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Use LOD instead of always emitting for Chrono visuals (FAForever#6295)
<!-- General useful tooling: - [ScreenToGif](https://www.screentogif.com/): Free, open source screen recorder that can export to MP4. If the changes are visual, these can help you tell us exactly what the changes imply! --> <!-- Feel free to remove unused parts of this template. --> ## Issue Due to FAForever#5883, Chrono's effects are visible through fog of war. ## Description of the proposed changes <!-- A clear and concise description (or visuals) of what the changes imply. --> <!-- If it closes an issue, make sure to link the issue by using "(Closes/Fixes/Resolves) #(Issue Number)" in your pull request. --> Use LOD instead of making the effects always visible. The 1100 LOD makes it always visible from a max zoomed out view on a 10 km map, and for 20 km maps, visible if about 1/4th of the map is visible. This is appropriate for the huge AoE Chrono has: it's larger than a nuke's inner radius. It's still weaker than a nuke, so it doesn't have unlimited LOD. I used the emitter editor to make the changes so the file format is changed. ## Testing done on the proposed changes <!-- List all relevant testing that you've done to confirm the changes work. --> Build a chrono ACU and have it groundfire. Zoom out to see the effects are visible at a reasonable zoom level. Switch to civilian army and turn on fog of war to check that the effects don't emit if the ACU is not visible. ## Checklist - [x] Changes are documented in the changelog for the next game version
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effects/emitters/aeon_chrono_dampener_large_02_emit.bp

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EmitterBlueprint {
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BlueprintId = 'aeon_chrono_dampener_02',
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BlueprintId = 'aeon_chrono_dampener_large_02',
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Lifetime = 1.00,
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Repeattime = 1.00,
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TextureFramecount = 1.00,
@@ -10,8 +10,8 @@ EmitterBlueprint {
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AlignRotation = false,
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AlignToBone = false,
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Flat = true,
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LODCutoff = 250.00,
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EmitIfVisible = false,
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LODCutoff = 1100.00,
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EmitIfVisible = true,
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CatchupEmit = true,
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CreateIfVisible = false,
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SnapToWaterline = false,
@@ -23,8 +23,8 @@ EmitterBlueprint {
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LowFidelity = true,
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MedFidelity = true,
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HighFidelity = true,
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Texture = '/textures/particles/ring_white_06.dds',
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RampTexture = '/textures/particles/ramp_chrono_dampener.dds',
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Texture = [[/textures/particles/ring_white_06.dds]],
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RampTexture = [[/textures/particles/ramp_chrono_dampener.dds]],
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XDirectionCurve = {
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XRange = 1.00,
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Keys = {
@@ -130,7 +130,7 @@ EmitterBlueprint {
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RotationRateCurve = {
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XRange = 1.00,
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Keys = {
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{ x=0.0,y=3.0,z=0.000 },
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{ x=0.000,y=3.000,z=0.000 },
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},
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},
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FrameRateCurve = {

effects/emitters/aeon_chrono_dampener_large_04_emit.bp

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Original file line numberDiff line numberDiff line change
@@ -1,5 +1,5 @@
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EmitterBlueprint {
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BlueprintId = 'aeon_chrono_dampener_04',
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BlueprintId = 'aeon_chrono_dampener_large_04',
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Lifetime = 1.00,
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Repeattime = 1.00,
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TextureFramecount = 1.00,
@@ -10,8 +10,8 @@ EmitterBlueprint {
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AlignRotation = false,
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AlignToBone = false,
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Flat = true,
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LODCutoff = 250.00,
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EmitIfVisible = false,
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LODCutoff = 1100.00,
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EmitIfVisible = true,
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CatchupEmit = true,
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CreateIfVisible = false,
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SnapToWaterline = false,
@@ -23,8 +23,8 @@ EmitterBlueprint {
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LowFidelity = true,
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MedFidelity = true,
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HighFidelity = true,
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Texture = '/textures/particles/ring_07.dds',
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RampTexture = '/textures/particles/ramp_quantum_warhead_flash_01.dds',
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Texture = [[/textures/particles/ring_07.dds]],
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RampTexture = [[/textures/particles/ramp_quantum_warhead_flash_01.dds]],
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XDirectionCurve = {
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XRange = 1.00,
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Keys = {
@@ -130,7 +130,7 @@ EmitterBlueprint {
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RotationRateCurve = {
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XRange = 1.00,
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Keys = {
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{ x=0.0,y=-3.000,z=0.000 },
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{ x=0.000,y=-3.000,z=0.000 },
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},
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},
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FrameRateCurve = {

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