Tompa9 Posted September 5, 2016 Posted September 5, 2016 Hello, are you planing any new weapons effects? Im using ultimateweapons, but when there are too many npcs and shots, game is laggy. MB2 has nice optimized weapon effects.
Circa Posted September 5, 2016 Posted September 5, 2016 Doesn't UltimateWeapons have a LQ version for that kinda issue?
Tompa9 Posted September 5, 2016 Author Posted September 5, 2016 Doesn't UltimateWeapons have a LQ version for that kinda issue? I havent tried it yet but question was if JAE would modify weapons effects too
Circa Posted September 5, 2016 Posted September 5, 2016 We will, though that will be a ways down the road. We may just take some concepts from UltimateWeapons, unless we can get permission from Kahn to use his.
Ramikad Posted September 5, 2016 Posted September 5, 2016 An alternative would be to use effects from JKG. The gfx are pretty damn good. Bek likes this
eezstreet Posted September 5, 2016 Posted September 5, 2016 The effects subsystem in the game is not very well optimized from a coding standpoint. This is most evident when compiled in a debug build - it relies heavily on compiler optimizations to not slow the game down hardcore. Perhaps I can take a look at it sometime and see what can be improved. In the meantime, we need some effects for specific things that aren't shown in the game - water for when an ATST lifts its feet out of water, a splash effect for ATST feet landing in water, DEMP2 conducting electricity through water, and perhaps some other things that I am missing. Archangel35757 likes this
Archangel35757 Posted October 3, 2016 Posted October 3, 2016 @@eezstreet - how does it know when to play those kind of water splash effects? What are the code/event triggers?
Archangel35757 Posted October 4, 2016 Posted October 4, 2016 It isn't coded yet.Ok... well, I have some awesome FX plugins for 3dsMax: glu3D for water FX, Afterburn & FumeFX for fire, smoke, explosions, etc. If you have some parameter to know the water depth we can vary the effect... Big puddle versus 1 foot deep, etc.
eezstreet Posted October 4, 2016 Posted October 4, 2016 Ok... well, I have some awesome FX plugins for 3dsMax: glu3D for water FX, Afterburn & FumeFX for fire, smoke, explosions, etc. If you have some parameter to know the water depth we can vary the effect... Big puddle versus 1 foot deep, etc.Not sure if this helps, but the water in question is the stuff on yavin_canyon.
Futuza Posted October 4, 2016 Posted October 4, 2016 I've never really been sure, does JKA have a particle system?
Archangel35757 Posted October 4, 2016 Posted October 4, 2016 I've never really been sure, does JKA have a particle system?Isn't that what Sprites are? you could take a look in EffectsED... Futuza likes this
eezstreet Posted October 4, 2016 Posted October 4, 2016 Yes it does have a particle effect system. That's what .efx files are for.
Futuza Posted October 4, 2016 Posted October 4, 2016 Was always confused, because so many other games refer to it differently. Thanks for the clarification
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