust will look better.
I need some ideas, because just dissapearing in dust is not the best way, I was thinking about nuke explosion at the ground, but I wont damage anythingm so it's stupid.
I quite like the dust poof when it hits the ground. Some extra debris coming out when it hits the ground could help How the hell did you get that middle section to like... detach? I've never noticed that in vanilla PA... Would it be possible to have either the arms falling separately, or have explosions kinda running along them (so they don't just vanish?) Also because the Helios is a very "electricity-ey" robot, it might be cool to add some more lightning-ey things to the explosion. Might be worth looking into the Zeus fire effects to see how that works and/or stealing stuff from it.
Keep up the good work
It already has a ton of debris, and debris coming from debris might be a little bit overkill. I can't add explosions to arms, because I can't track their position. I can relatively easily add them to explosion, but I need .papa models.
If someone can take this arm model from Helios, and make a separate model (without textures), it will be greatly appreciated.
I meant debris.. yeah coming from the debris, when it hits the ground and poofs. Just little bits like what is (I think) in the mines explosion. Aw that's a shame. @robintick maybe you could give ripping off the arms of the Helios a go?
I can use rocks from asteroid impact, I already used scaled down version of them in my nuke effect.
Here's a .papa model of one of the big arms: https://onedrive.live.com/redir?resid=C3F79EAE94B7E784!327998&authkey=!APZYildY_FzCCrw&ithint=file,papa
It has no texture, and one bone "bone_root" placed at the center of mass, so slightly towards the thicker end of the arm.
Bone was created in 3DS max and has rotation 0,0,0.
I put it in the center of mass so in case you make it spin around it's axis it will look like it's obeying physics
-edit- also that commander looks familiar
Thanks for the model, here is sneaky peeky sneak peek:
Cool that you were able to use it, btw I love the fiery chunks raining down from orbit, very cool
Holy crap this was difficult.
Tomorrow I'll do the easiest part - dust and explosions.
There will a lot of dust when hitting the ground, so you wont be able to see this ugly transition.
Sweet lawdy gsus! That does look good. You're really getting good! Is the Titan a Mesh? Is this with that dissolving shader?
Yep, falling stuff is meshes, and yes this is dissolving shader. And this shader is awesome, I want to try it somewhere else.
This effect got kinda overcomplicated.
(if you didn't spot the difference between this and previous vid - new ground effect + better transition between "fall" and "on the ground" stages + smoke on arms)
Also, I hate geometry.
Let me link these epic screenshots here:
I must say this nuke was the most beautiful nuke I've ever seen ingame thanks to your explosions! But overall I find them a bit tooo big and flashy for normal gameplay. It is damn epic with this nuke, but most explosions are very lookalike with that bright flash and shockwave effect. I know the original game has this lack of variation as well, but there the explosion effect is gone before you notice it so it isn't that much of a problem. Maybe a bit more variation in flashes or shockwaves can help here.
I'm looking forward to the finished version of this mod, keep up the good work!
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