Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Chilli on April 10, 2010, 03:15:50 AM
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How's this for a tid bit in eye candy? When a manned vehicle / aircraft is hit, we see a spark (as we currently do) followed by a very small brief spray of smoke. :cool: For those who can't handle it or causes them some sort of grief, could it also be switched on or off under graphic details?
(http://img.villagephotos.com/p/2004-8/809754/109-small.gif)
As pictured above, but much smaller. I believe this will generate some awesome AH films :D
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It's already like that.
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Taters make nice hit sprites :noid
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It's already like that.
I'm not sure I follow Tec... Yes, AH has the bright white hit sprite, but I think what's being requested is to add that puff of smoke that you see right after the "flash" of the hit.
Which I think would look cool. And yes, cannons have very nice hit graphics. =-)
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It's already like that.
What tec said. I see a flash and a puff now. Maybe it's my crappy, barely able to play, frequent black-screen-of-death computer I have.
wrongway
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A couple hundred .50 cals in the cockpit makes for a good sprite. :rock
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Tec :headscratch:
I see a flash, but not puffy smoke. This is a cool effect, but if you compare it to the ground hit, you will see what I am asking for (but on a smaller scale).
What I see now when vehicles / aircraft are hit:
(http://i239.photobucket.com/albums/ff56/2chilli_photos/NowHit.jpg)
This is what I would like to see on a smaller scale (not to obstruct gunnery) as hit sprite animation:
(http://i239.photobucket.com/albums/ff56/2chilli_photos/smokeHit.jpg)
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Its already in the game.
(http://www.fileden.com/files/2007/4/24/1013733/b24smoke.jpg)
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Larry,
Cool, and sorry if I wasted anyone's time, but :headscratch: I am not seeing it? (see my pic above, same in plane) I have effects turned on, but maybe resolution or texture size limits this ability. Any ideas? I think I need to post in Technical Support.
Edit:
Doh, after further review :) Somehow it kept turning off as default, turned it back on and saw the same as Larry.
Okay, then revising, my revised hit sprite request. :D Needs a bit more POOF!
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there is not the same effect on tanks as there is on planes.
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Bowhtr, well no, there wouldn't be.
20mm exploding round hitting aluminum will "flash" and the shrapnel will shred aluminum.
Leaving that "puff" of smoke and debris.
Contrast that with a 75mm or bigger round hitting tank armor. Either it penitrates, in which case all the actions on the inside, or it bounces. No soft aluminum skin to shred = no puff of smoke/debris.
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Note too that those strikes on the T-34 are ricocheting. The same hit on an aircraft will result in a puff like in the picture of the B-24.
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Okay, I got lazy and used a tank to show what I was seeing in comparison to what I would like to see.
Still, although as great as Larry's example was, the effect seems to be :uhoh lacking. Awesome job, but I am still not seeing as dramatic animation as I am wishing it to be.
Maybe that is part of the reason I turned it off ( cost in cpu resources / benefit ).
In the gif and most actual gun cam films, the spray seems more obvious. I am just pushing it a bit further, looking for the wow effect (currently metering somewhere around ..."hey, that's cool")
(http://img.villagephotos.com/p/2004-8/809754/109-small.gif)
I have noticed a lot of improvements in damage animations in the last few versions. I am thinking, that half a wing peeling off and flying past your cockpit was a lot less common, than shredded parts still attached to the aircraft. So, maybe when the scaled damage is implemented in WW2 aircraft, maybe a bigger visual cue that something vital was hit could go along with it.
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i get the really detailed hit animation at very close range, past a certain range, its just the bright white hit sprite..
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I haven't messed with the hit sprites yet, but I have edited the muzzle flash so far.
Unedited screenshot:
(http://img405.imageshack.us/img405/4375/hiti.jpg) (http://img405.imageshack.us/i/hiti.jpg/)
:D
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I haven't messed with the hit sprites yet, but I have edited the muzzle flash so far.
