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Better looking trails for homing missiles?

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The last section of a homing missile trail in Spring always bend itself when the missile make a turn, it looks really unnatural.

So shall we change the trails of homing missiles in Zero-K into discreted cegs like in evorts or XTA to avoid this problem, or wait until some engine devs willing to fix it?
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9 years ago
I doubt engine would fix this since it's loads of calculation for marginal gain. Most missiles already use CEGs so all you need to do is provide CEGs for the ones that don't.
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I mean the discreted cegs, aka the type of cegs that is used for the Screamer missiles in Zero-K, not the cegs that have particles linked to each other like all the other missile trails, the bending seems not exist when the particles are not linked to each other.
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9 years ago
When we re-did the cegs initially we went crazy with particle counts, and you could seriously feel the difference in performance.

Frankly it's a bit sad that this might still be a problem, but lowest settings DOES reduce particle count, and in large games shields alone tend to max this out.

The trails look good and should stay. A part of the problem is our units turn and move very fast, so missiles need to turn and move very fast too, and the update speed is not as fast.
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Homing missiles in some of the other RTS games seems have the projectile direction updates and the rate of trail particles generation synchronized, the missile can only turn at the same time frame as a new particle of the trail fully generated, so the trails looks stable in those games regardless of the particle count, I always wonder why Spring don't do that.
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