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.