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Big Nuke explosion
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BaRaka
Medic


Joined: 09 Jun 2014

PostPosted: Sun Nov 05, 2017 6:25 pm    Post subject:  Big Nuke explosion Reply with quote  Mark this post and the followings unread

A bigger nuke explosion.
18 Mb Shp.
Includes animation + palette.



bignuke.gif
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bignuke.gif



bignuke.zip
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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Nov 05, 2017 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not big enough. Wink

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Nov 05, 2017 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

very nice.

I'm not a fan of the inwards flying smoke though. Would be nicer if the smoke expands first for the first half and then moves back inwards in the second half. It should also move first pretty quick and then slow down as soon as the negative pressure ends. At that point the smoke clouds should only linger on the ground with slight inner turbulences.

I would also make the initial expanding fireball a bit faster. Like only 2 or 3 frames, so it's really like a nuke flash and not an expanding bubble.

The shape, inner turbulences and the texture are nice though.

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OverWatch
Rocket Infantry


Joined: 23 Jun 2016
Location: The lijiang tower

PostPosted: Mon Nov 06, 2017 4:19 am    Post subject: Reply with quote  Mark this post and the followings unread

There is a lovely small nuke silo! XD

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Nov 06, 2017 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

This would need lots of improvement, you have wayyy too much of single color white making up bulk load of it, should have light yellows etc to variate it where possible as now you just clipped it mostly to white and lost any potential underlying detail.

Besides that the black edges ruin this pretty good, it will look abnormal ingame, if you had RGBA (not all opaque!) frames of this I could try touch it up regards edges.

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Shepherd Moons
Soldier


Joined: 12 Jul 2011

PostPosted: Mon Nov 06, 2017 11:13 am    Post subject: Reply with quote  Mark this post and the followings unread

You need this one! Twisted Evil



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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Nov 06, 2017 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

...and today I tought that the Nuclear missile should do mora damage. Very Happy

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SEEKER06122003
Civilian


Joined: 11 May 2021

PostPosted: Wed May 19, 2021 9:31 am    Post subject: for nuke explosion animation Reply with quote  Mark this post and the followings unread

hey author, how to add your nuke explosion animation to mental omega ?
( I has sword and rose edition with ini and art file, i hope u awnser me soon as u can )

Removed MO art and rules INI attachments. -Mod

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed May 19, 2021 10:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Is this..?

Yep, it is

Code:
;;;;;;;;;;Mental Omega 3.3.4 RULES CONTROL FILE;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;; GENERAL ;;;;;;;;;;;;;;;;;;;;;;;
;; Last Modified 2020.11.21 3:11 PM      MDT

Granted, this rulesMO is 6 months old now, but still.

The artMO doesn't have a time-stamp.
Code:
;;;;;;Mental Omega 3.3.4 ART CONTROL FILE;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

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DyordsTheBell
Medic


Joined: 01 Dec 2016
Location: Manila

PostPosted: Sat May 29, 2021 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried to replace it to the 'nukeanim.shp', but when executed the palette itself is badly colored. Is there a way to fix this?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat May 29, 2021 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread


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DyordsTheBell
Medic


Joined: 01 Dec 2016
Location: Manila

PostPosted: Sun May 30, 2021 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
You need to use the Ares CustomPalette= tag.


Thanks Approved. Btw I'm kinda new here so i hope there is a Tutorial on how to do scripting using ARES  Embarassed.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun May 30, 2021 6:33 am    Post subject: Reply with quote  Mark this post and the followings unread

https://ppmforums.com/topic-44861/how-to-i-use-it-and-mod-it/ and https://ppmforums.com/post-571631/#571631

Basically, Ares injects its code during the run-time of the YR gamemd.exe.

This allows you to use the tags and fixes some engine bugs that are left over in the original.
Documentation: http://ares-developers.github.io/Ares-docs/index.html

Mods like Mental Omega and Red Resurrection and others use Ares to expand the base game beyond what it usually would have been capable of.
For example, MO's fourth side "Foehn" wouldn't be possible to implement properly as an actual playable faction without Ares.
New mouse cursors also wouldn't be possible.

There were other projects to enhance YR, like RockPatch, but those modified the base gamemd.exe permanently; so you in order to properly uninstall them you'd have to make a backup of the EXE.
Since Ares only makes the necessary modifications during runtime and then "reverts" after the game is closed, all you have to do to play vanilla YR again is just not to run LaunchAres.bat again.

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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DyordsTheBell
Medic


Joined: 01 Dec 2016
Location: Manila

PostPosted: Sun May 30, 2021 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
https://ppmforums.com/topic-44861/how-to-i-use-it-and-mod-it/ and https://ppmforums.com/post-571631/#571631

Basically, Ares injects its code during the run-time of the YR gamemd.exe.

This allows you to use the tags and fixes some engine bugs that are left over in the original.
Documentation: http://ares-developers.github.io/Ares-docs/index.html

Mods like Mental Omega and Red Resurrection and others use Ares to expand the base game beyond what it usually would have been capable of.
For example, MO's fourth side "Foehn" wouldn't be possible to implement properly as an actual playable faction without Ares.
New mouse cursors also wouldn't be possible.

There were other projects to enhance YR, like RockPatch, but those modified the base gamemd.exe permanently; so you in order to properly uninstall them you'd have to make a backup of the EXE.
Since Ares only makes the necessary modifications during runtime and then "reverts" after the game is closed, all you have to do to play vanilla YR again is just not to run LaunchAres.bat again.


Thanks so much Very Happy Approved!!! Also, what .ini file should i paste this code?

CustomPalette= tag

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun May 30, 2021 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC it should be artmd.ini

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