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VonBeerhofen

new impact animations

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With the reorganisation of the sprite table I was able to introduce 4 new animations when bullet hits objects. The animation takes calibre and object armour into acount for the animation selection.
These animations may also be randomly used elswhere, for instance in explosions or as debris flying off planes or objects. Other animations have also been activated to mix randomly with the selections.

VonBeerhofen

Impact1.jpg

Impact2.jpg

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Here's an impression of what EAWPRO's new effects look like. Many new animations were added and most animations are now twice as long (16 frames) in 4 times higher resolution ( 4096 pixels) and played at twice the speed as in stock v1.2. Besides that effects are randomly combined to allow hundreds of different mixes instead of just the same repetitive animations from v1.2.

Obviously rendering this stuff comes at the cost of framerates, which is why most routines dealing with animations were highly optimised to run much faster. What you see here is the result of a bombing attack by B17's and watching the event devellop on my ancient 1.6Ghz PIV with a 64MB gForce2 showed only a neglectable drop in FPS when the event was visible on screen.

FX0B.jpg

Edited by VonBeerhofen
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Sure hate to be where those bombs are landing

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    • By VonBeerhofen
      This night screen shows EAWPRO's bullet impact animation routine in action. Impacts can select a short animation within any of the available smoke and fire animations starting from any frame in that animation. I don't know offhand how many available drawings that is but roughly well over 200! This mimics bullets hitting various types of ground or objects and can for instance even use the watersplash animation when hitting a fuel cannister or something simmilar, as can be seen on the left of the screen where also a fire has started after the impact.

      BTW, notice that not all drawings are illuminated at night.
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