Unedited screenshot:
(http://img405.imageshack.us/img405/4375/hiti.jpg) (http://img405.imageshack.us/i/hiti.jpg/)
:D
nice :rofl
Isnt the puff suppose to represent the explosion from a cannon round?
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:rofl Nice Ranger +2
JunkyII,
Yes, I would say the puffs in the gif pictured were cannon round hits (explosions). IIRC, even mg rounds in this game reflect damage from the array of different ammo types that could have been loaded. Meaning, some rounds would be incinerary, some would be armor piercing, and some would be tracer rounds (phosphorous).
As kvuo pointed out, maybe the viewable range is something to be considered expanding. +1 (can I do that in my own post?) :headscratch:
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I would like to see the difference between all the different rounds then maybe ask HTC to put it in.
I dont notice a difference in the hits unless I shooting a tator at something :salute
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On a flip side, it'd be good if HTC finally found some time to update the hitsprite GFX...
I mean, we've had that low-resolution 'white-glob'-ish hit sprite for what, almost 10 years now?
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On a flip side, it'd be good if HTC finally found some time to update the hitsprite GFX...
I mean, we've had that low-resolution 'white-glob'-ish hit sprite for what, almost 10 years now?
Truthfully, I wouldn't mind a new hit sprite and a higher resolution tracer (current one reminds me a bit of a Star Wars laser blast it's so thick =) ), as well as particle effects for the tracer trails, smoke, fire, etc. But I know there would be a large shouting of "higher requirements" complaints. =)
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Truthfully, I wouldn't mind a new hit sprite and a higher resolution tracer (current one reminds me a bit of a Star Wars laser blast it's so thick =) ), as well as particle effects for the tracer trails, smoke, fire, etc. But I know there would be a large shouting of "higher requirements" complaints. =)
Truthfully in turn, it is now 2010, a decade after 2000...
I'd understand if people were complaining about particle effects and pixelshaders if we were in 1998.. but gosh, really.. people complaining about tracer effects being 'glowy' hogging their systems..??
We all know and love how HTC is 'lenient' to low-end users... but come on.. !
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I resemble that remark :old: One of the things that has amazed me is the high quality of play online versus, what I have seen in other games. I haven't met the staff yet, but they remind me of the old school bunch, who never wasted resources. My brother being one of them, I have nothing but praise for their commitment and smarts, not to loose the older player base that are more likely to buy a larger monitor :O (due to eyesight.... yes, me) rather than :headscratch: run out and grab a computer :bolt: with new OS that is obsolete, as soon as purchased :huh .
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The sprites itself (IMHO) have a to long duration time. When i look at gunsight video's i notice barely any sprites, and when they show up they are there for a split second. The sprites in game seem to stay there for about a half a second.
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Mus, in-game a hit sprite represents multiple rounds hitting. It's a balancing act, as far as I figure. They stay there longer because when you land 10 hits you're only seeing the 1 sprite, instead of 1 micro-second sprites. Reduces work on the front end of the guy seeing the sprites.
P.S. That's not a guess, they've said before that any hit sprite can represent multiple hits, so it's not a 1-for-1 when you review films in slow motion.
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Oke, but still there should be a way to shorten the duration of a hit sprite. Right?
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I wouldn't mind seeing it different. Maybe it's the same length, but what you see is an ANIMATION of multiple hit sprites... Like it's only displaying 1 thing, but like the muzzle blast sprites it consists of multiple frames?
Just a thought.
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When structural damage occurs little bits of metal falling away after the hit sprite and smoke puffs would be spiffy.
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Mus, in-game a hit sprite represents multiple rounds hitting. It's a balancing act, as far as I figure. They stay there longer because when you land 10 hits you're only seeing the 1 sprite, instead of 1 micro-second sprites. Reduces work on the front end of the guy seeing the sprites.
P.S. That's not a guess, they've said before that any hit sprite can represent multiple hits, so it's not a 1-for-1 when you review films in slow motion.
No we have not said this.
It has all ways been in game 1 hit = 1 hit sprite.
HiTEch