00:00C'è un'ambito ottobre
00:30Visual effects are very important in Operation Flashpoint.
00:32The main reason is because we want to really get across the violence and awe that Modern Ordnance creates.
00:38We use several different things to really sell the impact of this Modern Ordnance.
00:42The main one is our particle effects and we have a custom-written tool that lets us rapidly iterate and
00:47create many effects.
00:49We've got around 200 in the game at the moment.
00:52Some of these effects might be a burning tank, a huge explosion caused by a fort support, artillery for example.
00:58We've also got lots of different impact effects with bullets striking all sorts of different surfaces.
01:03We use a technique called cubemapped particles.
01:06Cubemap is a spherical texture.
01:09It essentially makes a particle look like it rolls like a ball.
01:12We can actually make it look like it's three-dimensional.
01:14Something as simple as smoke comes in lots of different flavours in our game.
01:17You've got smoke grenades which are used to cover infantry when they're assaulting.
01:21And then you've got things like smoke blooms from burning tanks which stay in the environment for quite some time.
01:26In Flashpoint, smoke can obscure various different targets including yourself.
01:30This is great for stopping laser rangefinders as well.
01:34Also, there are various different coloured smokes.
01:36This is something that people will be able to use to designate targets and things in co-op.
01:41Smokes are also used tactically.
01:43In a tank you can launch smoke shells and basically create a mask for any new lasers.
01:48So this is harder to shoot your tank using a modern weapon system.
01:51Of course, we model things like thermal vision systems.
01:55Certain vehicles have thermal scopes so you can actually see through smoke
01:58and see heat signatures of vehicles and enemies at the other side.
02:01As well as time of day varying as you play,
02:04weather can be dynamically changing as you're playing a mission.
02:08So you will have fog rolling in and affecting your view distance
02:11maybe requiring you to switch to thermal vision whilst you're playing a mission.
02:14It can fundamentally change the approach you're going to take to attack an enemy.
02:19Really sell the experience of being an infantry man on the floor and getting shot at.
02:23We couldn't just use visual impacts on the ground because it wasn't enough.
02:27We didn't really sell the immediacy of actually getting shot at.
02:30So we came up with a screen effect system.
02:32When you're shooting something nearby, you get the effect of things hitting you.
02:35Like dust or water or blood splattering on the camp.
02:39The grime of war is just hitting you.
02:41If you get shot, there's a visual effect on the character that shows blood
02:44and it starts off as a small patch and then spreads slowly across the body.
02:49I think one of the strongest parts of the game, indeed one of the strongest characters in the game,
02:53is the island itself.
02:54The environment, the lighting, the time of day, the foliage, the whole thing.
02:58It's a massive area and it's a size that you've never seen before on a console.
03:03You can strip the scene down to a basic surface and light that surface on its own
03:08and that's quite straightforward to do.
03:10So we start with deferred lights.
03:12Then we add ambient light with occlusion and directional lighting.
03:16Followed by surface diffuse and atmospheres.
03:19Finally, we treat the scene with a face process.
03:23All these layers combined help to create the immersive experience of Operation Flashpoint Dragon Rising.
03:30All our vegetation on the island is based on what actually grows there in real life on the Sacklin Island
03:36Belt.
03:36We've got over 30 different types of vegetation, 8 different types of forests.
03:41They all combine in Skira to make a really unique play environment.
03:45So you've got the very barren, bare hills on the highlands compared to the very lush valleys lower down.
03:51The grass and plants are all placed using a procedural system that executes in real time
03:57as you wander around the island.
03:59This environment, this level of realism, this atmosphere that we generate
04:03will bring you closer to war than you've ever been.
04:19Does that also mean that your name are locked in absolutely?
04:21Yes, we'll continue to work so far.
04:21Well, we do continue to work and do все the same but immediately understand the first person who is like.
Commenti