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My particle gallery :3

JJ's Photo JJ 01 Dec 2009

*comments*

Well that was fast. :3

Great looking particles as ever.
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Su8perkillr's Photo Su8perkillr 01 Dec 2009

1st one: yea nice :bestpost:
2nd one: *yawdrop* holy... that is sweet :P
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Failure's Photo Failure 01 Dec 2009

Tanks guise :3
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Nem's Photo Nem 01 Dec 2009

[quote name='Failure' post='724097' date='1 Dec 2009, 13:08']
Why no one comments? :([/quote]

Why is every burst of smoke the same direction? It looks completely fake and uninteresting. You would do well to allow it to be rotated a full 360 degrees.

As for the actual explosion you have just copied and pasted the Bomb truck explosion arms and made slight edits like everyone else with notepad. This couldn't have taken you more then 5 minutes to make, and as a fellow particle artist I would like to see something other then Huge, over sized, Particle limit breaking, explosions from you.

Sorry to be brutal, But you are not getting any better and seem reliant on a ridiculous burst counts for any kind of beauty in your effects. It's time to move on. =/
Edited by Nem, 01 December 2009 - 23:53.
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Whitey's Photo Whitey 01 Dec 2009

I must agree with Nem, some rotation in the puffs would definitely add to the particle, and the clear presence of the Bomb Truck explosion arms detracts from the piece. Surely you could make your own internal explosion that is superior to that original particle system.

The blue one... It's rather basic looking, and it looks like the stem was going to remain longer than the puff, which is no fun.
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Ion Cannon!'s Photo Ion Cannon! 02 Dec 2009

If you get replace the default bomb truck explosion and create some rotation in the puffs, the first FX will be pretty nice. I also suggest adding some custom arms, for an explosion that big, debris will be ejected.

In your second explosion, its quite hard to tell whats going on, plus you seem to be having trouble with stems again. I really recommend you use the EA method, but just tweak the values so the stem behaves as a stem should.

One big positive, the sound FX are pretty damn sweet.

; Oh I just noticed something, I think the bomb truck FX is coming from the gas tanks your blowing up?
Edited by Ion Cannon!, 02 December 2009 - 14:01.
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Failure's Photo Failure 02 Dec 2009

Wow Nem seriously.
You are fucking annoying.
Every time I post a thing you are all apeshit about particle limit and "lack of beauty". You are a particle coder, but that does not mean that you can act like complete egoist and expect me to listen to your heresy.

I can take criticism, you had a point in yours but for fucks sake, can't you show me what's wrong with my stuff in normal way like Boidy and Ion did?
Have you even hit me on msn with "hey dude you could add something or something"
Also have you ran this particle on your computer?
Do you even know that stealth fighter is only one per team and costs 7000$? Have you seen the particle count?
Do I have to create realistic stuff all the time? No. No. No and once again No.
You don't know crap about my particles and how I recorded the video and where I did it,
so why should I listen to you when you base your opinion on nothing?

Once again ridiculous ammounts of bursts? I'm so sorry your rig can't take 500 particles.
I understand if that would be stealth jet fighet spam, but seriously.
There's like 1 drop of this bomb per hour - cost of aircraft and the time of reloading the weapon.
Oh and I should move on? Yeah I should throw every other thing, school and shit to practice my particle skills to become such a particle god like you. Once again No.

I'm actually moving onto crysis engine, now bash me that I can run it.
No one's going to stay on sage engine forever, I don't mean I hate the people hanging around it, but if you are saying that 500 particles on sage engine is too much, then seriously we all should get onto mario engine or even pac man.

Again I don't mean that people with low end computers are getting nothing. But dude, like you said before your particles are mostly custom textures.
Realistic textures look weird in sage engine since it's old as hell, and when I'm trying to use those textures and higher particle number you're bashing me again.

Mos def you won't see realistic, stuff breaking particles from me made in sage engine.
Like I said, this is the job of Ion and Boidy since they are fucking masters and they could do such stuff even in mario. ( This isn't a sarcasm you guys are really alpha )


Sorry to be brutal, but get your facts straight and stop acting like a fucking particle god, which's title does not belong to you but to Ion's and Boidy's.
I don't mean that Ion and Boidy guys are acting like this, but they have a damn right to do so.
And they don't act like this which means they are particle god's and a nice people.
And this combination is hard to find these days as you can see, because when one reaches the top of doing something ( in this case particles )
then the person mostly changes into butthurt egoist.

