The Big List of Visual Effects/Aesthetics

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Git R Done

FNG / Fresh Meat
Mar 20, 2006
40
0
0
RO in itself is a very nice looking game. However, there could be more variety in some things, from a visual standpoint (not talking about gameplay here). Post what aesthetic changes you would want in RO. Yes, I know there are already threads about "add this skin" or whatever, but the purpose of this thread is to collect them all in one. By the way, aesthetic changes don't have to be skins, but also things like explosion effects, the color the sky, etc.

For me, it's:

More player skins. Right now, Germans have the normal soldiers in dark green and soldiers wearing coats. Russians have the typical white winter smock.

I would like to see a skin/model for Russian marines/naval infantry. They had several differences such as a sailor's cap, the striped undershirt (although all soldiers wore it, I think), etc. For those who don't know, 500,000 russian marines were engaged in ground combat throughout the war, and are famous for their defense of the Crimean peninsula (where they slowed the Germans down significantly in the Battle of Sevastopol) during the Axis blitz. They were also responsible for the resistance and liberation of Novorossisk.

Also, previously mentioned in other threads is SS Camo (with or without the SS symbols is up to the developers).
 

Onion

FNG / Fresh Meat
Dec 12, 2005
515
0
0
Proper uniforms and fieldcaps for the gerbigsjagers on kaukasus, More skins for the tanks, shurzen for the tanks, and more tanks in general. the Maxim machinegun for the russians, and perhaps a mg34 or 42 on a tripod for the germans. More variety in how the soldiers wear their equipment. Not every german soldier had the A-frame assult pack!
 

Reddog

FNG / Fresh Meat
Dec 7, 2005
2,572
476
0
Australia
I'd like to see more guns smoking.

Like right now the MG's start to smoke after prolonged fire, but I think it would be nice to have the same happen with SMG's, the STG44 and even the semi-automatic rifles (after a lot of fire). It'd be a nice visual and realistic addition to the effects.

Like imagine you hose the hell out of a group of Germans with your PPSh and then observe the smoke wafting off of it, it would add to the impact of the event.
 
I agree with Reddog, if you watch a video of a PPSh being fired (look on google video) the thing starts to smoke right away, it might be hard to include, it would be sweet to see.

I also thought of somthing interesting, when other people fire their guns near you or bullets whiz past you, the screen blurrs and stuff, what if it did that when you were firing your own weapon. I mean thats probably the loudest sound your going to get is when your rifle is right next to you, even if your prepared for the noise its still loud, plus the fact that the rifle kicks only adds to the effect. Just a suggestion, I think it would be cool, you would have to make your shots count a little more becuase you would be at a small disadvantage after each shot. I wouldnt make the effect too long though. I also strongly recommend this for when tanks fire, for both crew and all soldiers within a certain distance.

Another for ya, I think that the stamina bar around your little person icon should be removed, I thought it was a little more tactical and origional when you could only guess on your stamina by listening to the heavy breathing of your character.

I have a smoke grenade suggestion, when you walk into the smoke it can be pretty easy to see out of it since the smoke is really just floating textures. I say thet when walking into smoke, after a few seconds your screen will start to blur and go grey like the smoke is getting into your eyes. Basically the smoke is suspost to conseal your vison, and it does so at a distance from it, but when inside, in reality you cant see very well.

I havent checked, but do you get glare when looking into the sun, I havent noticed the sun in the sky on any maps. If it isn't in there I suggest adding glare when looking into the direction or the sun.

Last one, I had a really neat thought. So far RO and being killed works like this, when you are hit in a vital place, that in reality would remove you from battle reguardless if you are dead or not, in RO it counts as a death and your character falls lifeless and starts to ragdoll. Which is why you can sometimes kill someone by shooting them in the foot.
What if, when hurt enought for it to count as being wounded in reality but as dead in RO, that even though you have to respawn, your character model is still moving. In Unreal 2004, some weapons would cause the ragdolling model to jerk and stuff even after the player was dead like electricity. So what if you could add code for specific joints and muscles in the model to move, so that the model will ragdoll like normal but the head, arms and legs might flail dirung a fall, or the guys arms will reach around and maybe toward other players as if reaching for help.
Of course I know that this might be an impossible thing to add to the game, but I'm suggesting it anyway cause its neat to think about and its my best idea so far. I think it would be pretty releastic if you saw someone lying on the ground still moving, maybe adding some screaming when this effect happens. It could be that there would be different values when hit in different places, so a head shot wont create this effect at all, but being hit in the arm or leg has a good chace of this effect happening.

