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

Kris's Photo Kris 30 Mar 2007

...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:0 G:0 B:0 0
  Color2 = R:255 G:255 B:255 5
  Color3 = R:0 G:0 B:0 15
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 2.00 2.00
  BurstCount = 1.00 1.00
  InitialDelay = 37.00 37.00
  DriftVelocity = X:0.08 Y:0.16 Z:0.01
  VelocityType = OUTWARD
  VelOutward = 0.08 0.10
  VelOutwardOther = 0.00 0.00
  VolumeType = LINE
  VolLineStart = X:-1.00 Y:0.00 Z:0.00
  VolLineEnd = X:1.00 Y:0.00 Z: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:0 G:0 B:0 0
  Color2 = R:255 G:255 B:255 5
  Color3 = R:0 G:0 B:0 15
  BurstDelay = 2.00 2.00
  BurstCount = 1.00 1.00
  InitialDelay = 37.00 37.00
  DriftVelocity = X:0.08 Y:0.16 Z:0.01
  VelocityType = OUTWARD
  VelOutward = 0.08 0.10
  VolumeType = LINE
  VolLineStart = X:-1.00 Y:0.00 Z:0.00
  VolLineEnd = X:1.00 Y:0.00 Z:1.00
End



*heads back optimizing his ini files*
Edited by Chris, 30 March 2007 - 10:07.
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Whitey's Photo Whitey 30 Mar 2007

Wow. You're right.

Though very time-consuming, this makes perfect sense!
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Sic's Photo Sic 02 Apr 2007

Post the full PSYstem.ini so everyone can use it :D.
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edsato82's Photo edsato82 28 May 2007

where east file goes supposedly and so that it serves exactly :???: :???:
Edited by edsato82, 28 May 2007 - 22:55.
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Zeke's Photo Zeke 29 May 2007

looks at date and coughs :)
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Kris's Photo Kris 29 May 2007

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)

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edsato82's Photo edsato82 29 May 2007

But where it goes :???: :???:
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Vengence's Photo Vengence 29 May 2007

: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.
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edsato82's Photo edsato82 29 May 2007

Ok Thanks, and sorry to bother :P
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Dutchygamer's Photo Dutchygamer 30 May 2007

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.
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