Kakyou Posted March 14, 2012 Share Posted March 14, 2012 First of all let me thank you for this great mod. Tiberian Dawn is IMO the best and the only true Command and Conquer game. The game's atmosphere is astonishing and no other game from this series comes close to this atmosphere, but nevertheless let me thank you for this great piece of work. Now the presentation is nearly perfect and I can only say. Thank you, thank you and thank you. Although I have some questions I want first to give you a little present. I've added a neat graphical feature into your mod. Now the shells are staying on the ground, after they fall to the earth. I myself have some coding experience, as I am a computer science student. I hope you will enjoy it. Due to the fact that the it's a little bit complicated to install it, I'll make an instruction in the next post. Nevertheless I have some questions for you. 1. I hope you are going to implement the mission alternative maps? This could be a good chance to create four different campaign version, as there are four choices for the Nod-ending, not to mention you could use cut-scenes, which couldn't fit into the general campaign. oh and it would be possible to use the generalChallenges code for a custom menu. I myself will try to change the menu, when I find some time. 2. What are your settings for the cut-scenes before you bik them. (Frame-Rate, Compression algorithm, Bit-Rate) (Audio settings). (I am just curious ) Oh and congratulations for the SpecOps briefing. I assume you have a template and script for the generation of the videos or are you doing it frame by frame? 3. Although this isn't a question but there are some improvement propositions (presentation wise), which I have to make but not now I will try to gain more practice with this code and I would be glad If I could help you with coding, although I don't have any talent for animating Well I'll attach a small vid of the game, which shows what happens after the modification Forget the attachment: Here's a mediafire-link of it: http://www.mediafire.com/?e2l21eqb93pym24 One word of warning: I couldn't care less about multi-player experience therefore I created this small modification for the pleasure of the eye and the increase of the atmosphere only. Be warned Thanks and have fun Link to comment Share on other sites More sharing options...
Kakyou Posted March 14, 2012 Author Share Posted March 14, 2012 OK here's the instruction I'll try to explain it thoroughly: 1: Changes in the ParticleSystem.ini Just copy the following text into your ParticleSystem.ini: ParticleSystem LyingShells Priority = CONSTANT IsOneShot = Yes Shader = ADDITIVE Type = PARTICLE ParticleName = EXShell.tga AngleZ = 100.00 400.00 AngularRateZ = 20.00 40.00 AngularDamping = 20.00 60.00 VelocityDamping = 0.00 0.00 Gravity = 0.0 Lifetime = 1500.00 2500.00 SystemLifetime = 1 Size = 1.0 1.0 StartSizeRate = 0.00 0.00 SizeRate = 0.00 0.00 SizeRateDamping = 1.00 1.00 Alpha1 = 1.00 1.00 0 Alpha2 = 0.00 0.00 10 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:255 G:255 B:93 0 Color2 = R:0 G:0 B:0 0 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 5.00 BurstCount = 1.00 1.00 InitialDelay = 0.00 0.00 DriftVelocity = X:0.0 Y:0.0 Z:0.0 VelocityType = ORTHO VelOrthoX = 0.00 0.00 VelOrthoY = 0.00 0.00 VelOrthoZ = 0.00 0.00 VolumeType = SPHERE VolSphereRadius = 3.00 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 ParticleSystem LyingShellsGattling Priority = CONSTANT IsOneShot = Yes Shader = ADDITIVE Type = PARTICLE ParticleName = EXShell.tga AngleZ = 100.00 400.00 AngularRateZ = 20.00 40.00 AngularDamping = 20.00 60.00 VelocityDamping = 0.00 0.00 Gravity = 0.0 Lifetime = 1500.00 2500.00 SystemLifetime = 1 Size = 2.0 2.0 StartSizeRate = 0.00 0.00 SizeRate = 0.00 0.00 SizeRateDamping = 1.00 1.00 Alpha1 = 1.00 1.00 0 Alpha2 = 0.00 0.00 10 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:255 G:255 B:93 0 Color2 = R:0 G:0 B:0 0 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 5.00 BurstCount = 1.00 1.00 InitialDelay = 0.00 0.00 DriftVelocity = X:0.0 Y:0.0 Z:0.0 VelocityType = ORTHO VelOrthoX = 0.00 0.00 VelOrthoY = 0.00 0.00 VelOrthoZ = 0.00 0.00 VolumeType = SPHERE VolSphereRadius = 3.00 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 Not really needed but I did it for the sake of completion: ParticleSystem LyingShellsSpectreGattling Priority = CONSTANT IsOneShot = Yes Shader = ADDITIVE Type = PARTICLE ParticleName = EXShell.tga AngleZ = 100.00 400.00 AngularRateZ = 20.00 40.00 AngularDamping = 20.00 60.00 VelocityDamping = 0.00 0.00 Gravity = 0.0 Lifetime = 1500.00 2500.00 SystemLifetime = 1 Size = 1.50 1.50 StartSizeRate = 0.00 0.00 SizeRate = 0.00 0.00 SizeRateDamping = 1.00 1.00 Alpha1 = 1.00 1.00 0 Alpha2 = 0.00 0.00 10 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:255 G:255 B:93 0 Color2 = R:0 G:0 B:0 0 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 5.00 BurstCount = 1.00 1.00 InitialDelay = 0.00 0.00 DriftVelocity = X:0.0 Y:0.0 Z:0.0 VelocityType = ORTHO VelOrthoX = 0.00 0.00 VelOrthoY = 0.00 0.00 VelOrthoZ = 0.00 0.00 VolumeType = SPHERE VolSphereRadius = 3.00 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 2: Changes in the Weapon.ini Find the following line VulcanDefenseGun Now change: FireFX = WeaponFX_GattlingCannonMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers into: FireFX = WeaponFX_VulcanCannonMachineGunFire VeterancyFireFX = HEROIC WeaponFX_VulcanCannonMachineGunFireWithRedTracers Find the following line CommandoSniperRifleWeapon Now change: FireFX = WeaponFX_GenericMachineGunFire into: FireFX = WeaponFX_CommandoSniperRifleWeapon 3. Changes in the FXList.ini OK now comes the hard part: 3.1. Search for the following entries: WeaponFX_GenericMachineGunFire WeaponFX_GenericMachineGunFireWithRedTracers WeaponFX_QuadCannonGunFire WeaponFX_HeroicQuadCannonGunFire WeaponFX_TechnicalGunFire WeaponFX_SentryDroneGunFire WeaponFX_TiberiumMachineGunFire and now insert after the following code: ParticleSystem Name = FallingShells OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End the following one: ParticleSystem Name = LyingShells OrientToObject = Yes CreateAtGroundHeight = Yes Offset = X:0.00 Y:15.00 Z:30.0 InitialDelay = 600 600 UNIFORM End 3.2. Search now for the following entries: WeaponFX_Comanche20mmCannonFire WeaponFX_HeroicComanche20mmCannonFire WeaponFX_TiberiumMachineGunFire2 and now insert after the following code: ParticleSystem Name = FallingShells OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End the following one: ParticleSystem Name = LyingShells OrientToObject = Yes CreateAtGroundHeight = Yes Offset = X:-5.0 Y:25.0 Z:100.0 InitialDelay = 700 700 UNIFORM End 3.3. Search now for the following entries (Just for the sake of completion): WeaponFX_GattlingTankMachineGunFire WeaponFX_GattlingTankMachineGunFireWithRedTracers and now insert after the following code: ParticleSystem Name = FallingShells OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End the following one: ParticleSystem Name = LyingShellsGattling OrientToObject = Yes CreateAtGroundHeight = Yes Offset = X:0.00 Y:15.00 Z:30.0 InitialDelay = 600 600 UNIFORM End 3.4. Search now for the following entries WeaponFX_GattlingCannonMachineGunFire WeaponFX_GattlingCannonMachineGunFireWithRedTracers and now insert after the following code: ParticleSystem Name = FallingShells OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End the following one: ParticleSystem Name = LyingShellsGattling OrientToObject = Yes CreateAtGroundHeight = Yes Offset = X:8.00 Y:15.00 Z:30.0 InitialDelay = 600 600 UNIFORM End 3.5. Search now for the following entries (Just for the sake of completion): WeaponFX_SpectreGattlingMuzzleFlash and now insert after the following code: ParticleSystem Name = FallingShells OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End the following one: ParticleSystem Name = LyingShellsSpectreGattling OrientToObject = Yes CreateAtGroundHeight = Yes Offset = X:0.00 Y:15.00 Z:30.0 InitialDelay = 650 650 UNIFORM End Add now the following code: ; ---------------------------------------------- FXList WeaponFX_VulcanCannonMachineGunFire LightPulse Color = R:255 G:255 B:128 Radius = 10 IncreaseTime = 0 DecreaseTime = 100 End ParticleSystem Name = GattlingCannonLenzflare OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = FallingShellsGattlingTilted OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = LyingShellsGattling OrientToObject = Yes CreateAtGroundHeight = Yes Offset = X:20.00 Y:30.00 Z:30.0 InitialDelay = 780 780 UNIFORM End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:235 G:179 B:10 Speed = 1200 Probability = 0.7 End End ; ---------------------------------------------- FXList WeaponFX_VulcanCannonMachineGunFireWithRedTracers LightPulse Color = R:255 G:64 B:64 Radius = 25 IncreaseTime = 0 DecreaseTime = 500 End ParticleSystem Name = HeroicGattlingCannonLenzflare OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = FallingShellsGattlingTilted OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = LyingShellsGattling OrientToObject = Yes CreateAtGroundHeight = Yes Offset = X:20.00 Y:30.00 Z:30.0 InitialDelay = 780 780 UNIFORM End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:244 G:80 B:0 Speed = 1200 Probability = 0.7 End End ; ---------------------------------------------- FXList WeaponFX_CommandoSniperRifleWeapon LightPulse Color = R:255 G:255 B:128 Radius = 10 IncreaseTime = 0 DecreaseTime = 200 End ParticleSystem Name = GattlingCannonLenzflare OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = FallingShells OrientToObject = Yes Offset = X:0.0 Y:0.0 Z:0.0 End ParticleSystem Name = LyingShells OrientToObject = Yes CreateAtGroundHeight = Yes Offset = X:0.00 Y:15.00 Z:30.0 InitialDelay = 700 700 UNIFORM End Tracer DecayAt = 1 Length = 10 Width = 0.3 Color = R:235 G:179 B:10 Speed = 600 Probability = 0.5 End End If you are going to polish this, then please do it. If the shells are lying to long, just change the lifetime in the ParticleSystem.ini file. It would be wise to change the MaxParticleCount in the GameData.ini to a higher amount than 5000. Like 15000 or 20000 or as much as your system can handle it. It would be wise to increase MaxFieldParticleCount to higher amount than 500. Like 2000 or 5000. Have fun Link to comment Share on other sites More sharing options...
sgtmyers88 Posted October 26, 2021 Share Posted October 26, 2021 (edited) I know this is an extremely old post but thanks for the contributions. I just implemented this over the weekend. Looks good. Edited October 26, 2021 by sgtmyers88 Link to comment Share on other sites More sharing options...
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