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The Origami Project: Suggest your graphics "little things" (May 22)

First post
Author
GeneralXCypher
The Eminence Front
#141 - 2011-11-16 13:41:03 UTC
okay so I love all of the ideas in this thread. Especially the ones related to shield hit effects, and more realistic damage to ships overall.

Thought I'd chip in here. I made a thread a while back regarding the stargates, and seeing as they've now been made more awesome than before (Pointing in the right direction, being able to click jump from wherever you are and warp to it) I feel that what I outlined in this thread would make them even more awesome

https://forums.eveonline.com/default.aspx?g=posts&t=27937

Post responses in there too, I want to know what everyone else thinks :)
Cheers
Daedalus Arcova
The Scope
#142 - 2011-11-16 14:17:51 UTC
Fix the locations of turret hardpoints. On some ships it's really bad. The forward turrets on the Megathron hulls are almost floating in space!
CCP Choloepus
C C P
C C P Alliance
#143 - 2011-11-16 14:46:54 UTC
Mar Drakar wrote:
and still, what about FOV? I remember this one video when guys emulate how would driving past a building in a desert would look like when approaching speed of light, and FOV was THE thing that made it look FAST :)

Now that I think, fov is dependant on where you look, so it should be fixed on warp direction and not the camera direction... guess that would have some graphics hacking magic in it...


One our technical artist superbrains has been working on a prototype system for dramatic camera control. He's hoping we can use it for warping effects, shifting to beauty shots whilst autopiloting/AFK/mining, better kill cam if you're using "Look At" on a ship that gets destroyed... this kind of thing.

This is early work still. Obviously such camera trickery has to be subservient to player input, and optional.
Jada Maroo
Native Freshfood
Minmatar Republic
#144 - 2011-11-16 14:49:54 UTC
CCP d00dz - what is the plan with V3 ships? Will Amarr and Minmatar be part of a later deployment of Crucible, or are they in the next expansion?
Jarnis McPieksu
Aliastra
Gallente Federation
#145 - 2011-11-16 15:00:48 UTC
CCP Choloepus wrote:
Mar Drakar wrote:
and still, what about FOV? I remember this one video when guys emulate how would driving past a building in a desert would look like when approaching speed of light, and FOV was THE thing that made it look FAST :)

Now that I think, fov is dependant on where you look, so it should be fixed on warp direction and not the camera direction... guess that would have some graphics hacking magic in it...


One our technical artist superbrains has been working on a prototype system for dramatic camera control. He's hoping we can use it for warping effects, shifting to beauty shots whilst autopiloting/AFK/mining, better kill cam if you're using "Look At" on a ship that gets destroyed... this kind of thing.

This is early work still. Obviously such camera trickery has to be subservient to player input, and optional.


Kill Cam you say? EVE could probably use such a thing (option, obviously). Especially if you actually upgrade the explosion effects and the process of ship getting replaced by wreck/pod (which is very clumsy at the moment)...

Fidelium Mortis
Minor Major Miners LLC
#146 - 2011-11-16 16:01:04 UTC
It would be nice to have some kind of feedback indicating a missiles maximum range, for instance having a missile explode once it's maximum range has been reached.

Better indicators for projected bonuses and penalties. For instance if my ship is being damped my fitting screen would display the base maximum range and the effective maximum range in red.

Pin various ship statistics to my HUD. For instance cap recharge rate, which would also be modified by nos/neut effects.

Bigger targeting recitals indicating selected targets, and options to display additional info about the target like meters for shield/armor/hull, velocity, trans/radial velocity, and effective range indicators for equipped weapons/projected effects. First just a bigger/more visible targeting and/or selection indicator, if you have a bunch of brackets displayed in space it can be tough to distinguish what you are targeting while panning the camera.

ICRS - Intergalactic Certified Rocket Surgeon

Nova Fox
Novafox Shipyards
#147 - 2011-11-16 16:37:41 UTC
Salpun wrote:
Ciar Meara wrote:
Another suggestion is that fitted modules should be displayed on the ship. Like turrets, launchers(?), gasminers and tractorbeams all have models displaying themselves on the ship. Today's ships and planes have all kinds of pods/radar dishes/guns/electronic warfare packages sticking out giving you "some" idea on what the capabilities are or their setup (on fighter planes at least)

Sensor boosters could have small radar dish turning (like scorp has allready)
Repair modules could have "nanite nodes" on the ship
cap booster could have some sort of lightning rod like system that plunges into the hull (reversed warp core ejection)
sensor strength could have sensor "pods" on the hull
etc, etc.

All these things could be animated when the modules themselves are activated, making it even more clear when something happens or when somebody activates a module (in stead of some sound and a colour wash over your ship)

It would also differentiate different ships from each other, making ships even more indiviual. It would also make clear on looking at some ships what modules he does not have fitted. (good for FC's and yelling)

Special modules (i.e. navy, serpentis) would have a more awesome look/activation then others.

Then as a final addition, fake modules could be introduced so people could think they know your setup...


