Ok here you go:
http://pastebin.com/sciJiNbC
Some things to note...
This is scaled ~ to the size of what a proper explosion for the shell of a raider or stumpy shell would be, so when adjusting, keep that in mind.
On the surface this looks like it uses a lot of particles, which technically, it does, however, they die incredibly quickly. In this way, you can actually get away with a lot of particle use without hurting performance (because they die nearly immediately after they get spawned).
Here is how to modify it... more or less "properly":
Outerflash:
This is the texture that gets big in the background. This is a really subtle effect that gives the pretense of a "shockwave". It starts out as extremely tiny and gets large then disappears very quickly.
You can adjust this easily by simply editing the "sizegrowth" parameter.
IF absolutely necessary, you can edit the size parameter, but when you do that you are changing the size that the texture starts out as, so changing "size" may look pretty strange.
Centerflare:
This is part of the heat of the explosion. You probably won't ever need to change this, but if you do, change the "sizegrowth" parameter.
Orangeexplosionspikes:
These are the little ehh... sparks that shoot out when the shell explodes (you'll see what I mean). For this item, leave the sizing and growth alone, and adjust "sizemod" (decimal point changes in sizemod are
exponential (to some degree... I'm just saying, a tiny bit goes a very long ways)!).
Kickedupdirt:
This is probably the one you'll want to adjust the most. THere are a ton of customizations that can be made here. At the moment it is colormapped to resemble dirt, which you can easily adjust the map to look like smoke, or whatever you like.
In order to size this for various explosions you'll need to fiddle with various values.
sizegrowth will adjust how large it gets over the particle's lifetime. You're probably better off messing with particlesize than sizegrowth.
In order to make it simple, we'll just say that particlelifespread adjusts how long the smoke/dirt/whatever rises.
particleSpeedSpread adjusts how fast the particles spread out from the center of the explosion.
particlelife adjust how long the particle lives. You prolly won't want to change this, but you can play around with it to adjust things. Beware though that the longer the particles live, the fewer particles you should be using.
That should cover the most important parts I think. Play around with it. You could also add more stuff to it, like dirt chunks flying around, etc.
This isn't a 1:1 recreation of the default explosions as the engine just spawns a bunch of particles in the center of the explosion which z-fight each other to the death.
The relevant textures are here:
https://evolutionrts.googlecode.com/svn ... aexplo.tga
https://evolutionrts.googlecode.com/svn ... /flare.tga
https://evolutionrts.googlecode.com/svn ... hside2.tga
https://evolutionrts.googlecode.com/svn ... osmoke.tga