My particle effects, If you are sensitive to brutal explosions, quit. |
My particle effects, If you are sensitive to brutal explosions, quit. |
24 Jun 2009, 21:37
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#1
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Group: Members Posts: 93 Joined: 16 June 2009 From: Poland Member No.: 172 Projects: ROTR Staff |
Hi all
I thought I'd share my stuff with everyone, so here are my previous videos. I'm going to post new one's simply bumping this topic also to let people know when something new's on. First, particles from my old mod called Supreme Commander Mod. Now stuff from my Realism Mod which got abandoned, actually did one nice superweapon Now my newest stuff which is included in my newest mod called Nuclear Winter Looks like I got a little better in making particles compared to Supreme Commander Mod This tac nuke sucks, it got deleted by me Old F.O.A.B New F.O.A.B Old tactical nuke New updated tactical nuke More stuff is comming! New superweapon is incomming!!! It's called Hydrogen Bunker Buster. It's completely idiotic idea to have a hydrogen bomb that acts like bunker buster, but when I asked Hunter to make me some badass ICBM missile with wings, it looked like big bunkerbuster. Now I've came up with idea that this will be the last call Usa superweapon, when there is really no other hope for winning than nuking the shit out of your enemy, or just killing him when he breaks to your base. It will basicaly kill everything on the map, but if the map is big enough someone should survive. How it works? Well, it costs 5 science points, when you'll call it, a B2 bomber flies over enemy base and drops this ICBM missile, which at certain height activates all of it's badass engines and hits the ground with incredible force. While enemy is thinking that this was a dud since nothing big happened, after 5 seconds the last thing enemy will see in their life will be huge flash and a warm feeling. And you will just watch the fireworks. Here's the picture of this beauty, huge thanks to Hunter for making this!!! This post has been edited by Failure: 24 Jun 2009, 21:45 -------------------- |
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24 Jun 2009, 22:52
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#2
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Forum Green Group: Legend Posts: 1350 Joined: 4 June 2009 From: Netherlands Member No.: 17 Projects: SWR Productions |
Great stuff, I like it, especially your shockwaves.
The carpet bombing for your SC mod is really cool as well. -------------------- |
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24 Jun 2009, 23:37
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#3
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Group: Members Posts: 37 Joined: 7 June 2009 Member No.: 78 |
I rather like the cluster bombs.
The nukes would K.O. my poor laptop though. |
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25 Jun 2009, 1:59
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#4
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
Impressive, but that will undoubtably kill lower spec machines.
Especially if more than one of those goes off at once -------------------- |
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25 Jun 2009, 2:31
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#5
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Level 17.4 Group: Members Posts: 763 Joined: 12 June 2009 Member No.: 131 Immaturity Incarnate |
that's awesome
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25 Jun 2009, 2:40
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#6
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Group: Members Posts: 363 Joined: 16 June 2009 From: Irving, TX Member No.: 167 |
thats rly cool i like the ones that blow up the entire map
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25 Jun 2009, 12:27
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#7
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Group: Members Posts: 93 Joined: 16 June 2009 From: Poland Member No.: 172 Projects: ROTR Staff |
Impressive, but that will undoubtably kill lower spec machines. Especially if more than one of those goes off at once So that's why they are superweapons with minimum 20 minute timer :3 -------------------- |
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25 Jun 2009, 13:08
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#8
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Forum Green Group: Legend Posts: 1350 Joined: 4 June 2009 From: Netherlands Member No.: 17 Projects: SWR Productions |
Well you removed the zoom limit, I can't imagine what your Nukes would be with normal ZH zoom level
This post has been edited by Shock: 25 Jun 2009, 13:09 -------------------- |
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25 Jun 2009, 13:12
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#9
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Group: Legend Posts: 144 Joined: 4 June 2009 From: Hobart, Tasmania, Australia Member No.: 15 Projects: ROTR Dev Team |
They're all beautiful, but I can't help thinking that in a vast majority of cases the effects don't match up to the FX, if you get my drift. The blast radii seem very small for shockwaves that extend over what looks to be in some cases three times that.
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25 Jun 2009, 13:30
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#10
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Group: Members Posts: 93 Joined: 16 June 2009 From: Poland Member No.: 172 Projects: ROTR Staff |
I'm showing off my effects, not entire weapons with damage mate.
Also of course I extended my camera. Making nuke for 390 camera is annoying. -------------------- |
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25 Jun 2009, 14:43
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#11
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Group: Legend Posts: 144 Joined: 4 June 2009 From: Hobart, Tasmania, Australia Member No.: 15 Projects: ROTR Dev Team |
Ah, I see. I'd love to see some of these wreaking the havoc they look like they will in the final version, but as demos they certainly do their job, and very well!