It was mentioned but might have to wait now as while the skins where V3ed the hard points on the skin of the ship like on the nocitas where not added


Hello 2006 this was a fantasy project back from the day when EVERY module effected ship apperance. It was scrapped an left overs lead to the doodads on the tech 2 ships that are not on their tech 1 cousins.

Looks like they're going back to it.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Evenus Battuta
#148 - 2011-11-16 16:40:43 UTC  |  Edited by: Evenus Battuta
+1 【missiles/ships explosions】 and 【turret firing】 generate instantaneous illumination source and render the shadows dynamically.

That will make explosions look really cool.


Also: don't make turrets fire on a same silly point on target even they are grouped, it just looks silly and makes no sense.
schurem
Anarchy Inc.
#149 - 2011-11-16 17:20:20 UTC
Ships should not "pop" and become a little leftover wreck instantaneously.

A battleship as big as a modern supercarrier should take a little time dying. Spinning out of control. Breaking up. Gushing gases, liquids and escape pods. A few more secondary explosions, big ones. The groaning of breaking bulkheads and the hissing of the escaping atmosphere.

Even a frigate should spin out of control spewing out atmosphere and such before breaking up and exploding. This can be all client side animation. To the server it would still be -pop-, but to the client it would be a pretty bit of dramatic fireworks.

.... You can't take the skies from me.

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#150 - 2011-11-16 17:55:17 UTC  |  Edited by: Abdiel Kavash
You talked about the skydomes being generated from a simulation of all the nebulae and whatnot. Generate a separate skydome for every system based on that system's position, and offer it as an optional download to replace the region-wide skydomes. I personally would gladly spend even a GB or two of bandwith and storage space for this.

Better structure destruction effects. Etiher POSes or SBUs (don't remember which right now) have only a tiny explosion effect, similar to that of normal ships. They should make a big boom. Also, I'd love an effect destroying the forcefield of a dying POS - maybe similar to the initial inflation when you online one.

Silos already have a cool effect showing whether they are online or not - the little crane arm is moving when they're on. Perhaps add something similar to other structures?

Show "damage" effects on outposts while they are in the armor reinforcement timer and/or when services are incapacitated.

Cyno effects colored by the race of the jumping ship.

And of course bring back Vexor smily face!!
Jett0
Ministry of War
Amarr Empire
#151 - 2011-11-16 21:37:59 UTC
I haven't had a chance to read every post, but so far there's a lot of good ideas here. A few more I've been thinking about:

-- Missiles --

A few people have brought up how, with all the new changes, missiles now look comparatively weak. I've also noticed that the impact animations contain a lot of unnecessary particles. Removing all those "dots" and using some smooth, high-res animations in their place is what I would personally like to see.

Another common complaint is the misrepresentation of missile groups as one warhead. The suggestion I see the most (and agree with) is to use an effect like a small-scale Macross Missile Massacre.

-- Locked target portraits --

Maybe this is just me, but I sometimes have trouble distinguishing between ship types and classes when I have upwards of seven targets locked. I've even occasionally mistaken a faction's destroyer for a battlecruiser simply because the portrait looked larger and more menacing. On top of that, the miniature screenshots don't mesh well with the rest of the UI. Even the module icons are just that: icons, not pictures. I'd like to see all the targets replaced with something simpler. Even a color-coded wireframe would work.

-- Animated UI --

I'm sure that with the new Carbon tech, the UI will receive a massive overhaul at some point. When this happens, would it be feasible to throw in a few animations? Short, unobtrusive animations like how Windows 7 handles opening and closing windows would be pretty slick.

Occasionally plays sober

Astrid Stjerna
Sebiestor Tribe
#152 - 2011-11-16 22:21:13 UTC
Jodis Talvanen wrote:

explosions should be bigger and more of a volumetirc cloud than tiny dots.


Volumetric explosions would be neat, but the trouble is that the way it's currently done, each pixel of 'explosion' in the volume has to be checked along its 'view ray' to calculate the density of the fog in any given part of the volume. When you start scaling up the explosions, the number of calculations increases (because the total volume that's 'exploding' is larger).

Add that to a two-hundred-ship fleet battle, and the sheer number of explosions from various sources would cause a massive performance hit.

I can't get rid of my darn signature!  Oh, wait....

Avila Cracko
#153 - 2011-11-16 23:33:55 UTC
Can you make us see the celestials in solar system???

I would like to see moons of planet when I am orbiting planet...
I would like to see planet when i am orbiting its moon...
I would like, wherever in system I am, to see closer planets... small but be able to see it... and not just little UI circles/squares/triangles in space so that i can see where it is... i want to see planet...

You made nebulaes to give us feeling where we are in large scale space...
You made gates to point the star where we are going to have feeling that space is connected...

This would give us feeling where we are in small scale space... where we are in solar system,,,
This would give us feeling that solar system is really one compact, connected system where we know where we are and where we are going... and not only pretty background with UI circles/squares/triangles in space...

Can this be done???
If you can do it... please do it... Attention

truth, the whole truth and nothing but the truth.