Thats the ideas I got.
 
Last edited:

Zell

FNG / Fresh Meat
Nov 21, 2005
1,273
3
0
Maine, USA
Isaak Johnson said:
I have a smoke grenade suggestion, when you walk into the smoke it can be pretty easy to see out of it since the smoke is really just floating textures. I say thet when walking into smoke, after a few seconds your screen will start to blur and go grey like the smoke is getting into your eyes. Basically the smoke is suspost to conseal your vison, and it does so at a distance from it, but when inside, in reality you cant see very well.

I hate to say it, but DoD:S does smoke a hell of a lot better than RO. The smoke lights up and flashes when guns are fired in it, and it fades your character's vision when you are in it to gray until you get out of it. Although I will say the smoke itself looks better in RO. :)
 

AVATAR

FNG / Fresh Meat
Jan 28, 2006
12
0
0
Some graphical improvements I would like to see, the first three should not be too hard to implement and should be in a patch in the near future in my opinion.

* A client side option to increase dead soldier’s life span (pretty ironic sentence I know…)

* The possibility of helmets not falling of.

* Reduction of muzzle flash and its lighting effect (maybe hide it when in sunlight, but show it in the dark) and add (more) smoke from the barrel in both 1st and 3rd perspective.

* Improved bullet hit and grenade effects, and adding different effects depending on surface, like water splash in water, and snow cloud in snow etc.

* Decals on tanks when hit as seen in this picture posted by FatPartizan in the The tank combat is outrageous thread.

* Visual confirmation when tank belts are broken and maybe more dysfunctions like broken barrel or something, and maybe smoke inside the tank when smoke start coming out of the engine, and some shaking or some other kind of visual confirmation when inside a tank being hit.

* Footprints wherever suitable, and maybe muddy footprints (for a while) when entering indoors areas from outside muddy places like in KrasnyiOktyabr.

* Breath condensation effect when in cold environments.

* Ice crystal sparkling on surfaces on cold environments (I believed I have seen this on either a medal of honour or call of duty map, probably possible with clever usage of a masked environment map.)

* Deep snow you would sink into reaching to your knees for example.

* Seeing your body when looking down and your helmet could come into view when exposed to explosions and such.
 
Zell said:
I hate to say it, but DoD:S does smoke a hell of a lot better than RO. The smoke lights up and flashes when guns are fired in it, and it fades your character's vision when you are in it to gray until you get out of it. Although I will say the smoke itself looks better in RO. :)

Ya, I havent played DoD, so I dont know how they did smoke, I just think that since the Dev's have added smoke grenades they should fix up that little spot.

I just finished playing Far Cry and the smoke effect for that was pretty good, once you got inside the smoke your vision started to blur really badly and it was really hard to see what was going on untill you got out of it.

I also thought of another visual effect that I'd like to see. I'd like the origional PPSh-41 and PPd-40 reloading animations from the mod, they had so much more energy and feeling to them than the current animations. If anything, this is one that I really want to see.
 

L3adCannon

FNG / Fresh Meat
Mar 21, 2006
80
0
0
Isaak Johnson said:
Last one, I had a really neat thought. So far RO and being killed works like this, when you are hit in a vital place, that in reality would remove you from battle reguardless if you are dead or not, in RO it counts as a death and your character falls lifeless and starts to ragdoll. Which is why you can sometimes kill someone by shooting them in the foot.
What if, when hurt enought for it to count as being wounded in reality but as dead in RO, that even though you have to respawn, your character model is still moving. In Unreal 2004, some weapons would cause the ragdolling model to jerk and stuff even after the player was dead like electricity. So what if you could add code for specific joints and muscles in the model to move, so that the model will ragdoll like normal but the head, arms and legs might flail dirung a fall, or the guys arms will reach around and maybe toward other players as if reaching for help.
Of course I know that this might be an impossible thing to add to the game, but I'm suggesting it anyway cause its neat to think about and its my best idea so far. I think it would be pretty releastic if you saw someone lying on the ground still moving, maybe adding some screaming when this effect happens. It could be that there would be different values when hit in different places, so a head shot wont create this effect at all, but being hit in the arm or leg has a good chace of this effect happening.

