KrdaxDrkrun KrdaxDrkrun

[MOD] TotalEffects Complete Particle Conversion mod for Diplomacy 1.034 UPDATE 12/17/11

[MOD] TotalEffects Complete Particle Conversion mod for Diplomacy 1.034 UPDATE 12/17/11

version 0.801

 

TotalEffects now conforms to TSOP standards. Huge thanks to Soase Maelstrom!

Thanks Stant for the updated Diplomacy version.

 

 

Anyone may use this mod in their own mod however they like, as long as proper credit is given.

 

 

 

Enjoy

Diplomacy 1.034:

 

http://www.gamefront.com/files/21093989/TotalEffectsDiplomacy1.34.zip

 

 

.zip

7.69 mB

 

I have now included the Readme here for those who do not wish to download the mod at the moment.

 

Credit to Bailknight, Mansh00ter, and Zorodius for their corresponding graphical mods and inspirations.
Also credit to Gas Powered Games' Supreme Commander for some of the textures.




This mod is an attempt to make another graphical mod that goes with the current list.
It contains a mixture of particle effects of my own creation(the majority), effects from bailknight's graphical mod, effects from Mansh00ter's mod, and effects from Zorodius' Solarflair mod.
I would like critique on my particle effect skills and what looks nice and what does not.

GameInfo changes:
Better range for the Jarrasul drain planet ability so that it actually has the same range as its bombing range. If the gameinfo folder is removed the drain planet effect will look funny.
Cleansing Brilliance has a muzzle effect. (bailknight)
Assault Specialization has an effect when it hits structures.
Charged Missiles now has a different beam texture and hit effect.
Disintegration bounceback has more attached effects and Disintegration itself has an actual muzzle effect.
Volatile Nanites now has an effect when a ship dies.
Tweaked a bit with all of the Vasari capship weapon attachments.
Changed the capship explosion. Getting rid of gameinfo will change the capship explosion back to Solarflair's.
I changed the Argonev's explosion to the same as the other starbases so as not to generate lag on death. If the GameInfo is deleted, the game will lag every time this starbase dies. (How d'ya like 1000000 particles onscreen at once? Attempt at your own risk)
Synced the Skarovas' and the Kortul's wave cannons to fire at a single point.

DELETING THE GameInfo FOLDER WILL CAUSE THE GAME TO CRASH.

The Solanus now has a muzzle effect
The Garda's shots also travel faster.
The Destra Crusader's plasma shots now fire at a single point on a mesh.
Added custom phase travel effects for each race. (Bailknight for TEC, Zorodius for advent, me for Vasari)
The Transcencia starbase now has Beam weapons instead of plasma. No damage change.
The Dunov's shield Restore ability now has a muzzle effect.

There is also a change in the theme music, one that I like more. (NO CRITIQUE ON THIS PLEASE)
Numerous other surprises relating to just particle effects.

 

I have removed all of the changes that would have anything to do with imbalance or game tweaks. All of the above changes are aesthetic only.

Showcase of Destra, Kodiak, Iconus, and Domina effects:

750,568 views 298 replies
Reply #101 Top

Hey Syneptus... Happy new year!

Quick question for you.

If I wanted to make a weapon travel/hit particle effect smaller by say 50%... What would I need to do?

 

Reply #102 Top

Easy.

Just locate the length and width down near the bottom of particle forge, and exchange those for smaller numbers.

If you run into any problems play around with it. That was how I figured out how to use particle forge. No documentation or nothing.

If you really can't figure it out, just let me know and I will try to fix it myself.

(Are my effects too big?)

Happy New Year

Reply #103 Top

(Are my effects too big?)

I just need to scale some of them down for the Plague race to fit some of the ship sizes. I also wanted to know how to scale down some of the effects for a small mod with the vanilla races I was working on which scaled down the starbase meshes to capital ship sizes.

Reply #104 Top

oops, sorry.

Hopefully you get that worked out.

Reply #105 Top

Quoting Syneptus, reply 104
oops, sorry.

Hopefully you get that worked out.

No big dealio. The effects are good, just need to scale to my model sizes which you didn't have.

Thanks again for them!

Reply #106 Top

Hi Syneptus,

I am thinking of integrating Bailknight's Graphic Mod  and your TotalEffects mod into the Maelstrom mod. Say 3 races for Bailknight's mod and 3 races for your mod.

Any thoughts or comments?

Reply #107 Top

Sure, the gameInfo files are only for effects, so a couple of effects won't be present if you remove it.

My mod includes BKG mod, and covers a ton more effects than his does. You don't need to add both.

Reply #109 Top

Currently working on converting the mod for 1.02...

Reply #110 Top

I have added a moddb page for this mod.

Thanks Soase_Maelstrom for the suggestion.

Reply #111 Top

I am very busy.

Free rein with this mod, anyone can take it, blow it up, use it or trash it.

I am done with this graphics mod. I should update it with my last 30 or so new particle effects, and then that will be it. Maybe.

All of my work is going into another, much larger project.

Have fun.

-Syneptus

Reply #112 Top

Yes, you should update it.  ;P

Reply #113 Top

can you tell us the name of the "larger project"?

Reply #114 Top

I've updated this mod using harpo's mod updater. if you want it, i'll upload somewhere :)

Reply #115 Top

Have fun. Upload it and send me the link and I will post it here.

No I can't tell you. It's a secret.

Well, actually, I can tell you its tentative name. Sins of Project 91

(Don't bother looking it up, it's my story)

It will be a super revamp, with three new races, new abilities and a huge splatter of particle effects.

Reply #116 Top

Quoting KrdaxDrkrun, reply 115
Well, actually, I can tell you its tentative name. Sins of Project 91

(Don't bother looking it up, it's my story)

It will be a super revamp, with three new races, new abilities and a huge splatter of particle effects.

A cool choice in mod name. Good luck and look forward to seeing some more on it.

Reply #117 Top

I hate mods that add new races :/ it would be nice if you manage to keep separated the particle effects part from the new mod... :)

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Reply #118 Top

What do you mean?

This mod is separate. It will remain so.

Unless you mean the new effects from the future mod, which will be practically unusable (possibly the weapon effects, we'll see).

Mostly it's still an enormous mass of concepts, and I just got a job that is teaching me how to model and paying me to learn it!

Pretty sweet deal.

Anyways, I probably won't be doing any gameinfo stuff until Rebellion, but models will be constructed in the meantime.

Reply #119 Top

Just updated my last 43 effects. Be thankful you masses.

Reply #120 Top

Okay.  Thanks.

Reply #121 Top

You're welcome. I had to salvage them from my dead computer -may it rest in peace-.

:'(

-edit-

Now why did that fail?

Reply #122 Top

KrdaxDrkrun, this is a great mod. I love your effects. My only question is why does the gauss bolt stream fire? It's a magnetically fired round. There's nothing to ignite.

Reply #123 Top

Thanks,

It's not fire, and anyways it's meant to look cool, not be scientifically correct.

The idea was simply that the shot would have a trail. If it really bothers you I can fix it. :P

Reply #124 Top

I may take your mod and dissect it for a few of the simpler alterations like the phase jump customs and the trancendia beams o.o, always felt beams were more natural than plasma or that "psionic missile" thingy

Edit: Would the Trancendia's particles be the one of the Capital beams or PsiSpirit..or what o.o;

Reply #125 Top

Try the mod for yourself.

But the capital beams replace the spiritblades, in name and effect.

Unfortunately it only works on Entrenchment.