porschefan8 0 Posted May 29, 2004 Share Posted May 29, 2004 (edited) what series of the 'billboard effects' are used to make the AT4 explosion type that you can select in IGOR for projectiles/hand held objects? In a mod I want to replace the billboard effect textures for the AT4 explosion with the ones used as the explosion for the demolition charges (the explosions you see in mission 5 of DS after placing the demo charges) I've been trying to figure this out using PSP and RSB editor, but I've had no success. NEED HELP! ! ! Edited May 29, 2004 by porschefan8 Quote Link to post Share on other sites
Kafee 0 Posted May 30, 2004 Share Posted May 30, 2004 To my knowledge AT4's use shaped charges for better penetration of armor thus they'd lack that gasoline-like explosion on impact. The explosion seems realistic as it is, but if you're doing some kewl hollywood mod for GR, then I understand. Quote Link to post Share on other sites
porschefan8 0 Posted June 1, 2004 Author Share Posted June 1, 2004 The real reason I need to know what textures to change is so that I can make some hand-held item that simulates a pack of C4 plactic explosive. Like a claymore, but much, much bigger. Quote Link to post Share on other sites
simplesuperman 0 Posted June 3, 2004 Share Posted June 3, 2004 hey that sounds cool...lemme know if u get that done Quote Link to post Share on other sites
Sgt.Crocodile 0 Posted June 5, 2004 Share Posted June 5, 2004 This is the Frag file: <ProjectileFile> <VersionNumber>2.000000</VersionNumber> <NameToken>WPN_FRAG</NameToken> <ModelFileName>iw_grenade_fragm67.qob</ModelFileName> <Weight>0.390000</Weight> <AirResistanceConstant>0.125</AirResistanceConstant> <DetonateOnImpact>0</DetonateOnImpact> <DelayTime>4.000000</DelayTime> <ExplosionDataVersion>1</ExplosionDataVersion> <VisualExplosionType>1</VisualExplosionType> <IsDirectional>FALSE</IsDirectional> <BlastRadius>10.000000</BlastRadius> <CombatCoefficient> <CombatCoefficientIndex>0</CombatCoefficientIndex> <CombatCoefficientV0>930.571</CombatCoefficientV0> <CombatCoefficientV1>-1.02543</CombatCoefficientV1> <CombatCoefficientV2>0.000328571</CombatCoefficientV2> <CombatCoefficientK1>0.5</CombatCoefficientK1> <CombatCoefficientK2>0.002</CombatCoefficientK2> </CombatCoefficient> <IconNdx>0</IconNdx> </ProjectileFile> This is the Missile file: <ProjectileFile> <VersionNumber>2.1</VersionNumber> <Type>1</Type> <NameToken/> <ModelFileName>missile.qob</ModelFileName> <Weight>1.8</Weight> <AirResistanceConstant>0.25</AirResistanceConstant> <DetonateOnImpact>1</DetonateOnImpact> <DelayTime>10</DelayTime> <InitialVelocity>290</InitialVelocity> <ExplosionDataVersion>1</ExplosionDataVersion> <VisualExplosionType>2</VisualExplosionType> <IsDirectional>FALSE</IsDirectional> <DamageThroughWalls>1.0</DamageThroughWalls> <BlastRadius>10.000000</BlastRadius> <CombatCoefficient> <CombatCoefficientIndex>0</CombatCoefficientIndex> <CombatCoefficientV0>930.570984</CombatCoefficientV0> <CombatCoefficientV1>-1.025430</CombatCoefficientV1> <CombatCoefficientV2>0.000329</CombatCoefficientV2> <CombatCoefficientK1>0.500000</CombatCoefficientK1> <CombatCoefficientK2>0.002000</CombatCoefficientK2> </CombatCoefficient> </ProjectileFile> Just compare the lines in red (type 1 and type 2) and you will get the idea. I hope it helps.... Quote Link to post Share on other sites
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