Wormbo wrote:[...]Everything you hear after the beam are sounds from RA2 - a longer startup sound, background humming and the various thunder sounds.[...]
*Tips hat*.
Wormbo wrote:[...]Only the shadow part of a moving storm worries me a bit.[...]
Hmm, yeah, I see your point. Have you ever done any performance tests with projectors (BSP-only, or BSP/st.mesh) attached to movers? Do they tend to have a significant client-side CPU/GPU impact?
Wormbo wrote:[...]Wind effects, though... Convincing wind visuals are hard already if you have full control (i.e. if you design the map), dynamically creating them at runtime without knowing the map is probably not going to look good.[...]
Yeah, I know, half-baked idea there at best. Still, I suppose you could just pick 3-4 random points within the storm's disc, trace directly down and spawn the corresponding 3-4 dust blowing emitters with their direction pointing outwards from the center. Would probly take only a few more commands during the storm's emitters creation stage. Now if the whole thing's moving, yeah, per-tick adjustments ahoy -_-.
Edit: what about if every spawned emitter were directly anchored to the master mover instead of having to relocate everything per tick in relation to the storm actor itself? Wouldn't that perform better for clients? Of course to do that a variant of the current code would need to be made with the mover in mind from the start. Anyways, if the idea does intrigue you, I'm sure you can figure it out on your own.
Wormbo wrote:[...][edit]Added lightning impact effects, including vehicle overlays. New version is up at the same location and should be network compatible to the previous ones. (Impact effects only show if the client has the new version, overlays only show if the server has the new version.)
Time for a new tropic thunder video by Worm Studios

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