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.
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. QUICK_EDIT
Posted: Wed May 19, 2021 9:31 am Post subject:
for nuke explosion animation
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 QUICK_EDIT
;;;;;;;;;;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;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
_________________ 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.
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.
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 !!! Also, what .ini file should i paste this code?
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