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Before anyone says anything I know very well destruction is not possible in ESF:Final with few prop xceptions and maybe some sort of decals. This thread is more of a question really.
In this video here =>
[video=youtube;YytOxMsuegA]http://www.youtube.com/watch?v=YytOxMsuegA&feature=related[/video]
Notice the short lived and apparent ground destruction in that fight whenever an enemy is slammed to the ground. How do they do that? And is it possible to have something like this in ESF:Final for when you slam people into the ground or for some xplosions and stuff? I remember the *.gif animation POTW with the Spirit Bomb when it raises rocks from the ground as it approaches an enemy but when it explodes is it possible to have an "apparent" animation, or whatever they are using in Soul Calibur 5 to create them ground effects, to create short lived, fading craters? They would have to scale to the size of the Ki balls/waves so maybe before creating the crater the game would have to check for the size of the xplosion according to @Grega's post in another topic
In this video here =>
[video=youtube;YytOxMsuegA]http://www.youtube.com/watch?v=YytOxMsuegA&feature=related[/video]
Notice the short lived and apparent ground destruction in that fight whenever an enemy is slammed to the ground. How do they do that? And is it possible to have something like this in ESF:Final for when you slam people into the ground or for some xplosions and stuff? I remember the *.gif animation POTW with the Spirit Bomb when it raises rocks from the ground as it approaches an enemy but when it explodes is it possible to have an "apparent" animation, or whatever they are using in Soul Calibur 5 to create them ground effects, to create short lived, fading craters? They would have to scale to the size of the Ki balls/waves so maybe before creating the crater the game would have to check for the size of the xplosion according to @Grega's post in another topic
The explosion sizes will be constant depending on the attack. Other factors will change depending on the charge...