![]() ![]() ![]() The final part of the shockwave appears right after the explosion and remains there for several seconds. The initial concussion and subsequent shockwave conveys the power of the explosive, and this needs to be illustrated with debris and smoke being propelled outwards at high speeds.Ĥb. This is what will give the most effective feeling of power from the explosion. the shockwave from the explosion must be made clear. Instead of the light source staying at the point of the blast, it should move upwards with the rising plume of smoke that comes off of the initial cloud, as the remaining burning gasses are lifted upwards.Ĥa.The initial cloud of smoke from an explosion grows quite violently, almost instantly- to about 80% of its eventual size very very quickly. Smoke and debris should be ejected much faster.The current flashes kind of appear, hang around, then disappear, making them appear weak). It must appear very quickly, and fade very quickly again. The flash of an explosion should be much brighter and larger in size.There a just a few simple things that need to change. (smoke/dust expansion doesn't exist in A3 - it looks really choppy and at the beggining of the explosion point of dust kicked up should be much smaller, increasing rapidly it's expansion - the higher it goes the more it starts to slow down and wind takes full control over it) Then wind starts to play it's role and blows the particles. The smoke/dust start to takeoff RAPIDLY and is slowing down it's expansion rapidly either. In the meanwhile we have meaty slappy BOOM - not the earthquake - fitted with alot of grass and ground flying from the epicenter of the explosion to the outside forming an irregular conical shape. This blast stays in miliseconds, the same time stays for lighting to disperse. Like in this video posted by NordKitchen, at first attempt I didn't even noticed a blast - but I knew that something bad happened ) especially when we all had to pay for the alpha/beta (demo) long before releaseĪll explosions in ArmA looks terrible mostly because of one thing:Įxplosion blast continues for HOURS (not literally of course).they have been MORE THAN CAPABLE of ACTUALLY upgrading their "new" DX11 engine as many others have done over the years. as effects, particles, amongst other things would be improved and not compared to older OFP/ArmA titles explosions, crashes, wrecks, object destruction, ragdoll, etc.their DX11 engine also included TRUE PhysXĪnd per this topic and many others IF PhysX was actually part of this engine ![]() a good example is BF,OFPDR,CrYsis,and everyone else.their "PhysX" is on the level that could have been patched into A1/A2 A1,A2,and prob all the other vehicles react the same in A3 BIS advertised "new ragdoll simulation and PhysX™-supported vehicles.".So in case Moderators (or whomever) decides to close that ticket thinking it is a duplicate which just happen to one of my tickets I am voicing my opinion here (same note) because of the following "and when a chopper big as an KA-60 goes in the ground 80 m and down, there should be better explosions.".Partially agree it is off-topic however others believe this is related to the following ticket ![]()
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