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Nuke FX & Particles


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#1 Admiral

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Posted 10 April 2009 - 16:28

I have played the DESTRUCTIVE FORCES MOD with the Harmageddon nuke explosion, quite awesome, at some point. I have tried to get an proper very large nuke explosion.
Does anyone have or found a superb looking nuke explosion somewhere.

Thanx in advance.

#2 Dauth

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Posted 10 April 2009 - 17:42

I'm a moderate fan of the ShockWave nuclear missile, though the ball effect in the middle leaves me someone cold the mushroom cloud is defiantly worth investigating.

#3 Nem

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Posted 10 April 2009 - 18:25

View PostDauth, on 10 Apr 2009, 13:42, said:

though the ball effect in the middle leaves me someone cold the mushroom cloud is defiantly worth investigating.


Umm What?

Mr. Admiral I have a rather large nuke effect created by Boidy, If its ok by him I will send it over.

#4 Whitey

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Posted 10 April 2009 - 19:03

It's A OK. I was wondering if I gave that to anybody besides the boys at AAOW before its demise. =O

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 Admiral

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Posted 10 April 2009 - 20:10

Sounds superb. At last some very good person to help out a "Noob"

Thanx

#6 Failure

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Posted 10 April 2009 - 20:57

Last time I've tried to use Boidy's Airburst nuke, it ended up with epic lag and crash.
But indeed, his particles are amazing.

Edited by Failure, 11 April 2009 - 07:55.


#7 Admiral

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Posted 10 April 2009 - 22:24

I am very interested in your fx and particles, Rorschack.

Do you have any more work, you want to share?

Thanx

#8 Stalker

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Posted 11 April 2009 - 07:22

You can find some particles here
Posted Image

#9 Whitey

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Posted 11 April 2009 - 16:28

I'll point out that none of mine in that thread are my best work, or really come close. I did a series for CWC and V|GO with a few for some other mods, a couple that are used in Shockwave, can't remember many others. In any case, my public work generally falls far short of the work that I've done for mods, so I'd advise against using those pieces as a gauge of the quality of my work.

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 Admiral

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Posted 11 April 2009 - 17:06

I have another Question : Can I get a gattling tank to have an specific fx when shots hit the ground. The fx for the vulcantank in shockwave mod, looks awesome. But does that require a projectile?

Thanx

#11 Failure

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Posted 11 April 2009 - 17:28

Place this into Gatling's weapon
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 Zeke

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Posted 12 April 2009 - 04:52

2 ways:

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 Admiral

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Posted 21 April 2009 - 17:38

Thanx it worked. Btw I have a question about the standard Nuke in ZH. In particlesystem I have named all of the original nuke particles to Tsar in front of the perticlename. So I can alter it but still keep the original particles for the nuke.
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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