Disorder Posted November 20, 2002 I've been playing through the alpha a lot and everything looks great. No doubt about that. But when a new FPS-game like this one comes out, there is always something I worry about. Explosions.. Yes, explosions. Usually, in my opinion, they don't fit in games. Too flat, too bright, too dark, too small, way too big, too little sparks coming off, etc. How do you think ID Software will handle the explosions? Will this engine create new ways to make better looking explosions? Will we finally get rid of the damn clippingproblem? 0 Share this post Link to post
DOOM Anomaly Posted November 21, 2002 They'll make explosions so real, it'll blow up ur monitor! :D 0 Share this post Link to post
Jared Posted November 21, 2002 Blow my monitor up? Pff, id like to see that. 0 Share this post Link to post
Mordeth Posted November 21, 2002 Volumetric explosions... I'd really like that :) 0 Share this post Link to post
The_Tonx Posted November 21, 2002 Didn't Carmack said that he want's to remove all sprite-like behavior from sprites(?).. from flames and smoke and.. I belive it happens with explosions as well.. I expect to see a realistic looking explosions.. 0 Share this post Link to post
Fredrik Posted November 21, 2002 No matter how much you hate using sprites - when it comes to fire and explosions, it might be the best solution. I come to think of the Balrog in FOTR, they made several unsuccessful attempts at getting its fire right, in the end they decided to use a particle system where every particle was a sprite captured from footage of real fire and explosions. 0 Share this post Link to post
DooMer 4ever Posted November 21, 2002 The best explosion I've seen is in Aliens vs Predator. It's simple yet effective-looking. 0 Share this post Link to post
GazzaQ Posted November 21, 2002 and the best fire is the hotel level in max payne 0 Share this post Link to post
AirRaid Posted November 21, 2002 The_Tonx said:Didn't Carmack said that he want's to remove all sprite-like behavior from sprites(?) In the alpha the sprites for the Imps fireball 'summoning' still clip around its hand. Although when the fireballs are on the floor, they look nice. There's also nothing implemented with the rocket explosions yet except a light. 0 Share this post Link to post
Radea` Posted December 2, 2002 hence the "alpha" status :) I wouldnt judge the game much at all by the alpha, as so much will be changed it will be unbeleivable, and lets just limit what I said to content, because the engine will change even more :). 0 Share this post Link to post
DooMer 4ever Posted December 2, 2002 GazzaQ said:and the best fire is the hotel level in max payne That's true too 0 Share this post Link to post
Dima Posted December 2, 2002 Perhaps a bit offtopic. but still a rathing interesting comment from Epic's top guy Tim Sweeney that might answer some questions... “The advent of 32-bit floating-point pixel precision makes it possible to create high-quality images. Efficient volumetric effects—ground fog, spherical fog, sprites that fade out smoothly rather than getting clipped by world geometry—can be based on buffering and reusing per-pixel 32-bit floating point z. Precise per-pixel lighting attenuation formulas can be based on passing in light-source positions in 32-bit floating-point vector registers. And much higher-quality bump-mapping is possible with 16- and 32-bit floating point. With just 8 bits per component, there were noticeable artifacts and un-normalized bump maps.” 0 Share this post Link to post