Hi guys Im a long time reader but first time poster. For the most part this site has helped me do everything Ive tried to do except one thing so Ive finally needed to ask for help. Iam currently trying to customize things in the Shockwave mod, and Im trying to edit the explosion effects produced by the nuclear generals nuke missile. I have been able to edit a lot of the particles (im making them a combo of blue and dark blue instead of the normal glowing orange/yellow/red) but there are still things i cant track down in the ParticleSystem.ini file. Theres a huge ring explosion that happens that i cant find and a resulting shockwave etc. Does anyone with experience editing these things help me a tiny bit with tracking down all the particles in the file so i could edit their colors? Any help is greatly appreciated!!
trouble editing color of nuke explosion colors
#1
Posted 07 May 2016 - 09:46 PM
#2
Posted 27 May 2016 - 08:26 PM
Some things are not named after what they actually are, the "Raptor" as example has a F22 label in the files IIRC.
Have you used the reference in the INI and checked the Particlesystem for said reference?
C&C Mod/Map testing - Graphics - Music Producer
#3
Posted 28 May 2016 - 06:14 PM
yes i have, i also looked inside weapon.ini which has a list of particles associated with a weapon effect and ive modded all the particles listed, but when the actual explosion goes off, there are things that still havent changed on me. you can see the color i assigned to some of the pieces but not all of them (example, green radiation and green mushroom cloud, but there are still normal colored effects mixed in with it)
#4
Posted 29 May 2016 - 06:53 PM
I think that's a model related issue, I assume some components have a color that can't be changed unless you change the entire animation model.yes i have, i also looked inside weapon.ini which has a list of particles associated with a weapon effect and ive modded all the particles listed, but when the actual explosion goes off, there are things that still havent changed on me. you can see the color i assigned to some of the pieces but not all of them (example, green radiation and green mushroom cloud, but there are still normal colored effects mixed in with it)
(either in TexturesZH.BIG or somewhere among those lines).
Object MOAB ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = PMMoab End End ; ***DESIGN parameters *** DisplayName = OBJECT:DaisyCutterBomb EditorSorting = SYSTEM TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End ;;;;;;; Behavior = CreateObjectDie ModuleTag_03 ; Lorenzen Killed 5/31 ;;;;;;; CreationList = OCL_MOABExplode ;;;;;;; End ;;;;;;; Behavior = CreateObjectDie ModuleTag_10 ;;;;;;; CreationList = OCL_MOABEffectSpheroid ;;;;;;; End ;Duplicate effect, exists in FireFX for WeaponFX_MOAB_Blast ;Behavior = FXListDie ModuleTag_04 ; DeathFX = WeaponFX_MOAB_Blast ;End Behavior = DestroyDie ModuleTag_05 ;nothing End Behavior = AIUpdateInterface ModuleTag_06 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_07 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = HeightDieUpdate ModuleTag_08 TargetHeight = 5.0 ;;; changed from previous, 50 TargetHeightIncludesStructures = Yes End Behavior = SpecialPowerCompletionDie ModuleTag_09 SpecialPowerTemplate = SuperweaponMOAB End Behavior = FireWeaponWhenDeadBehavior ModuleTag_10 DeathWeapon = MOABDetonationWeapon StartsActive = Yes End Behavior = SmartBombTargetHomingUpdate ModuleTag_11 CourseCorrectionScalar = 0.99 ; 1=no homing, 0=snapto; 0.99=smooth, 0.95=too-fast End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 12.0 End ;------------------------------------------------------------------------------ Object MOABGas ; *** ART Parameters *** ; Draw = W3DModelDraw ;; ConditionState = NONE ; Model = PMDumpst04 ; End ; End ; *** DESIGN Parameters *** ; *** ENGINEERING Parameters *** KindOf = IMMOBILE Body = ActiveBody ModuleTag_01 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = PhysicsBehavior ModuleTag_02 Mass = 150.0 AerodynamicFriction = 7 ; this is now friction-per-sec ForwardFriction = 200 ; this is now friction-per-sec End Behavior = HeightDieUpdate ModuleTag_03 TargetHeight = 40.0 TargetHeightIncludesStructures = Yes DestroyAttachedParticlesAtHeight = 41.0 ; Hack, todo remove this End Behavior = SlowDeathBehavior ModuleTag_04 DestructionDelay = 1000 DestructionDelayVariance = 100 FX = INITIAL FX_MOABIgnite FX = FINAL FX_MOABFinalExplosion Weapon = MIDPOINT MOABFlameWeapon ; Just a spot of flame to light trees on fire Weapon = FINAL MOABDetonationWeapon End EndAs can be seen here, it references some textures. You'll probably have tho change those.
Edited by Assault_Rains, 29 May 2016 - 06:58 PM.
C&C Mod/Map testing - Graphics - Music Producer
#5
Posted 04 June 2016 - 07:07 AM
oh okay i didnt even think to look in that file. i really appreciate it, ill check it out and do some tinkering.
#6
Posted 17 June 2016 - 08:48 PM
oh okay i didnt even think to look in that file. i really appreciate it, ill check it out and do some tinkering.
Good luck!
C&C Mod/Map testing - Graphics - Music Producer
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