NaW Mod Nuke, changed a bit. (done)

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Sacre

    #1

    NaW Mod Nuke, changed a bit. (done)

    I toned down the damage just to show the effects.

    I made the effects larger
    I gave it a new blast sound
    I made it stay longer
    I even added an Air raid siren
    It fires from Artillery (just 1 shell, of course)

    This is a Tactical nuke, meant to be a certain size to take out a certain area. I kept it this big just so there isn't to many "Framerate" issues, etc.

    The video, I fired one, and because I stayed in that spot for to long the enemy fired one at me, and I ran "because there still is a small damage radius, and you get to see what its like up close"

    Enjoy :)

  • Whiteplague

    #2
    Re: NaW Mod Nuke, changed a bit. (done)

    dude thats awesome!

    Comment

    • Jblankster
      Senior Member
      • Oct 2006
      • 527

      #3
      Re: NaW Mod Nuke, changed a bit. (done)

      sweet! howd u get the air raid sirens to work?

      Comment

      • Sacre

        #4
        Re: NaW Mod Nuke, changed a bit. (done)

        Originally posted by M-249 jblankster
        sweet! howd u get the air raid sirens to work?
        I actually grabbed the firing sound of the Artillery, and mixed it with an Air raid sound. So, when the Artillery fires the Raid sound will go off also, and a few seconds later, BOOM!

        I want to turn this into a neat little mod, but I would need to get permission from the users that made Nations at War. Upon other things.

        Its fun though, only problem is when you're on a map that has 3 artillery guns, three nukes drop.. and thats a Framerate killer. So i'd have to mod out the maps so that they only have 1 Artillery cannon each.

        Comment

        • fuzzhead
          Member
          • Jul 2007
          • 132

          #5
          Re: NaW Mod Nuke, changed a bit. (done)

          looks great!!!

          one suggestion: change the mushroom cloud color to dark grey or blackish. real nukes kick up a tremendous amount of dust, and the cloud consists of all this dust, its not fiery...

          Comment

          • Sacre

            #6
            Re: NaW Mod Nuke, changed a bit. (done)

            lol yea, I'm still trying to figure that out, I rather hate the "bright red" look.

            This is my plan, the Mushroom itself is made up of 4 rings, 2 center that are the largest, and 1 on the upper part, and 1 on the lower part that are smaller.

            I can make the 2 center rings, and the top ring a black color, and the lower small ring red.

            I am figuring out what effects to use for this, but when I figure it out, and turn this bright red cartoon bomb into a MAN BOMB! Then I will pack it up, and send it out as a Mod. Just so people can enjoy a large explosion here and there

            [Edit]

            Made the cloud black with a bit of red in the middle which fades off more quickly then the black smoke, looks decent. I am just trying to figure out how to make the smoke stack in the center last longer.. so the pillar will rise with the mushroom and create a massive looking mushroom cloud.

            I'll link a new Video once done, lol, guess this forum lies, I'm not done with this mod ; )

            Comment

            • zuiquan1
              Battleship Mod
              • Jan 2006
              • 1318

              #7
              Re: NaW Mod Nuke, changed a bit. (done)

              can you make it so its not so symmetrical, and the pillar should be fatter, as does the could itself :)

              Like this

              Comment

              • Sacre

                #8
                Re: NaW Mod Nuke, changed a bit. (done)

                lol, Well I would have to recolor the textures to be brighter, of course, that Nuke was detonated on water and the intense heat + mass amounts of water vapour caused a lot of "steam" to appear around the nukes cloud.

                A nuke detonated on the ground would end up being dark, with a dark piller, and the mushroom itself would be rather dark.

                This is what i've got so far



                I might put a delay on the lower ring of the mushroom cloud so its more rounded. I am still trying to figure out how to increase the time the center pillar stays, it seems it only emits the smoke for a limited time then dies out and the pillar is gone before the full mushroom appears.

                Comment

                • imported_Sephiroth

                  #9
                  Re: NaW Mod Nuke, changed a bit. (done)

                  It was cool but for a nuke it doesnt really so much damage. I mean, that second nuke was pretty much by your side. If it was me I would make it three times as big and three times as powerful. Since it's not really big enough for a nuke, maybe says its a Tactibal Ballistic missile?

                  Maybe im picky, Looks nice though!

                  Comment

                  • Sacre

                    #10
                    Re: NaW Mod Nuke, changed a bit. (done)

                    lol I turned the damage output down so I could be close enough to see the full effects

                    Atm I'm just showing the effects, the looks of it. Trying to model it to look good, once i'm done with that then i'll work on the blast radius and etc.

                    Also, Tactical nukes arent meant to be "huge". They are made to destroy a small town, or a base. I cant make this nuke bigger or else the poor guys with lower end comps will have some Framerate issues :P

                    Alright guys I need some help with this, I am trying to get the center pillar to continue to emit that smoke for more then its given time. this is the Code for that effect