Jonathan Malcom
Center for Advanced Studies
Gallente Federation
#154 - 2011-11-17 02:02:16 UTC
Something else occured to me.

Warp Bubbles. They look terrible. The entire effect.

There has to be a way to effectively communicate the range of a warp disruption field that doesn't look like an actual soap bubble.

Maybe some sort of Interface overlay from your ship's HUD that shows you the extent of the bubble. Like a spherical grid or something. Toggle-able, of course.

The current bubbles just look very un-cinematic.
Taiwanistan
#155 - 2011-11-17 04:53:40 UTC
also, "taint of the chaos" vocal sound effects during warp
have hilmar whisper "spend aurum buy nex" in Icelandic, record it backwards and severely distort the audio
then have it play during warp

TA on wis: "when we have a feature that is its own functional ecosystem of gameplay then hooks into the greater ecosystem of EVE as a whole, and it provides good replayability."

Killmeded
Conkord Everything
#156 - 2011-11-17 05:09:04 UTC
+0.5 for adding pirate logos to pirate ship but making them soooo small

Guristas should have "BIGGER" Skull Bunnies in the default paintjob. Guristas and all other pirates should get custom ships like angels (or at LEAST fix the HIDEOUS Moa/Gila hull).

Severian Carnifex
#157 - 2011-11-17 09:57:49 UTC  |  Edited by: Severian Carnifex
Is it possible that we can actually see a shield???
that would be nice... to see that there is something defending us and not only that line in hud that goes up and down...

and effects of hardeners, shield boosters, repairers and other hull effects needs to be changed... asap...
Joshua Aivoras
Tech IV Industries
#158 - 2011-11-17 10:16:47 UTC
Artemis Dagon wrote:


Also with shields it would be cool to have a shield ripple or with some effect, when hit like it's absorbing the damage. Now it just look like it hits the ship directly.



Please do this for POS's as well, its quite scury floating in a POS while the towers being magically shot straight through the shields.

95% of the players are loving EVE, the other 5%? On the forums.

Raven Ether
Doomheim
#159 - 2011-11-17 10:21:42 UTC  |  Edited by: Raven Ether
Severian Carnifex wrote:


and effects of hardeners, shield boosters, repairers and other hull effects needs to be changed... asap...




Please, update the shield hardener effect. The beautiful effect we had that projected an actual shield was removed and we're left with a horrible shimmer on the hull.


Also...
Raven Ether wrote:
Missile/Turret effects really need to be updated. They perofm and look substandard.




And give us missile launchers please, I'd like missiles to actually be fired from a launcher not out of nothing.







Nova Fox wrote:
Salpun wrote:
Ciar Meara wrote:
Another suggestion is that fitted modules should be displayed on the ship. Like turrets, launchers(?), gasminers and tractorbeams all have models displaying themselves on the ship. Today's ships and planes have all kinds of pods/radar dishes/guns/electronic warfare packages sticking out giving you "some" idea on what the capabilities are or their setup (on fighter planes at least)

Sensor boosters could have small radar dish turning (like scorp has allready)
Repair modules could have "nanite nodes" on the ship
cap booster could have some sort of lightning rod like system that plunges into the hull (reversed warp core ejection)
sensor strength could have sensor "pods" on the hull
etc, etc.

All these things could be animated when the modules themselves are activated, making it even more clear when something happens or when somebody activates a module (in stead of some sound and a colour wash over your ship)

It would also differentiate different ships from each other, making ships even more indiviual. It would also make clear on looking at some ships what modules he does not have fitted. (good for FC's and yelling)

Special modules (i.e. navy, serpentis) would have a more awesome look/activation then others.

Then as a final addition, fake modules could be introduced so people could think they know your setup...


It was mentioned but might have to wait now as while the skins where V3ed the hard points on the skin of the ship like on the nocitas where not added


Hello 2006 this was a fantasy project back from the day when EVERY module effected ship apperance. It was scrapped an left overs lead to the doodads on the tech 2 ships that are not on their tech 1 cousins.

Looks like they're going back to it.



This is also massively awesome. Being able to see most modules on the ship would be great, sensor boosters, ECM (!).. etc
Crucis Cassiopeiae
Ministry of War
Amarr Empire
#160 - 2011-11-17 15:10:44 UTC
CCP Choloepus wrote:
Mar Drakar wrote:
and still, what about FOV? I remember this one video when guys emulate how would driving past a building in a desert would look like when approaching speed of light, and FOV was THE thing that made it look FAST :)

Now that I think, fov is dependant on where you look, so it should be fixed on warp direction and not the camera direction... guess that would have some graphics hacking magic in it...


One our technical artist superbrains has been working on a prototype system for dramatic camera control. He's hoping we can use it for warping effects, shifting to beauty shots whilst autopiloting/AFK/mining, better kill cam if you're using "Look At" on a ship that gets destroyed... this kind of thing.

This is early work still. Obviously such camera trickery has to be subservient to player input, and optional.



Nice to know this game will be better and better... Big smile

Vote Issler Dainze for CSM7! http://community.eveonline.com/council/voting/Vote.asp?c=470