GeneralsGamePatch
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Add: Fire Visuals For Aflame Units
- old PR #526
- ref #482
- [x] USA vehicles
- [x] China vehicles
- [x] GLA vehicles
- [ ] Civilian and misc vehicles
- [x] ~~buildings?~~ Buildings already handle AFLAME status via FireS/M/L hard-coded bones.
group of aflame quads performance test
https://user-images.githubusercontent.com/83613147/136849408-17a321b2-4c63-4bf8-b2bc-f693efec330e.mp4
I tested it on Quad. My thoughts:
- Idea is good
- Fire effects last too long
- Small fire balls do not look good when driving
- Multiple particles can be costly
I suggest to
- Reduce particles count
- Reduce particles life time
- Use larger particles to blend better when driving
Perhaps use a bigger fire and smoke at the center of the vehicle, or one at the front + back.
Fire effects last too long
The effect is removed immediately when the vehicle stops losing health.
Ah okay, when it is linked to actual damage duration, then that duration makes sense. Is quite long.
Done for the base factions.
We need a map with all the civ vehicles (Crush test has no player controllable flamer).
Buildings already burn when damaged and AFLAME: engine creates larger fires and less smoke at FireS/M/Lxx memory points while burning.
Base defenses lack these, so I recommend to at least add the flame to Tunnel/Stinger/Patiot/Fire Base/Bunker/Gattling/Prop Tower and Demo Trap.
Would it perhaps be possible to put the flames at custom positions on the chassis so that the fire does not spawn from below the vehicle? The flame underneath vehicles does not look optimal in my opinion.
z-Positions of the fire now editable in INI. Should look better now. Can be fine tuned for each unit.
The fires are too intense for my liking. I have made a pass on them.
I have used InfernoCannonFire and DragonTransitionFire as references.
Before
After
Flamed aircraft appears to produce no fire
I haven't added it to aircraft or civilian cars yet. It may also need to be added to base defenses.