My particle gallery :3
#76
Posted 08 July 2009 - 20:45
Thanx
#77
Posted 08 July 2009 - 20:48
See you on the msn then
#78
Posted 09 July 2009 - 12:15
Well see you on msn..
#79
Posted 10 July 2009 - 17:00
Also my newest particle.
Edited by Failure, 10 July 2009 - 17:01.
#81
Posted 10 July 2009 - 17:29
#82
Posted 10 July 2009 - 17:35
#83
Posted 10 July 2009 - 21:53
#86
Posted 01 August 2009 - 19:07
Nuclear tank death fx.
Nuke cannon comes soon.
It's WIP
Edited by Failure, 01 August 2009 - 20:29.
#87
Posted 01 August 2009 - 21:42
#88
Posted 03 August 2009 - 19:16
That, and maybe some more textures or details will make it a lot better.
Well, you said that the tree's light on fire when the nuke explodes, the game itself can't recognise when the explosion itself can ignite or not tree's.
But you can specify in weapon code, the damage type that it deals. I've gave the nuke second weapon, that deals almost no damage, but ignite's stuff in big radius.
I can't say if it's realistic or not, but hey, nuke's do a lot of heat, don't they? Apart from that, Hunter was so kind to help me, and he sent me a code to reenable the tree's to be burnable and destroyable like in generals without zero hour expansion. So I want to test the new tree's.
Maybe I will delay the weapon spawn, so the tree's ignite after some time, and not instantly.
But Huntah also helped me with the neutronmissileslowdeathbehaviour, so I can now implement it to all my big explosions and they will make the tree's topple on certain radius, just like defeault nuke.
#89
Posted 03 August 2009 - 20:03
Thanx
#91
Posted 04 August 2009 - 17:06
@Admiral, I'm not in charge if it goes about Blitzkrieg 2 mod, so I don't know if the tree igniting weapon would be a good idea.
Take in mind, that most of battles in that mod are using epic ammounts of tanks, so nuke that blows all of them, and ignites tree's, would be overkill for most computers.
Additionally, I don't know if Blitz 2 mod, has got any fix that reenables the tree burning feature
You can always go to DerelictStudios and ask there, you will get a response really fast.
@su8perkillr, You can use all of my shit in public mod, as long as you'll give me credit for those fx's.
If it goes about completing the mod, I don't really know. I'm scrapping all generals units like lazer tank or the aurora alpha, and I'm adding them to 3 defeault factions, so every faction will be boss itself. It's going to be unbalanced maybe, and I don't know if I will finnish it completely, but so far, I can tell:
USA
New Tanks - Laser Crusader, Laser Paladin - Both buildable after researching the "Laser Technology" science ( Rank 3 )
New Artilery - MLRS - More firepower than tomahawk, needs strategy center to build. It's easy to destroy.
New Aircraft - Aurora Alpha ( from sw general ), A10 Warthog ( Rockets and real vulcan + recorded sound of it in realtime ), B3 equiped with neutron bomb, B52 with cluster bomb, F117 with one powerfull bomb, that later can bo upgraded to bunker buster.
New Helicopters - Comanche - New model and death, Apache - Powerfull AT cannon, rocket pods, and player manual fireable hellfire missile, Osprey - good for transporting units, but slow, Blackhawk - good for transporting troops.
Infantry - Pilot. You can build pilot with HEROIC rank for 1500$.
Superweapon - I don't know yet but probably, some kind of nuclear missile.
No new sciences yet for Usa.
CHINA
It's a bit more complicated.
Tanks - Battlemaster - Nuke general battlemaster, that can be upgraded later to autoloaders.
Emperor - Tank general Emperor with behaviour of nuclear overlord of nuke general. Can be upgraded to autoloaders.
Those tanks are defeault with nuclear engines and locomotor, and they explode in nuclear clouds.
They can be upgraded to fussion reactors, so they don't asplode, but the cost of this upgrade is really high, since those tanks are overkill with autoloaders and without nuclear death.
Nuke cannon - No science needed, but as for shell explosion - look in my previous post , It fires a powerfull nuclear shell that's size of defeault nuclear missile. Reloades 2x defeault time, also radius of cannon is increased. Added smoke trail to shell, so player can spot from where it hit him.
Aircraft - At the moment normall china mig, and nuclear mig that can be upgraded to carry nuclear missiles.
I'm going to add some more planes from my free models thread. I don't know about helicopters, since I don't have any.
Sciences, so far are mostly unit training one's.
Red Guard Training - After researching your Minigunners( they replace redguards )are builded as HEROIC.
Battlemaster Training - After researching your Battlemasters are builded as HEROIC.
Gatling Tank Training - After researching your Gatling Tank's are builded as HEROIC.
Artillery Training - After researching Nuke Cannon's and Inferno Cannon's are builded as HEROIC.
I'll probably add special power that allows some small nuke drop by plane.
No GLA yet, but I'm going to scrap all generals units too and add maybe some advanced bomb truck, and degraded nuclear weapons.
I would also like to ask for help, since the AI can't build and use new unit's like Nuclear Mig, they only use the napalm one.
The same goes for usa, it can build crusader, but paladin and laser paladin and laser paladin, they can't.
So if you are experienced with modding AI, or would like to help it would be really nice
Edited by Failure, 04 August 2009 - 17:13.
#92
Posted 04 August 2009 - 20:18
#94
Posted 05 August 2009 - 17:33
Playing against brutal gla is really hard now.
@su8perkillr,
I didn't made any thread with my mod. If I will finnish it or not, I will make a topic with download link,
#96
Posted 11 August 2009 - 01:05
The initial explosion is quite alright, everything looks pretty decent. But the smoke that forms the stem seems too thin at first. More importantly, the stem is lingering longer than the cap. I think it would flow better if the stem completely absorbed into said cap before everything faded. And I think it would look better for the smoke kicked up on the ground to last longer than the stem's systemlifetime, or perhaps for the same duration, but certainly not shorter.
That's all the criticism I have to offer. Otherwise, I think you have quite a decent nuke effect going. Though it does seem a tad overkill for a nuke cannon if you have say a few of them firing at the same location.
#97
Posted 15 August 2009 - 21:23
#100
Posted 16 August 2009 - 23:15
I agree with the above post for one, it isn't fiery enough.
Secondly, that muzzle flash is going to need some serious work all-around.
Third, the base of the stem is still too inconsistent. Maybe you could make the stem particles fade in, giving them an alpha around 0 to start, so it doesn't seem to stand out so much. Maybe even give it a hint of a dust color near the ground that fades into the gray.
Lastly, the stem still doesn't look good fading out. It should disappear with or into the mushroom, not afterward.
Sorry if I sound nitpicky, but the positives are rather obvious and have already been stated.
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