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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 06-25-2003, 11:05 AM   #1 (permalink)
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Default Energy Mod, Fusion Bomb Part2

Ok we have made a second movie with the final fusion bomb product as it will be in the final version of the mod, also in this movie is a LARGE preview of the unskinned ships in the mod. Also if you notice, the Fusion bomb continues to inflict damage on anything that is in or near the giant ball of burning plasma .

http://esource.arm-ent.com/Fusion%20Bomb.zip
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Old 06-25-2003, 11:24 AM   #2 (permalink)
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how come it curls up in a cricle when it is finished? and did u use cam studio? beucas mine look so shitty when i do them.. any help on fixing that? thnx, the exlosion is very cool
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Old 06-25-2003, 01:48 PM   #3 (permalink)
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do what now? curls up in a circle? what?

and I have no idea I dont make the movies Juan Ma does
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Old 06-25-2003, 02:17 PM   #4 (permalink)
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Its cool, but perhaps it shouldn't disappear so suddenly. Maybe you could make it fade out and slowly rise and leave smoke clouds behind like the Nuke.
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Old 06-25-2003, 03:20 PM   #5 (permalink)
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believe me it fades very slowly ingame that is what it looks like if your machine was like 3.0Ghz and RADEON 9800 (as the movie shows the ingame as it is without lagg or anything else, even though it may be running slower to you ingame)
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Old 06-26-2003, 10:14 AM   #6 (permalink)
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LtZack, it looks "good". However, any person who has touched the Particle System knows that that effect is just NukeMushroomExplosion from ParticleSystem.ini.
Change sizerate to SizeRate = 90.00 90.00 or so and change lifetime to Lifetime = 1200.00 1200.00 or so plus alter the colors using Color1 = R:86 G:86 B:235 0 and so on for Color2, Color3 etc and so on and voila, a massive hemispherical spheroid that takes up most of the screen! I know this cause i used the effect plus numerous others to create my US Minuteman III Nuclear ICBM.
I would try to add some more ParticleSystem FX to the weapon in FX list, as to anyone who knows the particle system your bomb looks pretty dodgy..

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Old 06-26-2003, 10:24 AM   #7 (permalink)
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nope not what I did, not at all, I used the nuke bomb for refrence but how you explane the emploding blue shockwave

also I made a new DDS texture for that explosion myself hencethe very nice red glow around the explosion
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Old 06-26-2003, 10:45 AM   #8 (permalink)
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if you made a new dds, you wasted your time, as the same effect can be achieved using a lenz flare in the following fashion:

Code:
ParticleSystem AntimatterFlare
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXLnzFlar5.tga
  AngleX = 0.00 0.00
  AngleY = 0.00 0.00
  AngleZ = 0.00 0.00
  AngularRateX = 0.00 0.00
  AngularRateY = 0.00 0.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 0.90 0.99
  VelocityDamping = 0.90 1.00
  Gravity = 0.00
  Lifetime = 1580.00 1580.00
  SystemLifetime = 10
  Size = 0.00 0.00
  StartSizeRate = 0.00 0.00
  SizeRate = 25.00 25.00
  SizeRateDamping = 0.90 0.99
  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:86 G:86 B:235 0
  Color2 = R:0 G:0 B:0 120
  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 = 1.00 1.00
  InitialDelay = 0.00 2.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.25
  VelocityType = OUTWARD
  VelOutward = 0.00 0.00
  VelOutwardOther = 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 = 0.000000
  WindAngleChangeMax = 0.000000
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.000000
  WindPingPongEndAngleMin = 0.000000
  WindPingPongEndAngleMax = 0.000000
End
of course this is blue and is used for my antimatter cannon, but still, using the texture "EXLnzFlar5.tga" can create the same effect, its just a matter of changing the color and size parameters to suit your weapon.
By changing the height of the flare in FXlist, you can have this flare appear at any position you want.

Another example of a orange flare I used for my minuteman ICBM is here:

Code:
ParticleSystem USANukeFlare  
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXLnzFlar2.tga
  AngleX = 0.00 0.00
  AngleY = 0.00 0.00
  AngleZ = 0.00 0.00
  AngularRateX = 0.00 0.00
  AngularRateY = 0.00 0.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 1.00 1.00
  VelocityDamping = 1.00 1.00
  Gravity = 0.00
  Lifetime = 2000.00 2000.00
  SystemLifetime = 50
  Size = 40.00 40.00
  StartSizeRate = 0.00 0.00
  SizeRate = 160.00 160.00
  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:0 G:0 B:0 0
  Color2 = R:255 G:128 B:64 10
  Color3 = R:0 G:0 B:0 700
  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 = 25.00 25.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.25
  VelocityType = OUTWARD
  VelOutward = 0.00 0.00
  VelOutwardOther = 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
Again, just by modifying the existing generals flare using the color parameters, I made a red lens flare around the hemispherical object (the mushroom cloud)

Shockwaves can also be easily accomplished.
A blue shockwave i made for the Antimatter Cannon was again as simple as changing the color parameters:

Code:
ParticleSystem AntimatterShockwave
  Priority = CRITICAL
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXShockWav.tga
  AngleX = 0.00 0.00
  AngleY = 0.00 0.00
  AngleZ = -20.00 20.00
  AngularRateX = 0.00 0.00
  AngularRateY = 0.00 0.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 0.00 0.00
  VelocityDamping = 0.20 0.20
  Gravity = 0.00
  Lifetime = 100.00 100.00
  SystemLifetime = 6
  Size = 13.00 13.00
  StartSizeRate = 0.00 0.00
  SizeRate = 5.00 8.00
  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:53 G:53 B:234 2
  Color3 = R:0 G:0 B:0 50
  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 = 3.00 3.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.40
  VelocityType = OUTWARD
  VelOutward = 0.00 0.00
  VelOutwardOther = 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
All simple stuff really, I will be releasing new videos of my Minuteman ICBM, Plasma Bomb and improved antimatter cannon(which will blow everything so far out of the water!) in the next day or so, just need the appropriate capture tools.
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Old 06-26-2003, 10:48 AM   #9 (permalink)
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no cant do that the main fire ball and the red moving glow is one in the same as in the same particle system so that saves on cpu that is one reason why it runs massivly smooth in the video.
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Old 06-26-2003, 10:56 AM   #10 (permalink)
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wasnt it cause of ur 3ghz and radeon 9800
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