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27 Jun 2009, 0:54
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#12
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Group: Members Posts: 93 Joined: 16 June 2009 From: Poland Member No.: 172 Projects: ROTR Staff |
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27 Jun 2009, 0:57
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#13
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
Be even better if it made that noise in game lol
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27 Jun 2009, 0:59
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#14
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Group: Members Posts: 93 Joined: 16 June 2009 From: Poland Member No.: 172 Projects: ROTR Staff |
Be even better if it made that noise in game lol DON'T MAKE ME DO IT. YOU KNOW I CAN DO IT. Now seriously Any ideas/criticism for the nuke? -------------------- |
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27 Jun 2009, 1:00
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#15
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
DON'T MAKE ME DO IT. YOU KNOW I CAN DO IT. Now seriously Any ideas/criticism for the nuke? Well I think it's pretty amazing. Is your mod going to have a zoom level like that? Otherwise it can't be fully appericated. -------------------- |
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27 Jun 2009, 1:01
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#16
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Group: Members Posts: 93 Joined: 16 June 2009 From: Poland Member No.: 172 Projects: ROTR Staff |
Well I think it's pretty amazing. Is your mod going to have a zoom level like that? Otherwise it can't be fully appericated. This one was requested for Blitz2 mod, so it's 600 camera. Well my mod has got 1000 game unit's camera so this nuke is somewhat tactical in my mod. But I think that I'd change my mod to 600 - 750 camera since 1000 is overkill. -------------------- |
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27 Jun 2009, 1:15
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#17
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Officer of the European Continental Army Group: Members Posts: 2351 Joined: 7 June 2009 From: England, Great Britain Member No.: 71 Community Manager at Nexus Mods |
Sounds good.
I must say I like your cluster bomb effect and aircraft countermeasures best -------------------- |
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27 Jun 2009, 1:20
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#18
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Group: Members Posts: 93 Joined: 16 June 2009 From: Poland Member No.: 172 Projects: ROTR Staff |
Sounds good. I must say I like your cluster bomb effect and aircraft countermeasures best Lol, these are the ones I've made in 5 minutes. If you want countermeasures, open particleeffect.ini and replace "CountermeasureFlareParticleSys" With this one CODE ParticleSystem CountermeasureFlareParticleSys Priority = CRITICAL IsOneShot = No Shader = ADDITIVE Type = PARTICLE ParticleName = EXLnzFlar2.tga PerParticleAttachedSystem = MissileDefenderMissileExhaust AngleZ = 0.00 0.00 AngularRateZ = 0.00 0.00 AngularDamping = 0.00 0.00 VelocityDamping = 0.90 0.95 Gravity = -0.10 Lifetime = 70.00 70.00 SystemLifetime = 1 Size = 15.00 15.00 StartSizeRate = 0.00 0.00 SizeRate = 0.00 0.00 SizeRateDamping = 0.00 0.00 Alpha1 = 1.00 1.00 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:100 G:100 B:255 0 Color2 = R:0 G:0 B:0 70 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 0.00 DriftVelocity = X:0.00 Y:0.00 Z:-0.10 VelocityType = CYLINDRICAL VelCylindricalRadial = 1.00 13.00 VelCylindricalNormal = 1.00 13.00 VolumeType = SPHERE VolSphereRadius = 1.00 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 -------------------- |
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27 Jun 2009, 13:39
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#19
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Frontline Chaos mod leader and creator Group: Tester Posts: 493 Joined: 6 June 2009 From: Dordrecht, the Netherlands Member No.: 25 Projects: ROTR Tester Host of |
Make the RotR nuke as awesome as that
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27 Jun 2009, 20:18
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#20
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Group: Members Posts: 93 Joined: 16 June 2009 From: Poland Member No.: 172 Projects: ROTR Staff |
Make the RotR nuke as awesome as that I'm not the one in charge here, mate ;D -------------------- |
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1 Jul 2009, 4:43
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#21
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Group: Members Posts: 27 Joined: 13 June 2009 Member No.: 141 |
I wish you timed the shockwaves better. I was hoping the second and third ones would come up as soon as the bulb rises to their specific altitudes. Though, I haven't a clue how nuclear explosions work. Overall very nice.
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1 Jul 2009, 20:38
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#22
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Group: Members Posts: 93 Joined: 16 June 2009 From: Poland Member No.: 172 Projects: ROTR Staff |
They are intentionaly delayed. But yes they could use a bit more of work.
I'd fix them since I think I'm going to relase this nuke to public. This post has been edited by Failure: 1 Jul 2009, 20:39 -------------------- |
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9 Jul 2009, 1:28
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#23
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Group: Dev. Team Posts: 416 Joined: 7 June 2009 Member No.: 52 |
Boy, your Countermeasure Flares look great.
What settings do you use for them to make them shoot out so smoothly code-wise? EDIT: Let me guess. Did you use a variatior module? This post has been edited by Mcbob: 9 Jul 2009, 8:38 |
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9 Jul 2009, 8:16
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#24
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Group: Members Posts: 27 Joined: 13 June 2009 Member No.: 141 |
Do ya do sound and Texchars too?
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9 Jul 2009, 18:04
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#25
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Group: Members Posts: 93 Joined: 16 June 2009 From: Poland Member No.: 172 Projects: ROTR Staff |
See previous posts for countermeasures.
Pink, what do you mean? I can do some gun shoots but wtf is texchar? -------------------- |
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