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not SHINY enough

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12 years ago

 [pikts]wolas funny thing is that ZK nuke doesnt use spring SHYNY lightining

 [I]burp its good?

 [pikts]wolas watch BA nuke

 [I]burp is it better?

 [pikts]wolas just watch man

 [I]burp >_>

 [pikts]wolas it is engine thing



15:05
 MathiesDareau ... joined the battle ...

 [pikts]wolas I say BA nukes are a bit more SHINY

before that BA nukes was AWFUL

 [TROLOLO]sfireman looks not bad, [pikts]wolas

but its too bright and unrealistic

imo

 [I]burp lol yea its unrealistic

 [pikts]wolas but SHINY

 [I]burp rofl

but shiny

:D

 [TROLOLO]sfireman SHINY

 MathiesDareau ... left the battle ...

 [I]burp and that is all that matters

:D
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12 years ago
The explosion shadow is decent but missile is awful.
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12 years ago
He means the light emitter on nuke that is imo cool to have
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There are two separate Shiny things in modern BA i think:
- Beherith's GL-based ground lightener gadget.
- Engine-based lighting (Spring.AddMapLight / Spring.AddModelLight)

I think the missile here uses first, and the explosion second.
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12 years ago
XTA, not BA.

The entire thing is the engine lighting. You can tell because the light effects the nearby models also, and not just the map.

Note that even if it's added ingame, players need to have "MaxDynamicMapLights > 0" and/or "MaxDynamicModelLights > 0" in their spring settings.

Currently it is 0 by default because it is performance expensive, or so I last heard.
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12 years ago
Ultra settings could afford one or two dynamics maybe.
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Unless Spring handles dynamic lights in a grossly inefficient way compared to other game engines, I'd guess 2 on medium, 4 on high, 8 on ultra would work fine.
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Skasi
Plase make it so smoke is removed faster like in the video. It sucks when a nuke exploded, everyone rushes in and you can't see a thing of what's going on. Lowering particles in local settings is not viable, 'cause then rockets are harder to see.

Oh on the topic: Yay shiny nukes need more shinyness! Just don't add excessive glow while the nuke falls down as shown in the video, that looks a bit silly.
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The glow at the start looks silly, and the glow at the end looks makes it look like the shiny initial explosion particle shouldn't rise much at all. If anything, it should stay on the ground and expand, and fade as the cloud appears. Otherwise the white light washing out all colour seems to come out of nowhere.

That or make the white light last only as long as the initial big particle does.
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12 years ago
i think its pretty cool, just the glow during flight is too extreme.
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12 years ago
I've been toying with an abridged version of XTA gadget that does this during the night. I'm still unhappy with the results, the bloody thing is so finnicky and underfeatured.

(For instance, the reason that light of explosion stays in one place is because that gadget can't move it!)

Considering commit as-is or rewriting it anew.
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12 years ago
i want that like in the video! i demand this! and a shrubbery!
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12 years ago
Committed. Join your closest Oxygen host for a sneak preview (and some testing, for which developers will be thankful).
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12 years ago
EErankAdminAnarchid: rewrite it anew. The idea is neat, but the implementation shown in the video is below par for the visual quality ZK has.

Might want to also watch videos of nuke tests for ideas on how to improve it.
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It should be at least twice longer for singu, maybe not as long as mushroom cloud is, but just little longer.

On performance side I didint notice any noticeable performance drop when things get nuked SHINY wont make lag but gadgets and all other sorta calculations anyway.

Also it could be used on more weapons like bertha(BA config has many examples), at least for me zk is absolutely cpu bound anyway.

EDIT


pillager is too spam able unit, but bertha atomic bomber, simple fusion and maybe something else can afford it.
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12 years ago
the videos are only testvideos. xta and ba have variants of that, looks much better during real playing, basically all units use it. (the spammy ones too)
i think no player ever complained but fps drop, for example my computer can not even render shadows but the lights are no problem.
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12 years ago
what i eventually added was the xta gadget, but i also modified iit enroute. The light source for both nuke and singu climbs at set sped, so you could see "shadows" crawl on sufficiently uneven terrain at right vantage.

I'll see about adjusting the values for singu, but if i get enough compulsion to work more on this, i'd also add possibility for uneven decay of color components - dynamically changing hue, if you willl :p
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Knorke arent you talking about Beheriths "Projectile lights" widget which is pure lua?

Its whole different story(I think, because look in video at units they shine too!) I even tried adding it to zk its widget just copy paste and it works +needs some .png, but when wolverine mines "flash" it looks weird :) of course there can be made exceptions. Its easy to enable or disable so who want could use it though...
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12 years ago
Right, the projectile light widget appears to just draw a colored texture on the ground, which fakes the light effect.

Neat, although to be honest, it is something that could already be done with the cegtag + groundflash effect.



I.E. one of these bandits is using the existing but unused "redlaser_ak" cegtag.

I suppose the advantage is that is 'just works', and you don't need to hand-config all your cegtags.
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12 years ago
Heatrays use that as-is.
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