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[Resources] Public Particle FX'es


64 replies to this topic

#1 Whitey

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Posted 21 August 2006 - 15:09

Omgz

Attach each different particle system to the missile if you use this one.

Please comment by the way.

(This is for the public, post your own up if ya want.

Edited by Jordan, 09 July 2007 - 02:23.


#2 Whitey

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Posted 04 July 2007 - 06:29

Here you go. Attach it directly to the missile and remove the missile's weapon exhaust, otherwise it will flail.

Posted Image

ParticleSystem RealMissileExhaustSmoke
  Priority = WEAPON_TRAIL
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXCloud02.tga
  AngleZ = 0.00 1.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.99 0.99
  Gravity = 0.00
  Lifetime = 200.00 200.00
  SystemLifetime = 0
  Size = 0.25 0.25
  StartSizeRate = 0.00 0.00
  SizeRate = 1.00 1.30
  SizeRateDamping = 0.80 0.94
  Alpha1 = 0.01 0.01 0
  Alpha2 = 1.00 1.00 60
  Alpha3 = 0.00 0.00 170
  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&#58;200 G&#58;200 B&#58;200 0
  Color2 = R&#58;0 G&#58;0 B&#58;0 0
  Color3 = R&#58;0 G&#58;0 B&#58;0 0
  Color4 = R&#58;0 G&#58;0 B&#58;0 0
  Color5 = R&#58;0 G&#58;0 B&#58;0 0
  Color6 = R&#58;0 G&#58;0 B&#58;0 0
  Color7 = R&#58;0 G&#58;0 B&#58;0 0
  Color8 = R&#58;0 G&#58;0 B&#58;0 0
  ColorScale = 0.00 0.00
  BurstDelay = 0.00 0.00
  BurstCount = 3.00 3.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X&#58;0.08 Y&#58;0.16 Z&#58;0.01
  VelocityType = ORTHO
  VelOrthoX = 0.00 0.00
  VelOrthoY = -0.05 0.05
  VelOrthoZ = -0.05 0.05
  VolumeType = POINT
  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 RealMissileExhaustFlame
  Priority = WEAPON_TRAIL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXExplo03.tga
  AngleZ = 0.00 1.00
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.99 0.99
  Gravity = 0.00
  Lifetime = 27.00 27.00
  SystemLifetime = 0
  Size = 1.25 1.25
  StartSizeRate = 0.00 0.00
  SizeRate = 1.00 1.30
  SizeRateDamping = 0.90 0.94
  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&#58;255 G&#58;255 B&#58;255 0
  Color2 = R&#58;0 G&#58;0 B&#58;0 27
  Color3 = R&#58;0 G&#58;0 B&#58;0 0
  Color4 = R&#58;0 G&#58;0 B&#58;0 0
  Color5 = R&#58;0 G&#58;0 B&#58;0 0
  Color6 = R&#58;0 G&#58;0 B&#58;0 0
  Color7 = R&#58;0 G&#58;0 B&#58;0 0
  Color8 = R&#58;0 G&#58;0 B&#58;0 0
  ColorScale = 0.00 0.00
  BurstDelay = 0.00 0.00
  BurstCount = 5.00 5.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X&#58;0.08 Y&#58;0.16 Z&#58;0.01
  VelocityType = ORTHO
  VelOrthoX = 0.00 0.00
  VelOrthoY = -0.05 0.05
  VelOrthoZ = -0.05 0.05
  VolumeType = POINT
  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


Feel free to trim it. Me? I don't bother.

Under my order, this is only semi-public so please only use for personal means.

Edited by δαίμονας, 04 July 2007 - 18:45.