                    ObjectTemplate.create SpriteParticleSystem em_nuke_smoke01
                    ObjectTemplate.modifiedByUser "SatNav"
                    ObjectTemplate.createdInEditor 1
                    ObjectTemplate.showInFirstPerson 1
                    ObjectTemplate.showInThirdPerson 1
                    ObjectTemplate.emitPrio High
                    ObjectTemplate.lodDistance High
                    ObjectTemplate.qualityLevel Low
                    ObjectTemplate.emitterType Standard
                    ObjectTemplate.isLocalSystem 0
                    ObjectTemplate.emitRadius 0/0/0
                    ObjectTemplate.emitRangeX CRD_NONE/0/0/0
                    ObjectTemplate.emitRangeY CRD_NONE/0/0/0
                    ObjectTemplate.emitRangeZ CRD_NONE/0/0/0
                    ObjectTemplate.randomRadialDirection 360
                    ObjectTemplate.radialDirection 0
                    ObjectTemplate.emitFrequency 27
                    ObjectTemplate.preWarmTime 0.1
                    ObjectTemplate.emitTime 22
                    ObjectTemplate.emitDelay 0
                    ObjectTemplate.isLooping 0
                    ObjectTemplate.emitSpeed 2
                    ObjectTemplate.emitDirection 0/1/0
                    ObjectTemplate.timeToLive 15
                    ObjectTemplate.randomTimeToLive 0
                    ObjectTemplate.windAffectionFactor 0
                    ObjectTemplate.forceToWaterSurface 0
                    ObjectTemplate.waterSurfaceOffset 0.03
                    ObjectTemplate.rotationGraph 0/0/-1/1
                    ObjectTemplate.alignRotationToSpeed 0
                    ObjectTemplate.transparencyGraph 3/-7.1/4.09/0
                    ObjectTemplate.gravity 0.35
                    ObjectTemplate.gravityGraph 0/0/0/1
                    ObjectTemplate.airResistanceGraph 0/0/0/1
                    ObjectTemplate.emitSpeedGraph 0/0/0/1
                    ObjectTemplate.randomSpeed 0
                    ObjectTemplate.randomDirectionAngle 0/0/0
                    ObjectTemplate.airResistance 0.01
                    ObjectTemplate.collisionEnable 0
                    ObjectTemplate.collisionSpeedAlongNormal 0.05
                    ObjectTemplate.collisionSpeedAlongPlane 0.8
                    ObjectTemplate.randomSize 0.2
                    ObjectTemplate.particleMaxSize 14
                    ObjectTemplate.sizeGraph 0/0.1/0.4/0.5
                    ObjectTemplate.randomIntensity 0.1
                    ObjectTemplate.lightMapIntensityOffset 0.7
                    ObjectTemplate.lightAffectionFactor 0
                    ObjectTemplate.color1 0/0/0
                    ObjectTemplate.color2 0/0/0
                    ObjectTemplate.colorBlendGraph 0/0/1/0
                    ObjectTemplate.alphaCull 0.2
                    ObjectTemplate.particleType Sorted
                    ObjectTemplate.drawOrder Back
                    ObjectTemplate.randomRotation 360
                    ObjectTemplate.randomRotationSpeed 0.5
                    ObjectTemplate.rotationSpeed 0.2
                    ObjectTemplate.pivotOffset 0/0
                    ObjectTemplate.selfShadowIntensity 0.75
                    ObjectTemplate.textureName objects\effects\textures\animated\exp_boom
                    ObjectTemplate.animationEnable 1
                    ObjectTemplate.animationSpeed 0.05
                    ObjectTemplate.animationPlayOnce 0
                    ObjectTemplate.setAnimationFrameWidthRelative 0.25
                    ObjectTemplate.setAnimationFrameHeightRelative 0.25
                    ObjectTemplate.animationRandomizedStar0Frame 1
                    ObjectTemplate.animationFrameCount 8
                    ObjectTemplate.animationFrameCountX 4

                    I've tried changing the "emittime" "frequency" a bunch of things but with no success.

                    Any ideas on how to make this effect emit longer?

                    Comment

                    • imported_Sephiroth

                      #11
                      Re: NaW Mod Nuke, changed a bit. (done)

                      lol I turned the damage output down so I could be close enough to see the full effects
                      Ah right sorry :P

                      Also, Tactical nukes arent meant to be "huge". They are made to destroy a small town, or a base. I cant make this nuke bigger or else the poor guys with lower end comps will have some Framerate issues :P
                      Hee Hee, i didn't mean tactical nuke, i meant tactical missile. They take out bunkers, fortifacations, arty etc. Its about the right size for the explosion.

                      Comment

                      • Sacre

                        #12
                        Re: NaW Mod Nuke, changed a bit. (done)

                        Originally posted by Sephiroth
                        Ah right sorry :P



                        Hee Hee, i didn't mean tactical nuke, i meant tactical missile. They take out bunkers, fortifacations, arty etc. Its about the right size for the explosion.
                        lol, well there are such things as tactical nukes. They are made to be small in size and deliver max damage to a small port, etc.

                        They also emit an EMP in the area which fries all electrical systems etc, so tactical nukes are very useful in war. Small, deadly, destroys electronics, and the radiation afterwards prevents salvaging.

                        this is pretty much what I was focusing on making

                        now, if you want, I can make a new file which has this nuke multiplied by many times to moreless cover the whole map lmao.. would take a bit of work though.. and a more powerful comp :P

                        Comment

                        • imported_Sephiroth

                          #13
                          Re: NaW Mod Nuke, changed a bit. (done)

                          I know there's such things as Tactical nukes :P. EMP would be amazing lol, i dont think the jet/heli lovers would be very happy. XDDD

                          That big explosion thing sounds cool XD. I'm sure my rig can take it :evil:

                          Comment

                          • Sacre

                            #14
                            Re: NaW Mod Nuke, changed a bit. (done)

                            lmao yea, probably could. Still trying to figure out how to get that dang pillar to stay long enough... might just rebuild a whole new script etc. lol

                            Well, im done with it now. Here is a quick clip I made showing it.

                            http://files.filefront.com/7306652

                            Comment

                            • imported_Sephiroth

                              #15
                              Re: NaW Mod Nuke, changed a bit. (done)

                              Ohhh i like the vid! :P

                              Comment

                              Working...