Don't get this personal Nem, I'm ranting both on you and my bad day's, but I'm never trying to bash a particle newbie for what he have done. I'm always trying to help someone and I want to get feedback, that's why I'm posting here and not stacking this shit in my folder and thinking I'm the best in the world.

I just hate the way you show me what's wrong with my shit, you don't have to act like superior human to make me listen to your criticism.
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Also Boidy and Ion, what do you guys actually mean by the rotation with clouds?

The second is actually concept, and you are right, the EA's way is better for nukes, but the static steam is usefull for small explosions where you don't want to screw around a big number of particles or a small number of big particles.
Yeah the sound's origin is my sweet secret, but if you want it, you know what to do :D
I've wanted to not use the 360 method since I thought it will look rather flat on the top, but I'll try and see what I can do.
There is custom explosion but it's fast, and the bomb trucks stuff is just because I've dropped the bomb on bomb trucks.
Edited by Failure, 02 December 2009 - 15:01.
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Ion Cannon!'s Photo Ion Cannon! 02 Dec 2009

The clouds look like they are all orientated in the same direction, and are completely static. By static, I mean not rotating, add some rotation and change the AngleZ.

EG :

AngleZ = 0.00 90.00 - Means the particles will spawn at different angles between 0 and 90 degrees.
AngularRateZ = 0.00 0.02 - Means the particles will spin slowly, though some will not spin as they will exhibit the 0.00 value.

This gives your particles a bit more life, smoke is rarely static afterall. You can of course experiment with the above values until you get the desired effect.
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Failure's Photo Failure 02 Dec 2009

Oh you mean that rotation, I thought you mean that the smoke particles in the mushroom are not placed in the same radius thus it looks like the mushrom has got 3 sides from above.
I totally forgot about THAT rotation :D I'll try to update it.
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Ion Cannon!'s Photo Ion Cannon! 02 Dec 2009

View PostIon Cannon!, on 2 Dec 2009, 15:06, said:

The clouds look like they are all orientated in the same direction, and are completely static. By static, I mean not rotating, add some rotation and change the AngleZ.

EG :

AngleZ = 0.00 90.00 - Means the particles will spawn at different angles between 0 and 90 degrees.
AngularRateZ = 0.00 0.02 - Means the particles will spin slowly, though some will not spin as they will exhibit the 0.00 value.

This gives your particles a bit more life, smoke is rarely static afterall. You can of course experiment with the above values until you get the desired effect.


EDIT ; If the particle texture is symmetrical, AngleZ value is irrelevant as it will always look the same.

; Hmm, how did that happen. I edited my post and got a new one? Merge please.
Edited by Ion Cannon!, 02 December 2009 - 15:13.
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Dr. Knickers's Photo Dr. Knickers 02 Dec 2009

Looks nice, but the smoke in the first explosion reminds me of the smoke grenade in CoD for some reason...
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Failure's Photo Failure 02 Dec 2009

Guess what, that's where I got the texture from.
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Dr. Knickers's Photo Dr. Knickers 02 Dec 2009

Ahh, that's what I get for not reading the rest of the thread :D
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cccdfern's Photo cccdfern 03 Dec 2009

I particularly like the blue one, would it be possible to get the codes for IT?
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Failure's Photo Failure 03 Dec 2009