#3 Zeke

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Posted 04 July 2007 - 06:30

Me too please ;) and if possible smaller versions for regular missles :P

#4 VertiGo-

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Posted 04 July 2007 - 06:37

thanx a lot! now my MRLS will receive a whole new beauty in a missile - firing - activity... ;)
still, very COOL! :P
Posted Image
Above sig by Vertigo

#5 Kris

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Posted 04 July 2007 - 07:03

View Postδαίμο&#, on 4 Jul 2007, 16:29, said:

Here you go. Attach it directly to the missile and remove the missile's weapon exhaust, otherwise it will flail.
Feel free to trim it. Me? I don't bother.
Under my order, this is only semi-public so please only use for personal means.


Can i use it for my "public" mod?! D:







#6 Whitey

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Posted 04 July 2007 - 15:54

No. But I'll see about giving you a slightly different version if you don't mind.

#7 Whitey

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Posted 04 July 2007 - 16:41

Not to double post or anything...

Posted Image

; ----------------------------------------------
FXList WeaponFX_120MM
  ViewShake
	Type = NORMAL
  End
  LightPulse
	Color = R&#58;255 G&#58;255 B&#58;255
	Radius = 50
	IncreaseTime = 0
	DecreaseTime = 500
  End
  ParticleSystem
	Name = RealTankMuzzleFlashSmoke
	OrientToObject = Yes
  End
  ParticleSystem
	Name = RealTankMuzzleFlare
	OrientToObject = Yes
  End
  ParticleSystem
	Name = RealTankMuzzleFlashFlame
	OrientToObject = Yes
  End
  ParticleSystem
	Name = TankMuzzleWave
	OrientToObject = Yes
	CreateAtGroundHeight = Yes
  End
End

ParticleSystem RealTankMuzzleFlashFlame
  Priority = WEAPON_EXPLOSION
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXexplo03.tga
  AngleZ = 0.00 7.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 0.00 0.00
  VelocityDamping = 0.50 0.90
  Gravity = 0.00
  Lifetime = 10.00 10.00
  SystemLifetime = 10
  Size = 0.50 0.50
  StartSizeRate = 0.00 0.00
  SizeRate = 6.00 10.00
  SizeRateDamping = 0.93 0.95
  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&#58;255 G&#58;165 B&#58;125 0
  Color2 = R&#58;0 G&#58;0 B&#58;0 10
  Color3 = R&#58;0 G&#58;0 B&#58;0 0
  Color4 = R&#58;0 G&#58;0 B&#58;0 0
  Color5 = R&#58;0 G&#58;0 B&#58;0 0
  Color6 = R&#58;0 G&#58;0 B&#58;0 0
  Color7 = R&#58;0 G&#58;0 B&#58;0 0
  Color8 = R&#58;0 G&#58;0 B&#58;0 0
  ColorScale = 0.00 0.00
  BurstDelay = 99999.00 99999.00
  BurstCount = 10.00 10.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X&#58;0.00 Y&#58;0.00 Z&#58;0.00
  VelocityType = ORTHO
  VelOrthoX = 1.00 2.00
  VelOrthoY = 0.00 0.00
  VelOrthoZ = 0.00 0.00
  VolumeType = CYLINDER
  VolCylinderRadius = 1.00
  VolCylinderLength = 0.00
  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 RealTankMuzzleFlashSmoke
  Priority = WEAPON_EXPLOSION
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXCloud01.tga
  AngleZ = 1.00 2.50
  AngularRateZ = -0.01 0.01
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.80 0.85
  Gravity = 0.02
  Lifetime = 100.00 100.00
  SystemLifetime = 10
  Size = 1.00 1.00
  StartSizeRate = 0.00 0.00
  SizeRate = 2.00 5.00
  SizeRateDamping = 0.90 0.93
  Alpha1 = 0.60 0.75 0
  Alpha2 = 0.00 0.00 100
  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&#58;255 G&#58;237 B&#58;228 0
  Color2 = R&#58;0 G&#58;0 B&#58;0 0
  Color3 = R&#58;0 G&#58;0 B&#58;0 0
  Color4 = R&#58;0 G&#58;0 B&#58;0 0
  Color5 = R&#58;0 G&#58;0 B&#58;0 0
  Color6 = R&#58;0 G&#58;0 B&#58;0 0
  Color7 = R&#58;0 G&#58;0 B&#58;0 0
  Color8 = R&#58;0 G&#58;0 B&#58;0 0
  ColorScale = 0.00 0.00
  BurstDelay = 99999.00 99999.00
  BurstCount = 8.00 12.00
  InitialDelay = 5.00 5.00
  DriftVelocity = X&#58;0.20 Y&#58;0.20 Z&#58;0.10
  VelocityType = ORTHO
  VelOrthoX = -3.00 6.00
  VelOrthoY = -2.00 2.00
  VelOrthoZ = -1.00 -2.00
  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 RealTankMuzzleFlare
  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 = 0.70 0.70
  Gravity = 0.00
  Lifetime = 10.00 10.00
  SystemLifetime = 1
  Size = 40.00 40.00
  StartSizeRate = 0.00 0.00
  SizeRate = 30.00 30.00
  SizeRateDamping = 0.70 0.70
  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&#58;0 G&#58;0 B&#58;0 0
  Color2 = R&#58;253 G&#58;253 B&#58;253 5
  Color3 = R&#58;0 G&#58;0 B&#58;0 10
  Color4 = R&#58;0 G&#58;0 B&#58;0 0
  Color5 = R&#58;0 G&#58;0 B&#58;0 0
  Color6 = R&#58;0 G&#58;0 B&#58;0 0
  Color7 = R&#58;0 G&#58;0 B&#58;0 0
  Color8 = R&#58;0 G&#58;0 B&#58;0 0
  ColorScale = 0.00 0.00
  BurstDelay = 1.00 1.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X&#58;0.00 Y&#58;0.00 Z&#58;0.00
  VelocityType = ORTHO
  VelOrthoX = 4.00 4.00
  VelOrthoY = 0.00 0.00
  VelOrthoZ = 0.00 0.00
  VolumeType = CYLINDER
  VolCylinderRadius = 0.00
  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


