![]() |
|
#11
|
|||
|
|||
|
Quote:
As far as smoke effects... I always thought for the most part the smoking and fire were determined by the damage modeling. I think it would work if we have smoke and fire as moveable objects. Smoke and fire objects would be like vehicles with timeouts and such. That way you could arrange the fires and smoke to slowly move and heat up things in a pre-set pattern. It was just a way to make battlefield hot zones. Also, when you left the action area where the smoke and fire moving objects had finished their little routes they wouldn't affect the FPS. I don't know, how to terminate them. It never was addressed so it didn't need a solution. LOL This could still work, and be alot better than continous burning and smoking, which does affect FPS for many. I do think fire and smoke that is created by bombing and strafing should clear itself after a certain amount of time. That might even be controlled by the type of weapon payloads used. Last edited by nearmiss; 05-19-2011 at 02:53 AM. |
|
|