Explosion tests
#16

yes, it start a bit after the crash. That I meant was the secuence didn
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#17

[quote="socorrista22198"]yes, it start a bit after the crash. That I meant was the secuence didn
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#18

Hi socorrista22198 Big Grin
when you work with 3D effects , then each fire and smoke will be different shape each time
with very much no visible frame skipping when it happens .
When you work with animated .txl script , game engine will read pretty much each and every
texture entry as they appear in your .txl script and there is also chance due to frame skipping that
it may at the times skip one or two first textures but it reads otherwise very accurately all textures
entries as they appear one after another in yout .txl script .
A lot of frames skipping is happening mostly during watching recorded tracks .ntrk
We have been through hell back in times when working on complex animated oil blotch and it
was a nightmare work :lol:
All I can tell you is that .txl script and game engine is very sensitive to the size of each texture ,
size like 256kb and similar or bigger size are killer and cause too often game pause during animation
trigger causing some of the first animated textures skip .
5kb each or 17kb size texture should be wonderful to avoid this issue as much as possible but then
you're loosing texture sharp crisp colors , shapes and all inside texture rich shadows and geting
unfortunately blured result making it very much no win situation .
What is the size of your animated textures and how many are entered in script to be read by game engine ?
If you have and using already very small texture size for your .txl script then there is not much else
to be done if you don't get animation triggered exactly in sequence you need in order for your effect
to work as it should .
Working on effects is about 20% fun and 80% frustration and hair loss :lol:

Keep up the good animation work , it is something totally looking different for once in 2D for some of the effects :cheers:
Almost every effect currently in-game can be changed in to animated .txl script so you can have a lot of fun
trying many various effects and how they looks like with using animation script .

S! HG Big Grin
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#19

[size=117]Hi Smile

Thanks for your tips friends, it works half. Renaming all images to only numbers and putting empty lines in betwen each one works, now always the "first" effect starts at image1, but only the first. When this effect is called for first time, the clock i meant yesterday starts and doesn
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#20

Hello ,

with 50 textures originally with the size of each texture at 400KB would have caused a lot of
game pauses during effects triggering , resizing to 17KB (64px) even thou getting the same
sequence unstability is better than causing game pause and seconds freeze for many systems . :wink:
The more effects entries you will start reconfiguring and creating and releasing to the public
the more you will have to start thinking about textures size , emit values and particles values balance
otherwise folks will start getting flickering smokes , disappearing textures , disappearing propellers ,
disappearing canopies .
If you ever see during testing flickering smokes textures , then you already exceeded game engine
limits and that is rather not good as it happens too often and killing visual immersion ..
Just a thought :cheers:

S! HG 8)
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#21

Good day,

Socorrista22198,

I see improvement in the sequencing.

The opening concussion blast is perfect in the last video. The fire still looks like fuel burning.

The latest video before this post reminds me of Napalm bombs! Napalm is gasoline in a jelly form. It produces much flame when ignited as a bomb, though the flame must last much longer than the video shows. Napalm burns everthing that it touches.

Why not label this bomb as Napalm and tweak it so a flame remains burning on the ground for a while? You might create the best Napalm bomb in all the IL-2 communities!
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#22

HolyGrail Wrote:Hello ,

with 50 textures originally with the size of each texture at 400KB would have caused a lot of
game pauses during effects triggering , resizing to 17KB (64px) even thou getting the same
sequence unstability is better than causing game pause and seconds freeze for many systems . :wink:
The more effects entries you will start reconfiguring and creating and releasing to the public
the more you will have to start thinking about textures size , emit values and particles values balance
otherwise folks will start getting flickering smokes , disappearing textures , disappearing propellers ,
disappearing canopies .
If you ever see during testing flickering smokes textures , then you already exceeded game engine
limits and that is rather not good as it happens too often and killing visual immersion ..
Just a thought :cheers:

S! HG 8)

Yes, this is a great explanaton, Holy Grail.
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#23

[size=117]Okay, for the future I will look for stability betwen textures size and good looking. I know this fire isn
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#24

what do you think?

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#25

*Big Aplause*

BRAVO! Big Grin Bravisssimmo!
That looks magnificent! Just spectacular! You did really good special effects on that truck explosion.
Great Mod-Effect! Congratulations!!


Cheers
MAX-theHitman
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#26

socorrista22198,

That was awesome! That looked the way it should when a supply truck is hit. :cheers:
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