[quote author=*Steppenwolf* link=topic=20628.msg333901#msg333901 date=1357695140]
Please, before you change anything - back it up!
No, you're not oversimplifying. This mod was built upon the files of Plutonium. Files are(smallest to biggest explosions):
RS82..........rockets, usually.
Bomb250....common bomb explosion(250, 500 lbs types).
Bomb1000...bigger bombs.
each one has a 'Land' and 'Water' folder.
Here's the work part though.
Bomb250 'Land'(as an example) has the following .effs in it.
Burn
Burn_Fog
Fontain
Peaces
Shock
Each of the above .effs contain the 'animation' for each of the Bomb250's layers, as well as call the textures.
If you open 'Burn' for Bomb250 you will find the following information:
[ClassInfo]
ClassName TParticlesSystemParams
[General]
MatName ..\..\..\Materials\ExplosionDamageSmoke10.mat................................look here!
Color0 0.70 0.66 0.62 0.5
Color1 0.70 0.66 0.62 0.0
nParticles 8
FinishTime 0.5
MaxR 0.0
PhiN 0.0
PsiN 0.0
LiveTime 5.5
EmitFrq 100.0
EmitVelocity 150.0 0.0
EmitTheta 35.0 55.0
GasResist 0.068
VertAccel -1.0
Wind 0.0
Size 45.0 65.0
Rnd 0.0
This one layer to the total Bomb250 effect calls 'ExplosionDamageSmoke10.mat'. The .mat file tells the effect what texture to use. If you open the 'ExplosionDamageSmoke10.mat' you will see this:
[ClassInfo]
ClassName TMaterial
[General]
tfDoubleSide 1
tfShouldSort 1
tfGameTimer 1
[Layer0]
TextureName ExplosionDamageSmoke10.tga.........................................look here!
// TextureName AlphaSmoke.txa
// SmokeA.tga
PaletteName
//WhiteFog.pal
Frame 0.0 // Float 0.0 - first, 1.0 - last
VisibleDistanceNear 0.0 // Float 0.0 - near, 1.0 - far
VisibleDistanceFar 50000.0 // Float 0.0 - near, 1.0 - far
TextureCoordScale 0.0 0.0 1.0 1.0 // Uo Vo kU kV
ColorScale 1.0 1.0 1.0 1.0 // R G B A
// Wrap Texture Flags (0/1)
tfWrapX 1
tfWrapY 1
// Magnification / Minification (nearest on default)
tfMinLinear 1
tfMagLinear 1
tfMipMap 0
/// BlendModes
tfBlend 1
tfBlendAdd 0
tfTestA 1
tfTranspBorder 1
tfTestZ 1
tfNoWriteZ 1
tfUpDateClear 0
tfModulate 1
tfNoTexture 0
tfAnimatePalette 1
tfAnimateSkippedFrames 0
tfCompressMajorAlpha 1
tfNoCompress16Bit 1
// eof
In this case it is 'ExplosionDamageSmoke10.tga. The two are not always named the same though, so check to see that the right .mat and .tga are in the right place. Both the .mat and corresponding .tga should be in the location Effects/Materials. Unfortunately, you will have to check these things for all 'Land' and 'Water' folders for RS82, Bomb250, and Bomb1000. They pretty much all use the same .mats and .tgas though, so it shouldn't take too long once you figure it out. Let me know if that works. Good luck!
[/quote]
Thanks Steppenwolf.
All I needed to do was replace the RS82, Bomb250 and Bomb1000 folders with yours, and then copy the contents of the Materials folder to the current Materials folder and it worked on my 4.10, DBW 1.7 install!
I'm so happy I could shat.
I would like to also replace your smokes for burning ground vehicles and planes but I can't seem to figure out which files are responsible. I have tried replacing everything with the word smoke in the file, but apparently I'm still too stupid to find the right one. My rig can handles the higher particle smoke effects, but I like how yours diffuse more widely.
Can anyone help?