Thats the ideas I got.

That would be KICK ASS. The only game I`ve seen it do it is SWAT 4 when your friendlies get injured and they start moving on the ground.

I wonder why no other game has thought of that. And as there is already more than an avereage gore in this game, add screaming and some other disturbing sound effects. Now that would be war.
 

Git R Done

FNG / Fresh Meat
Mar 20, 2006
40
0
0
Eyeball tracking would be cool too. Right now the player's eyes do move, but I'm not sure if they track where the player's camera goes.
 

EvilHobo

Grizzled Veteran
Dec 22, 2005
2,613
192
63
Germany, NRW
We need people to scream and writhe in pain when they lose a limb sort of like what has been suggested. You know, stuff to give players trauma.

Another thing is I'd like to see the bodies stay longer, or have a performance option which adjusts the amount of bodies a person can have on screen at any given moment.

As I pointed out in my other thread, appropriate Gruppenfuhrer headgear should also be added.
 

Onion

FNG / Fresh Meat
Dec 12, 2005
515
0
0
Also, I have noticed when you have the first person death cam turned on, sometimes your helmet doesnt fall off, and you can see it on the top of your vision, Id like to see that while im ingame, perhaps have it bob up and down a bit when you move?

Also, sounds for on raining maps like karasni have a noise of the raindrops hitting your helmet and clothing. Or if your in the trenches of basovka, and arty is near, you could hear dust and dirt fall onto your helmet.
 

Hyperion2010

FNG / Fresh Meat
Nov 22, 2005
2,560
1
0
33
NC
All I want is for Ramm to add in some way to tweak settings like:

Decal lifetime
Shell lifetime
Ragdoll lifetime


These things are set SOMEWHERE in the code and it would be nice if we had some way to set them ourselves (perhaps in the ini?).

Aside from that the only thing I really want is for all surfaces to have hitpuffs and for the HPs to be longer.

Otherwise I'll just wait for the sexyness of UE3 :D
 

DangDave

FNG / Fresh Meat
Jul 23, 2006
72
0
0
Illinois, USA
That would be KICK ASS. The only game I`ve seen it do it is SWAT 4 when your friendlies get injured and they start moving on the ground.

I wonder why no other game has thought of that. And as there is already more than an avereage gore in this game, add screaming and some other disturbing sound effects. Now that would be war.

Gun has this kinda thing. If ya shoot someone enough to incapacitate them but not kill they crawl and moan and beg not to be killed.

Thats when ya walk up to them and finish them off. You can even scalp them to finish them off if you have the scalping knife. They scream then.

sick sh!t

" God help me I do love it so "
 

[5.SS]Pzgr.Zay

FNG / Fresh Meat
May 21, 2006
84
0
0
29
North Carolina
Hyperion2010 said:
All I want is for Ramm to add in some way to tweak settings like:

Decal lifetime
Shell lifetime
Ragdoll lifetime


These things are set SOMEWHERE in the code and it would be nice if we had some way to set them ourselves (perhaps in the ini?).

Aside from that the only thing I really want is for all surfaces to have hitpuffs and for the HPs to be longer.

Otherwise I'll just wait for the sexyness of UE3 :D


You can change how long the decals last in the .ini file. Open up the .ini and scroll down about 60% until you see Engine.LevelInfo and then look for DecalStayScale and change the time to however long you want.
 

Zell

FNG / Fresh Meat
Nov 21, 2005
1,273
3
0
Maine, USA
DangDave said:
Gun has this kinda thing. If ya shoot someone enough to incapacitate them but not kill they crawl and moan and beg not to be killed.

Thats when ya walk up to them and finish them off. You can even scalp them to finish them off if you have the scalping knife. They scream then.

sick sh!t

" God help me I do love it so "
I just played that game. Super fun game, I love the horseback riding and quickdraw. The end boss is a ***** though, I never beat him. :(
 

Oi!Oi!Oi!

FNG / Fresh Meat
Jun 25, 2006
575
0
0
As I mentonned in a thread that never got any replies, I'd like to see tank crews animated when they are out of their hatches.