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Weapon effects


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Posted

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.

Posted

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 :)

Posted

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.

Posted

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
  • 4 weeks later...
Posted

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.

Posted

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.

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