Jump to content


Photo

trouble editing color of nuke explosion colors

shockwave zero hour nuke

  • Please log in to reply
5 replies to this topic

#1 Adam Kahn

Adam Kahn
  • New Members
  • 3 posts

Posted 07 May 2016 - 09:46 PM

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!!



#2 Assault_Rains

Assault_Rains
  • Members
  • 59 posts
  • Location:The Netherlands

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

 

JFTQjpb.png


#3 Adam Kahn

Adam Kahn
  • New Members
  • 3 posts

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 Assault_Rains

Assault_Rains
  • Members
  • 59 posts
  • Location:The Netherlands

Posted 29 May 2016 - 06:53 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)

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.  
  
(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

End
As 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

 

JFTQjpb.png


#5 Adam Kahn

Adam Kahn
  • New Members
  • 3 posts

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 Assault_Rains

Assault_Rains
  • Members
  • 59 posts
  • Location:The Netherlands

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

 

JFTQjpb.png





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users