Jump to content


So I managed to trim the ParticleSystem.ini ....


9 replies to this topic

#1 Kris

    <Custom title available>

  • Project Team
  • 3825 posts

Posted 30 March 2007 - 10:01

...from 1.56MB to 1.12MB by removing unused, defunct particle codes and suddenly, I got a 10% increase in game performance. :D

The Daisy Cutter fx runs smooth, I got shitloads of rocket trails due to my rocket dudes firing at some enemy tanks and.... the game still runs smooth.

and i must say... :)

Example of a trimmed particle system code:

From this:
ParticleSystem FireInfantrySmallSub2
  Priority = DEATH_EXPLOSION
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXFire01.tga
  AngleZ = 0.00 7.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.90 0.90
  Gravity = 0.10
  Lifetime = 15.00 15.00
  SystemLifetime = 44
  Size = 0.20 0.20
  StartSizeRate = 0.00 0.00
  SizeRate = 2.00 2.00
  SizeRateDamping = 0.80 0.80
  Alpha1 = 0.00 0.00 0
  Alpha2 = 0.00 0.00 0
  Alpha3 = 0.00 0.00 0
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R&#58;0 G&#58;0 B&#58;0 0
  Color2 = R&#58;255 G&#58;255 B&#58;255 5
  Color3 = R&#58;0 G&#58;0 B&#58;0 15
  Color4 = R&#58;0 G&#58;0 B&#58;0 0
  Color5 = R&#58;0 G&#58;0 B&#58;0 0
  Color6 = R&#58;0 G&#58;0 B&#58;0 0
  Color7 = R&#58;0 G&#58;0 B&#58;0 0
  Color8 = R&#58;0 G&#58;0 B&#58;0 0
  ColorScale = 0.00 0.00
  BurstDelay = 2.00 2.00
  BurstCount = 1.00 1.00
  InitialDelay = 37.00 37.00
  DriftVelocity = X&#58;0.08 Y&#58;0.16 Z&#58;0.01
  VelocityType = OUTWARD
  VelOutward = 0.08 0.10
  VelOutwardOther = 0.00 0.00
  VolumeType = LINE
  VolLineStart = X&#58;-1.00 Y&#58;0.00 Z&#58;0.00
  VolLineEnd = X&#58;1.00 Y&#58;0.00 Z&#58;1.00
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.150000
  WindAngleChangeMax = 0.450000
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End



To This:
ParticleSystem FireInfantrySmallSub2
  Priority = DEATH_EXPLOSION
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXFire01.tga
  AngleZ = 0.00 7.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.90 0.90
  Gravity = 0.10
  Lifetime = 15.00 15.00
  SystemLifetime = 44
  Size = 0.20 0.20
  SizeRate = 2.00 2.00
  SizeRateDamping = 0.80 0.80
  Color1 = R&#58;0 G&#58;0 B&#58;0 0
  Color2 = R&#58;255 G&#58;255 B&#58;255 5
  Color3 = R&#58;0 G&#58;0 B&#58;0 15
  BurstDelay = 2.00 2.00
  BurstCount = 1.00 1.00
  InitialDelay = 37.00 37.00
  DriftVelocity = X&#58;0.08 Y&#58;0.16 Z&#58;0.01
  VelocityType = OUTWARD
  VelOutward = 0.08 0.10
  VolumeType = LINE
  VolLineStart = X&#58;-1.00 Y&#58;0.00 Z&#58;0.00
  VolLineEnd = X&#58;1.00 Y&#58;0.00 Z&#58;1.00
End



*heads back optimizing his ini files*

Edited by Chris, 30 March 2007 - 10:07.








#2 Whitey

    <Custom title available>

  • Member
  • 8743 posts

Posted 30 March 2007 - 19:48

Wow. You're right.

Though very time-consuming, this makes perfect sense!

#3 Sic

    Veteran

  • Project Team
  • 5507 posts
  • Projects: NLS 2D Artist, Code 13 Cameo Artist

Posted 02 April 2007 - 12:59

Post the full PSYstem.ini so everyone can use it :D.
Posted ImagePosted Image
Posted Image

#4 edsato82

    Professional

  • Member
  • 317 posts

Posted 28 May 2007 - 22:54

where east file goes supposedly and so that it serves exactly :???: :???:

Edited by edsato82, 28 May 2007 - 22:55.

Posted Image Thanks Kid
Posted Image Thanks Abourror

#5 Zeke

    The X General

  • Project Team
  • 3504 posts
  • Projects: Deep Impact (formerly EC)

Posted 29 May 2007 - 01:38

looks at date and coughs :)

#6 Kris

    <Custom title available>

  • Project Team
  • 3825 posts

Posted 29 May 2007 - 06:32

Ok Heres the trimmed Particle system file...From 1.68MB down to 839KB, Oh yeah If you found any bugs just post here....


NOTE: I removed a few new particles i made for my mod but i think theres a few more left inside the file so if you're going to use it, Credit me or something.

Attached File(s)









#7 edsato82

    Professional

  • Member
  • 317 posts

Posted 29 May 2007 - 18:00

But where it goes :???: :???:
Posted Image Thanks Kid
Posted Image Thanks Abourror

#8 Vengence

    Professional

  • Project Team
  • 341 posts
  • Projects: Silent Dawn VI: The Dark Return, Sigma Invasion

Posted 29 May 2007 - 18:03

:stickattack2:
C:\Program Files\EA Games\Command and Conquer Generals Zero Hour\Data\INI

It goes there. That should do the trick. Mind you that I'm doing this from memory.

Edited by Vengence, 29 May 2007 - 18:15.

Posted Image
Posted Image
Posted Image
Friends look out for one another

#9 edsato82

    Professional

  • Member
  • 317 posts

Posted 29 May 2007 - 18:20

Ok Thanks, and sorry to bother :P
Posted Image Thanks Kid
Posted Image Thanks Abourror

#10 Dutchygamer

    Shyborg Commander

  • Member Test
  • 1899 posts
  • Projects: Frontline Chaos creator and leader, Invasion Confirmed co-leader

Posted 30 May 2007 - 08:16

Is this for Generals or Zero Hour?
EDIT: forget the question, i already see it's for Zero Hour :crosseye:

Edited by Dutchygamer, 30 May 2007 - 08:18.

Posted Image



1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users