You can use this one anywhere you like, just give proper credits, and if you do utilize it, please drop some feedback?

Edited by δαίμονας, 04 July 2007 - 18:08.


#8 Whitey

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Posted 04 July 2007 - 20:01

Posted Image

Sorry for the triple post, the whole system is being anal about post length.

Picture doesn't do it much justice, but its a Javelin detonation, made to fit Generals. So it ain't as smokey, but once again, the picture is pretty shit.
Feel free to use it wherever.

Attached File(s)

  • Attached File  Code.txt (5.01K)
    Number of downloads: 64

Edited by δαίμονας, 04 July 2007 - 20:13.


#9 Zeke

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Posted 05 July 2007 - 01:47

View Postδαίμο&#, on 4 Jul 2007, 15:54, said:

No. But I'll see about giving you a slightly different version if you don't mind.


Can you give me one too, and if possible a smaller version for regular missiles :read:

#10 Jordan

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Posted 09 July 2007 - 02:27

Topic pinned and spam posts removed.

Have a nice day :D

-Jordan
C&C Crazy Mod Version 0.55
^^^^The True Crazy Mod Starts Here^^^^
Posted Image

#11 Ion Cannon!

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Posted 16 November 2007 - 01:34

As originally promised, here is my full particlesystem.ini and FXList.ini. I have cleaned them up somewhat so that everything in there is my work at least I think it is. If this isn't the case. Let me know and I will remove the piece of code and re-upload the ini files. It also contains some textures. The ones I managed to find.

Im not going to tell you how to use them, or how anything works. So don't bother asking.

If the particle effect is purple. That means your missing the texture. And the textures are locked away deep in a dusty file and I can't remeber the names.

Anyways, here they are. Enjoy.

