New explosion FXs (RK's Explosions)

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Re: New explosion FX's

Postby RK4000 » 31 Mar 2014, 23:14

Uploaded V3 today!

Main changes:
***Added factional damage effects for air units. When planes get damaged, but not enough to get killed, they now have different effects, based on their faction, instead of generic flame effects.
***Aeon explosion is no longer 2D
*Slight optimization of the Cybran falldown effect
*Slight change to Cybran T1 explosion: faster-spreading charge particles
*Disabled logging (should stop the game from freezing for a few seconds when many units die at once, and remove stutters in massive battles)

Mod is live on the vault.
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Re: New explosion FX's

Postby RK4000 » 13 Apr 2014, 05:57

V4 is now live!

Main changes:

*Added factional naval explosions.
*Optimization of fake-bloom when bloom is switched off
*Optimization of aircraft fall-down effects
*Slight scale change for T1 explosions (they are 5% smaller now)
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Re: New explosion FX's

Postby ColonelSheppard » 14 Apr 2014, 00:56

Ok:

The Explosions in itself look cool, and the debris is a nice idea but i have a few concerns about it:


- it should a bit faster :?
- it should only come with first explosion OR less debris for the following one, big ships sometimes look a little big like a vulcano :P (--> Aeon T3 navy)
- the t1 frigate of Cybran looks like the impact of a tactical nuke rather than a T1 explosions :=
- it shouldn't fly that far, especially for smaller ships

It's awesomethat you put that much effort into this!
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Re: New explosion FX's

Postby RK4000 » 15 Apr 2014, 01:15

V5 is online!

Main changes:

*Added factional building explosions
-If buildings are small (1x1 size) they now only explode once (using factional explosions)
-If buildings are bigger than 1x1 size, they first explode with a large sized explosion, followed by a series of small explosions (determined by some randomness, the tech level, and the size of the building). After these small explosions, there is a medium-sized explosion that fires out some debris, followed by a final, bigger explosion, with many debris. The only gameplay change of this is that factories will take about 1-2 seconds longer to die.

*The debris for navy explosions and building explosions are now factionally different
*Fixed most of the "see through Fog of War" particles (i hope...)
*Changed oil slick from ships (200% longer lifetime, changed the color, made it more transparent)

(First post also updated with changes and a new progress indicator.)
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Re: New explosion FX's

Postby Caradhras » 24 Apr 2014, 22:02

Hi nice mod but it would be cool to have a new Explosion for the Uef Billy Nuke.
Something in between the Scale of a Nuke and a Mavorshell.
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Re: New explosion FX's

Postby RK4000 » 24 Apr 2014, 23:09

Redoing weapon effects is slightly lower on the list currently, I'm going to see how that goes after I'm done redoing all of the units' explosions. Will keep in mind to do something with the Billy though, when I get to that. :)
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Re: New explosion FX's

Postby RK4000 » 25 Apr 2014, 03:54

Updated first post with a few things, namely progress indicators, ETA for new versions, planned features for a new version at the time, known bugs (and which were fixed), and a FAQ.
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Re: New explosion FX's

Postby RK4000 » 25 Apr 2014, 20:10

V6 is live!

Main changes:

Factional expeirmental explosions!
-Building explosion time decreased (they now explode even faster than without the mod)
-Fixing plane damage trails being seen through FoW
-Tweaked oil slick (can now see wreckage through it)
*Texture is also much bigger, oil looks less pixellated now.
-Fixed air unit impact explosions being WAY too big
-General FPS optimizations.
-Slight randomness introduced for explosion scale. The explosion size is randomly multiplied by a random number between and including 0.9 to 1.1, to make slight variation in multiple explosions of the same unit.

First post also updated.
Last edited by RK4000 on 21 May 2014, 00:56, edited 4 times in total.
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Re: New explosion FX's

Postby The_Simpleton » 25 Apr 2014, 20:20

Glad to see version 6 is out, I've been playing around with version 5 recently. I have to question why the oil slick has been changed though, I don't know much about nautical waste and such but I thought the oil slick WOULD have the effect of making anything underneath it out of sight. Ah well, I'm no expert though so :P.

I can't wait to try out version 6. This mod really deserves to be integrated into the main FAF mod at some point. Nice work!
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Re: New explosion FX's

Postby RK4000 » 25 Apr 2014, 20:48

Well, while it makes sense for oil to cover up wrecks, some players were complaining that not being able to see wrecks immediately impacts gameplay too much, so I adjusted it. I also changed the texture itself, I replaced it with a much higher quality one, so now it doesn't look as pixellated anymore when looked at up close.
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