Quote:
Originally Posted by luthier
Hey everybody, greetings from sunny jetlagged California!
Our tracers are perfect. End of discussion.
We can finetune thickness - color - transparency - luminosity, but in theory ours are the most perfect true to life tracers ever modeled anywhere. Tracers in real life look like that, like straight dashes of uniform thickness. There's a spot at the tail end of a bullet that emits plasma. It doesn't fade out towards the end. It doesn't get thinner. It doesn't wiggle. Sperm-style tracers you're used to from other video games are Hollywood.
We have that emitter that draws out a line of specific length based on tracer speed and "exposure". The tracer shots you see were not taken in pause, because in pause our tracer turns into a dot - those mysterious white dots in the first shot are stopped tracers in pause.
Our fire and smoke are extremely WIP. Everyone hates them here even more than you guys hate them. Calm down and trust us a little bit.
Finally, the surprise from last week is failing to materialize. We were going to release some PSDs to give the skin makers an early start, and maybe even team up with you guys to make some historical skins or something. But we hit a little snag because, as it turns out, you can't very well make skins with just a PSD, and we can't very well release our plane models with the skins. We need to figure this out, hopefully very soon.
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Thanks for the explanation on the tracers. That sounds positively great in terms of how they are being done. If I understand correctly the part about the exposure has to do with lighting conditions at the time? So tracers will appear differently at night or under a cloud as opposed to in direct sunlight? Sounds interesting in my head anyways