Attached File(s)


Posted Image

Posted Image

#12 Hobbesy

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Posted 16 November 2007 - 12:13

The particle god, he's back. 0_0


He also released his particle INI, nice.

Edited by Høbbes 1098, 16 November 2007 - 12:16.


#13 Ion Cannon!

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Posted 16 November 2007 - 15:25

I wouldn't have said I was back. I still have no time to work on projects or anything. And when I get on the forums will be rare.
Posted Image

Posted Image

#14 Eddy01741

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Posted 18 November 2007 - 03:47

JEZUZ CHRIST, it's Ion cannon! !

Can't believe your back, btw, before you leave to come back "once in a blue moon" please try to convince "Bob" to continue making the Domination Mod that you started.
Posted Image

#15 Alias

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Posted 18 November 2007 - 06:26

Just because someone makes a single post doesn't mean they've returned.

Posted Image

#16 Slightly Wonky Robob

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Posted 18 November 2007 - 17:31

View PostEddy01741, on 18 Nov 2007, 3:47, said:

JEZUZ CHRIST, it's Ion cannon! !

Can't believe your back, btw, before you leave to come back "once in a blue moon" please try to convince "Bob" to continue making the Domination Mod that you started.


Ahem?
Posted Image
F O R T H E N S
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#17 Eddy01741

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Posted 20 November 2007 - 03:39

View PostAlias, on 18 Nov 2007, 1:26, said:

Just because someone makes a single post doesn't mean they've returned.

hence why i said "once in a blue moon", alluding to the fact that i want him to ask Bob to continue Dom Mod before he goes for another extended leave. If you don't know, a blue moon is he second full moon in one month (rarely happens).

And Bob, although it's a bad idea to argue with those in authority, I still have to say, you should continue the Domination Mod.
Posted Image

#18 Slightly Wonky Robob

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Posted 22 November 2007 - 00:07

I can't think of one single reason why i would want to...

but anyway... this is going way off topic... if you wanna ask ion to ask me, then i suggest PM/email/MSN :/

Edited by Bob, 22 November 2007 - 00:08.

Posted Image
F O R T H E N S
Posted Image

#19 Qcumberhd

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Posted 16 March 2008 - 22:48

how do you creat the firefx's?
what do you use?

#20 Nem

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Posted 16 March 2008 - 23:47

Hmmm?

#21 Sgt. Rho

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Posted 16 March 2008 - 23:54

You use the text editor to create particles.

#22 Ion Cannon!

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Posted 17 March 2008 - 09:37

To create particle effects you edit FXList.ini and Particlesystems.ini.

An FXList is essentially a list of lots of different effects. And you can decide when the effect starts, and where it starts in geographical location. IE Have a delay of 2 seconds then a mushroom cloud blossoms at height = 50 ect. Just make sure the entry in FXList.ini correlates to an entry in particlesystem.ini.

My advice is copy an effect. But not a trail. And then rename it and tweak the values to get an idea of how effects work. Its a bit more complicated than that however and it will take a while before you produce a " good " particle. As always - practice makes perfect.
Posted Image

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#23 Qcumberhd

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Posted 17 March 2008 - 19:23

is there any programs that make them for you or no?
What does the partical editor do. The one that you load useeing a cnc gnerals shortcut and the program in the dictionary folder thing?

#24 Zeke

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Posted 18 March 2008 - 13:27

View PostQcumberhd, on 17 Mar 2008, 20:23, said:

is there any programs that make them for you or no?
What does the partical editor do. The one that you load useeing a cnc gnerals shortcut and the program in the dictionary folder thing?


it let's you adjust the particles while ingame, but it only works for vGen.

the only tools you need are:

1. Notepad
2. Brain
3. Practice

:)

#25 AZZKIKR

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Posted 11 May 2008 - 10:42

sorry for reviving but when i downloaded ion_cannon's folder, the nuke had a purple shockwave first. any solutions? will pot screenie soon
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RIP CommanderJB



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