Sure.
ParticleSystem ColdFusionBombFlash
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXLnzFlar2.tga
  AngleZ = 0.00 0.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.95 0.95
  Gravity = 0.00
  Lifetime = 144.00 144.00
  SystemLifetime = 1
  Size = 25.00 25.00
  StartSizeRate = 0.00 0.00
  SizeRate = 7.00 7.00
  SizeRateDamping = 1.00 1.00
  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:90 G:255 B:255 1
  Color2 = R:0 G:0 B:0 144
  Color3 = R:0 G:0 B:0 0
  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 = 0.00 0.00
  BurstCount = 20.00 20.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  VelocityType = OUTWARD
  VelOutward = 4.00 4.00
  VelOutwardOther = -4.00 4.00
  VolumeType = CYLINDER
  VolCylinderRadius = 1.00
  VolCylinderLength = 0.00
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
ParticleSystem ColdFusionBombFlareRising
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXLnzFlar2.tga
  AngleZ = 0.00 0.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.95 0.95
  Gravity = 0.00
  Lifetime = 500.00 500.00
  SystemLifetime = 1
  Size = 255.00 255.00
  StartSizeRate = 0.00 0.00
  SizeRate = 1.00 1.00
  SizeRateDamping = 1.00 1.00
  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:50 G:255 B:255 1
  Color2 = R:0 G:0 B:0 500
  Color3 = R:0 G:0 B:0 0
  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 = 0.00 0.00
  BurstCount = 5.00 5.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.50
  VelocityType = OUTWARD
  VelOutward = 2.00 2.00
  VelOutwardOther = 0.00 3.00
  VolumeType = CYLINDER
  VolCylinderRadius = 1.00
  VolCylinderLength = 0.00
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
ParticleSystem ColdFusionBombMushroomExplosion
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXexplo03.tga
  AngleZ = 0.00 7.00
  AngularRateZ = -0.03 0.03
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.95 0.95
  Gravity = 0.00
  Lifetime = 600.00 600.00
  SystemLifetime = 1
  Size = 150.00 150.00
  StartSizeRate = 0.00 0.00
  SizeRate = 1.00 1.00
  SizeRateDamping = 0.98 0.98
  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:50 G:255 B:255 0
  Color2 = R:0 G:0 B:0 600
  Color3 = R:0 G:0 B:0 0
  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 = 1.00 1.00
  BurstCount = 25.00 25.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.50
  VelocityType = OUTWARD
  VelOutward = 0.60 0.65
  VelOutwardOther = 0.00 3.00
  VolumeType = CYLINDER
  VolCylinderRadius = 50.00
  VolCylinderLength = 50.00
  IsHollow = Yes
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
ParticleSystem ColdFusionBombMushroomStem
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXexplo03.tga
  AngleZ = 0.00 7.00
  AngularRateZ = -0.03 0.03
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.95 0.95
  Gravity = 0.00
  Lifetime = 600.00 600.00
  SystemLifetime = 1
  Size = 25.00 25.00
  StartSizeRate = 0.00 0.00
  SizeRate = 1.00 1.00
  SizeRateDamping = 0.98 0.98
  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:50 G:255 B:255 0
  Color2 = R:0 G:0 B:0 600
  Color3 = R:0 G:0 B:0 0
  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 = 1.00 1.00
  BurstCount = 120.00 120.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.50
  VelocityType = OUTWARD
  VelOutward = -0.30 0.30
  VelOutwardOther = -18.00 3.00
  VolumeType = CYLINDER
  VolCylinderRadius = 1.00
  VolCylinderLength = 1.00
  IsHollow = Yes
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
ParticleSystem ColdFusionBombShockwaveInverted
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXexplo03.tga
  AngleZ = 0.00 7.00
  AngularRateZ = -0.03 0.03
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.95 0.95
  Gravity = 0.00
  Lifetime = 600.00 600.00
  SystemLifetime = 1
  Size = 55.00 75.00
  StartSizeRate = 0.00 0.00
  SizeRate = 1.00 1.00
  SizeRateDamping = 0.98 0.98
  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:50 G:255 B:255 0
  Color2 = R:0 G:0 B:0 600
  Color3 = R:0 G:0 B:0 0
  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 = 1.00 1.00
  BurstCount = 120.00 120.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  VelocityType = OUTWARD
  VelOutward = 0.00 6.00
  VelOutwardOther = 0.00 0.00
  VolumeType = CYLINDER
  VolCylinderRadius = 1.00
  VolCylinderLength = 1.00
  IsHollow = Yes
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End

ParticleSystem ColdFusionBombImpactRings
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXFireRing.tga
  AngleZ = 0.00 0.00
  AngularRateZ = -0.10 0.10
  AngularDamping = 0.80 0.85
  VelocityDamping = 0.50 0.50
  Gravity = 0.00
  Lifetime = 150.00 150.00
  SystemLifetime = 2
  Size = 1.00 1.00
  StartSizeRate = 0.00 0.00
  SizeRate = 3.00 5.00
  SizeRateDamping = 1.00 1.00
  Alpha1 = 1.00 1.00 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:50 G:255 B:255 0
  Color2 = R:0 G:0 B:0 59
  Color3 = R:0 G:0 B:0 150
  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 = 25.00 25.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  VelocityType = ORTHO
  VelOrthoX = 0.00 0.00
  VelOrthoY = 0.00 0.00
  VelOrthoZ = 0.00 0.00
  VolumeType = LINE
  VolLineStart = X:0.00 Y:0.00 Z:4.00
  VolLineEnd = X:0.00 Y:0.00 Z:64.00
  IsHollow = No
  IsGroundAligned = Yes
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
ParticleSystem ColdFusionBombInvertedShockwave
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXShockWav.tga
  AngleZ = -20.00 20.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.20 0.20
  Gravity = 0.00
  Lifetime = 100.00 100.00
  SystemLifetime = 100
  Size = 150.00 200.00
  StartSizeRate = 0.00 0.00
  SizeRate = -1.00 -1.00
  SizeRateDamping = 1.00 1.00
  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:50 G:50 B:255 2
  Color3 = R:0 G:0 B:0 100
  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 = 1.00 1.00
  BurstCount = 2.00 2.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  VelocityType = ORTHO
  VelOrthoX = 0.00 0.00
  VelOrthoY = 0.00 0.00
  VelOrthoZ = 0.00 0.00
  VolumeType = LINE
  VolLineStart = X:0.00 Y:0.00 Z:0.00
  VolLineEnd = X:0.00 Y:0.00 Z:0.00
  IsHollow = No
  IsGroundAligned = Yes
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
ParticleSystem ColdFusionBombShockwaveOutward
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXShockWav.tga
  AngleZ = -20.00 20.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 0.00 0.00
  VelocityDamping = 0.20 0.20
  Gravity = 0.00
  Lifetime = 100.00 100.00
  SystemLifetime = 100
  Size = 150.00 200.00
  StartSizeRate = 0.00 0.00
  SizeRate = 1.00 1.00
  SizeRateDamping = 1.00 1.00
  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:50 G:50 B:255 2
  Color3 = R:0 G:0 B:0 100
  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 = 1.00 1.00
  BurstCount = 2.00 2.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  VelocityType = ORTHO
  VelOrthoX = 0.00 0.00
  VelOrthoY = 0.00 0.00
  VelOrthoZ = 0.00 0.00
  VolumeType = LINE
  VolLineStart = X:0.00 Y:0.00 Z:50.00
  VolLineEnd = X:0.00 Y:0.00 Z:50.00
  IsHollow = No
  IsGroundAligned = Yes
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
ParticleSystem ColdFusionBombShockwaveInvertedHorizontal
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXShockWav.tga
  AngleZ = -20.00 20.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.20 0.20
  Gravity = 0.00
  Lifetime = 100.00 100.00
  SystemLifetime = 100
  Size = 300.00 400.00
  StartSizeRate = 0.00 0.00
  SizeRate = -1.00 -1.00
  SizeRateDamping = 1.00 1.00
  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:50 G:50 B:255 2
  Color3 = R:0 G:0 B:0 100
  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 = 1.00 1.00
  BurstCount = 2.00 2.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  VelocityType = ORTHO
  VelOrthoX = 0.00 0.00
  VelOrthoY = 0.00 0.00
  VelOrthoZ = 0.00 0.00
  VolumeType = LINE
  VolLineStart = X:0.00 Y:0.00 Z:0.00
  VolLineEnd = X:0.00 Y:0.00 Z:0.00
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End



; ----------------------------------------------
FXList WeaponFX_ColdFusionBomb
  Sound
    Name = cfe
  End
  ParticleSystem
    Name = ColdFusionBombShockwaveInvertedHorizontal
    Offset = X:0.0 Y:0.0 Z:10.0
  End
  ParticleSystem
    Name = ColdFusionBombShockwaveOutward
    Offset = X:0.0 Y:0.0 Z:10.0
  End
  ParticleSystem
    Name = ColdFusionBombInvertedShockwave
    Offset = X:0.0 Y:0.0 Z:10.0
  End
  ParticleSystem
    Name = ColdFusionBombImpactRings
  End
  ParticleSystem
    Name = ColdFusionBombShockwaveInverted
  End
  ParticleSystem
    Name = ColdFusionBombMushroomStem
  End
  ParticleSystem
    Name = ColdFusionBombMushroomExplosion
  End
  ParticleSystem
    Name = ColdFusionBombFlareRising
  End
  ParticleSystem
    Name = ColdFusionBombFlash
  End
  ViewShake 
    Type = SEVERE
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 150
  End
End


