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Fix: Super Weapon General Particle Cannon Uses Some Blue Effects #288
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Are the W3D and dds files new or modified assets? If they modify original ones, please add the corresponding original files to GameFilesOriginal
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@@ -55134,6 +55252,65 @@ ParticleSystem ParticleDeathFlare | |||
WindPingPongEndAngleMax = 0.000000 | |||
End | |||
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; Patch104p @bugfix commy2 11/09/2021 Recolored effect used when SWG's Particle Cannon is blowing up. | |||
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ParticleSystem SupW_ParticleDeathFlare |
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Where is this used? It's not used in this change.
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Also used in SupW_FX_ParticleUplinkDeathInitial
^^
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Oh my mistake. Must have clicked the file away when reviewing.
@@ -11846,6 +11846,64 @@ ParticleSystem ParticleDeathImplode | |||
WindPingPongEndAngleMax = 6.283185 | |||
End | |||
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; Patch104p @bugfix commy2 11/09/2021 Recolored effect used when SWG's Particle Cannon is blowing up. | |||
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ParticleSystem SupW_ParticleDeathImplode |
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Where is this used? It's not referenced in this change.
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Used in SupW_FX_ParticleUplinkDeathInitial
. See: https://github.com/xezon/GeneralsGamePatch/pull/288/files#diff-758c48cb4371d9c579a06719a58844bfbcd625b174c0cd405768be6c94396c40R7379
Behavior = SlowDeathBehavior ModuleTag_18 | ||
; don't run this death if we are under construction... | ||
ExemptStatus = UNDER_CONSTRUCTION | ||
DestructionDelay = 2000 | ||
FX = INITIAL FX_ParticleUplinkDeathInitial | ||
OCL = INITIAL OCL_SDILinkLasers | ||
FX = INITIAL SupW_FX_ParticleUplinkDeathInitial |
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This effect exists already? It's not added in this change.
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It's a new effect that links the particle systems above.
Copy pasted from the original vanilla USA Particle Cannon, renamed and color edited. |
Ok in that case we can add the original ones too for reference. |
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Added the original files. Note that they are from the Generals folder, not ZH. The game loads assets from both, which is why you need to install CCG to install and play ZH. |
That's fine. |
You added |
The original is exlaser2.dds. That effect has to remain as it used for the non-Alex Particle Cannons. I cannot change the name too much, as it appears inside the model file. The model file uses animations, so it's very hard to import and export out of RenX correctly. Instead, I opted to hex editing the filenames of the textures in the W3D file. |
Sounds reasonable. Very resourceful. |
ZH 1.04
After patch: