Over the past couple days or so I've been posting in the Lounge progress reports with screen captures detailing my changes to five of the Command and Control FX objects. Here they are!
This works in my B.A.T. 4.0 game. I don't know about compatibility for non-BAT games. Try it and see.
Get it here:
https://www.mediafire.com/file/avaifewzn5dar2k/%2521_0_CandC_FX_improvements.7z/fileFrom the included readme file:
Improved FX objects for Command and Control, by WxTech
After trying out the various C&C FX objects, I found issues that I felt could be improved upon. I offer my variations on five of these C&C objects.
I supply here dedicated effects and their resources, so as to eliminate potential conflicts.
CityLights, City lights
-----------------------
- Raise the lights several meters, so that they do not appear half buried
- Ignore map_T pixel RGB; now ALL areas of a map can have this object placed
- No longer place lights on water
- In the .eff, image of glare mostly fills the texture space, size is set to 5m, perspective compensation distance is 1600m, opacity 0.65
- Implement a Gaussian distribution, with a radius of 500m (68% of lights fall with in 1km diameter circle)
Bomb, "Bomb: Simulates large scale bombing raids"
-------------------------------------------------
- GREATLY reduced the number of fires/smokes!!!
- Randomized the size of associated fires
- Made all fires have a smoke column, as opposed to the 25% previously
- Reduced the distance at which the effect initiates
- Removed the dependence on map_T RGB values for fire/smoke
- Randomize and increase power for both effects and destruction, but reduced the range for blast effect
- Removed the dependence on TypeBomber; all planes can now initiate the object
- Increased the areal coverage possible for each group of related bursts, from 40m square to 100m square
Box, Flak barrage
-----------------
- Made it impossible for bursts to occur beneath the surface
- Applied a Gaussian distribution in height
- Reduced the distance at which the effect initiates, from 10km to 5km
- Reduced the range over which the illumination extends
BRG, "Barrage: Explosions over a 1x1km area" (actually, originally limited to a 200m box)
--------------------------------------------
- Reduced distance from plane for activation, from 10km to 6km
- Implemented a Gaussian distribution, with a radius of 200m (68% of bursts occur in a 400m diameter circle)
- Randomized and increased power for both effects and destruction, but reduced the range for blast effect
Fire, City fires
----------------
- Made the particle size random
- Distribute fires as a Gaussian, with a radius of 250m (68% of fires occur inside a circle of 500m diameter)
- Create a larger fire with smoke column for 5% of the fires
- Fires no longer placed on water
- Shortened the effect duration from 600s to 100s so as to control the maximum number of fires; now about 67 after 100s as opposed to ~400 after 600s
- Removed the dependence on TypeBomber; all planes can now initiate the object
CandC$CityLightsUnit.class
6B8055C65151794E
CandC$BombUnit.class
AB70ADBCA9105140
CandC$BoxUnit.class
B430773050D433BA
CandC$BRGUnit.class
2C3BE90045C3371A
CandC$FireUnit.class
F13E21DED0DE6DD8
WxTech,
Sept 1, 2023