Note* - The cfe sound is not included, so you have to change it to yours in the fx list.
Edited by Failure, 03 December 2009 - 15:00.
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Dutchygamer's Photo Dutchygamer 03 Dec 2009

I will PM you soon for the particle request. Sorry I haven't responded sooner, RL has been busy as hell lately for me |8
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Nem's Photo Nem 05 Dec 2009

View PostFailure, on 2 Dec 2009, 9:58, said:

Wall of ramble


The fact that current generation computers can handle Zero Hour with ease does not mean you should waste resources. It's possible to create a better looking explosion with half the amount of particles you have used (500), To prove it, I made an explosion with 94.

Posted Image

Posted Image

Posted Image

The fact that it's even arguably better is a monument to your waste.

What I posted wasn't any different then what Ion and Boidy did. The only difference being, I didn't sugar coat anything. Sorry my review style is to much for you to handle.

You need knowledge that can only be learned while working with limited resources.
Edited by Nem, 05 December 2009 - 17:24.
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WNxMastrefubu's Photo WNxMastrefubu 05 Dec 2009

WELL DONE
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Su8perkillr's Photo Su8perkillr 05 Dec 2009

hm. nem u made a nice explosion. i know your trick, lots of glow. but there is one thing noone should forget, the shader is the heaviest one of visual programs.
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Ion Cannon!'s Photo Ion Cannon! 05 Dec 2009

Am I right in thinking your using shaders and bloom in those pictures?
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Nem's Photo Nem 05 Dec 2009

View Postsu8perkillr, on 5 Dec 2009, 13:39, said:

hm. nem u made a nice explosion. i know your trick, lots of glow. but there is one thing noone should forget, the shader is the heaviest one of visual programs.


Irrelevant as every particle gets shaded.

View PostIon Cannon!, on 5 Dec 2009, 13:44, said:

Am I right in thinking your using shaders and bloom in those pictures?


Bloom lighting isn't possible in Zero Hour and the only shading that is used is the default ADDITIVE setting.

There aren't any tricks used people.
Edited by Nem, 05 December 2009 - 18:48.
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Ion Cannon!'s Photo Ion Cannon! 05 Dec 2009

View PostNem, on 5 Dec 2009, 18:45, said:

View Postsu8perkillr, on 5 Dec 2009, 13:39, said:

hm. nem u made a nice explosion. i know your trick, lots of glow. but there is one thing noone should forget, the shader is the heaviest one of visual programs.


Irrelevant as every particle gets shaded.

View PostIon Cannon!, on 5 Dec 2009, 13:44, said:

Am I right in thinking your using shaders and bloom in those pictures?


Bloom lighting isn't possible in Zero Hour and the only shading that is used is the default ADDITIVE setting.

There aren't any tricks used people.


How did you get it to glow then? You can give the illusion of glow with colours, but the above explosion actually glows.
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Nem's Photo Nem 05 Dec 2009

View PostIon Cannon!, on 5 Dec 2009, 13:49, said:

How did you get it to glow then? You can give the illusion of glow with colours, but the above explosion actually glows.


Posted Image

Not actually.
Edited by Nem, 05 December 2009 - 19:09.
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Whitey's Photo Whitey 06 Dec 2009

Yep, it's the same thing with how I did missile exhausts for V|GO. The lenseflare glow can add a lot to a particle while being easy on the resources.
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pirate's Photo pirate 06 Dec 2009

ey guys, let us all be nice, ok? while NEM has a perfectly good point as to reduce the amount of used particles on a system as much as possible, there could have been a nicer ways to put it, instead of semi-hijacking this tread... lets not start a war over this |8 I see it as a talent, to be able to look through that insane amount of particlesystems and still create a coherent effect with it 8|, it would take me ages :P...
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