Alpha's particle effect workshop Titans!

Discussion in 'Mod Discussions' started by Alpha2546, September 13, 2015.

  1. Alpha2546

    Alpha2546 Post Master General

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    So reopening up a thread in the titans section. And we're celebrating with an update to Cplosion!

    Quick sneak peak
    c2.jpg

    c1.jpg

    Also I need some help with the naval projectile colouring? I've right now got it like orangy red colour but maybe a different colour would be cooler? Any suggestions maybe @MrTBSC ?
    projectile.jpg

    Projectile trails for naval will get an update soon and the same goes for smoke on wreckages. Thats what you can expect sooner or later from me.

    Cplosion Should be available on PAMM. Enjoy!
    elodea, stuart98, MrTBSC and 4 others like this.
  2. Killerkiwijuice

    Killerkiwijuice Post Master General

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  3. Gorbles

    Gorbles Post Master General

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    [​IMG]

    But I am pleased :)
  4. MrTBSC

    MrTBSC Post Master General

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    would have to see the effect in motion
    especialy with other effects together

    but looking at the picture i would say the effect is good enough ...
  5. Alpha2546

    Alpha2546 Post Master General

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    Fair enough :)

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  6. MrTBSC

    MrTBSC Post Master General

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    yea it does look pretty good
  7. Alpha2546

    Alpha2546 Post Master General

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    Its up now. I've putted it in a complete naval projectiles package and the only difference between t1 and t2 is colouring. If you don't like it then I won't mind to change the t2 colour.

    Special thanks for @dom314 for helping me figuring out the python scripts. :)
    Last edited: September 27, 2015
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  8. MrTBSC

    MrTBSC Post Master General

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    gonna check it out later the week then :)
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  9. devoh

    devoh Well-Known Member

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    WOW that looks great!
  10. Alpha2546

    Alpha2546 Post Master General

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    Have you tried this ingame? If so what do you think of the colour use on the levi projectiles? I think its just on the edge of not looking too funky.
  11. devoh

    devoh Well-Known Member

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    I agree it's close to being "too funky".. but overall I really like the work.
  12. MrTBSC

    MrTBSC Post Master General

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    so played with the naval effect mod which realy has some neat effect on the narwal
    totaly digin the sparks from the muzzle of every shot ..

    keep up the good work!
    Last edited: October 7, 2015
  13. dom314

    dom314 Post Master General

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    Hey @Alpha2546, I noticed that you seem to be specifying the bones used for the origin of the explosions in Cplosion. Is there a reason you are explicitly specifying the bone_root? As far as I know that's the default bone it gets applied to if you leave out that bit.
  14. Alpha2546

    Alpha2546 Post Master General

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    Yes I added that in the last update to make smoky wreckages work. If I don't specify the bone then the smoke emitter will keep alive and thus if a wreckage gets removed ingame it'll still keep smoking.

    To avoid interference with your mod I've added two locations for my pfx files. The original paths which are in /effects/specs/explosion.pfx (which don't contain the smoke wreckage) and incase they haven't installed your mod it'll link to the /mod/explosions.pfx files (which do contain the smoky wreckages code). Priority on your files should be higher so it should work correct.

    Why u asking?
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  15. dom314

    dom314 Post Master General

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    I was just looking at it out of curiosity. That's actually some good bit of information <3
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  16. Alpha2546

    Alpha2546 Post Master General

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    Its been a long time that I've posted something so I hope someone somewhere might enjoy this
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  17. Killerkiwijuice

    Killerkiwijuice Post Master General

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    yes
  18. MrTBSC

    MrTBSC Post Master General

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    *facedesk*
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  19. Aniside

    Aniside New Member

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    Just wanted to let you know that the CPlosion mod changes the Ant's name back to 'Bolo'.
  20. MrTBSC

    MrTBSC Post Master General

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    ....shush! :p

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