

Nuke FX & Particles
#1
Posted 10 April 2009 - 16:28
Does anyone have or found a superb looking nuke explosion somewhere.
Thanx in advance.
#2
Posted 10 April 2009 - 17:42
#4
Posted 10 April 2009 - 19:03
Forgot to mention, be sure you have a decent system, it could just end up crashing the game, as it was built for cinematic purposes.
-Rorschach
Edited by Rorschach, 10 April 2009 - 19:03.
#5
Posted 10 April 2009 - 20:10
Thanx
#6
Posted 10 April 2009 - 20:57
But indeed, his particles are amazing.
Edited by Failure, 11 April 2009 - 07:55.
#7
Posted 10 April 2009 - 22:24
Do you have any more work, you want to share?
Thanx
#9
Posted 11 April 2009 - 16:28
Instead, I'd be entirely willing to offer any help in understanding the particle code if need be. I know plenty of tricks to get certain things done that I've picked up over the past few years. Contact me on MSN @ cboidy888[at]mail.com
-Rorschach
Edited by Rorschach, 11 April 2009 - 16:28.
#10
Posted 11 April 2009 - 17:06
Thanx
#11
Posted 11 April 2009 - 17:28
ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
And change "WeaponFX_GenericTankShellDetonation" to your fx
Not sure if this will work.
Edited by Failure, 11 April 2009 - 17:29.
#12
Posted 12 April 2009 - 04:52
1st method give the gattling tank an invisible projectile object, then just add a ProjectileDetonationFX
Pros:
- You can use FXs from the FXlist
- You can modify the projectile object like any shell or missile (ex. spawn OCLs, fireweaponupdate, etc.)
Cons:
- Projectiles have a set minimum range so if the enemy gets too close the weapon will stop causing damage
- You need to use a damage radius of at least 1, 0 doesn't work for projectile weapons
- Projectile objects have a maximum speed they don't hit instantly
- Projectile objects can be blocked by buildings in the way
2nd method turn the gattling tank gun into an invisible laser and give it a custom TargetParticleSystem
Pros:
- Lasers have no minimum range
- Lasers hit instantly
- Lasers pass through obstacles
Cons:
- You can't use FXs you can only use individual particle systems
- You can't really modify lasers that much
#13
Posted 21 April 2009 - 17:38
This issue is that I want to make the first fire ring a lot larger when the missile detonates in the beginning. This is the data that I have NOT ALTERED yet, I have tried to increase certain values but no luck. There is specific things in this that I want to know about. I will make this in bold writing, because, the tutorials about particlesystem.ini, was somewhat understandeable.
ParticleSystem TsarNukeRing 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 [b]Lifetime = 20.00 20.0[/b] [b]SystemLifetime = 2[/b] [b]Size = 30.00 30.00[/b] StartSizeRate = 0.00 0.00 [b]SizeRate = 15.00 15.00[/b] SizeRateDamping = 0.99 0.99 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:255 G:128 B:64 0 Color2 = R:0 G:0 B:0 20 Color3 = R:0 G:0 B:0 90 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 = 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:8.00 VolLineEnd = X:0.00 Y:0.00 Z:8.00 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
Thanx in advance
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