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Author Topic: LowerParticleEffects/V2/V2.1/V3  (Read 59073 times)

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Epervier

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Re: LowerParticleEffects
« Reply #36 on: January 14, 2012, 04:42:49 AM »

Currently I'm testing in my UP2.01 your mod with the effects of pack French C6.
A strange mixture! No ?  :D
Everything works fine... for now!  ;)

Very nice work! thank you very much !  :) :)
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

gianluca

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Re: LowerParticleEffects
« Reply #37 on: January 14, 2012, 11:00:58 AM »

I did something similar mixing some Histo effects (and to avoid class conflicts I simply disabled all java classes!) with these ones and all is working very very well!
Gianluca

PS: of course this is only for my personal use Steppenwolf!
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joycecaster

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Re: LowerParticleEffects
« Reply #38 on: January 15, 2012, 01:58:20 PM »

Sorry! I got the following after a couple of 30% CTD's loading the Defence of the Reich DCG campaign after installing this mod before Plutonium in DBW 1.6...


WARNING: ****( Unexpected txr reload (tfTranspBorder): '3DO/Effects/TEXTURES/WhiteSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped -1 -> 0 (delta = 1) to Range 0..32
INTERNAL ERROR: Can't open file 'Effects/TEXTURES/burnfire0.mat'
WARNING: object 'Effects/TEXTURES/burnfire0.mat' of class 'TMaterial' not loaded
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$MustangMkI'
Initializing DirectSound playback device...
Primary buffer created.

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zack

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Re: LowerParticleEffects
« Reply #39 on: January 15, 2012, 02:28:15 PM »

Sorry! I got the following after a couple of 30% CTD's loading the Defence of the Reich DCG campaign after installing this mod before Plutonium in DBW 1.6...

Hi Joyster, please mind that this mod is dedicated for 4.09 ONLY.
DBW is based on 4.101m.
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ben_wh

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Re: LowerParticleEffects
« Reply #40 on: January 15, 2012, 03:24:16 PM »

I don't run 409 any more sadly, but I overwrote all the folders/textures in sanka's Plutionum pack with the low-particle mod stuff (not the class files though) and it worked. 

Did what Bee suggested and it worked.  Very impressive.  Do hope some day that there will be a 4.1x version but for now this delivers great visual with relatively small impact on FPS.  Thank you very much for this work.
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joycecaster

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Re: LowerParticleEffects
« Reply #41 on: January 15, 2012, 04:43:06 PM »

 :-[

Oops

Schoolboy error

RTFM

etc...
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ben_wh

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Re: LowerParticleEffects
« Reply #42 on: January 19, 2012, 04:28:55 AM »

Steppenwolf,

Thank you for this effect pack.  I got it to work under DBW together with plutonium effect by only replacing the .eff, .mat and the texture but leaving the class files alone in that effect pack.

I have a question regarding one of the effect:  sometimes when an aircraft got hit by gunfire (prob. large caliber or cannon), a strange thick black smoke 'cloud' appears and just suspended in the sky - do you know which file govern that effect and how can I disable just that effect?  I suspect that it is something within effect/aircraft/ *.eff but would like to leverage your expertise.  Your help very much appreciated.

Thank you,
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Mick

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Re: LowerParticleEffects
« Reply #43 on: January 19, 2012, 04:44:09 AM »

... I have exactly the same "bug", black cloud that stays a very long time suspended in the sky (4.09m, no pack, all java classes deleted otherwise the mod wouldn't work)
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*Steppenwolf*

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Re: LowerParticleEffects
« Reply #44 on: January 19, 2012, 07:23:19 AM »

That's probably the BlackMediumSPD .eff. The file path is 3DO/Effects/Aircraft. To find out what and where an effect happened, I made things strange colors and sizes so they would stand out for me to change. I was never able to get that effect to pop up anywhere. What Plane(s) were you guys flying? I suspect though that the issue has to do with class files being different with DBW. There's other .effs within Plutonium that don't seem to show up anywhere too. But with the class file changing/swapping they might show up as strange looking effects with other MOD packs. I left them strange in the hopes that I'd see them one mission. The .effs in the Aircraft folder with "SPD" or "TSPD" in the names are damage smoke trail effects, or sometimes jet exhaust(in the case of BlackMediumTSPD)...at least this is case with Plutonium.

First step: record an instance of the effect happening.

Second step:
To be sure BlackMediumSPD .eff is it, change the RGB lines from this:

Color0 0.1 0.1 0.1 1.0             
Color1 0.1 0.1 0.1 0.00

To this:

Color0 1.0 0.0 0.0 1.0
Color1 1.0 0.0 0.0 0.00

That should make the black thing hanging in the sky be red. If that happens then we've got the right .eff!

If you don't care to mess around with changing the effect into something usable just change the same lines to this:

Color0 0.0 0.0 0.0 0.0
Color1 0.0 0.0 0.0 0.0    (this will render the effect invisible)

For those that want to change the effect into a usable contrail let me know if we've got the right .eff. It's 9am here and I've got to go to work now. I'll check this today to see what's happening. Thanks.

Steppenwolf


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ben_wh

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Re: LowerParticleEffects
« Reply #45 on: January 19, 2012, 10:13:14 AM »

Steppenwolf,

Thank you for the quick response and useful advice.

The test worked perfectly. It is indeed BlackMediumSPD.eff.  I can see that this can be an useful effect, but perhaps with some tweaking.   Would love to find out what the parameters within these files mean - will experiment more once I have time to test.

Question: I trust that turning this invisible would not affect other effects in your pack?

Thanks again,
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gianluca

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Re: LowerParticleEffects
« Reply #46 on: January 19, 2012, 10:58:42 AM »

Hi Steppenwolf, tried the second option, it works! Thks a lot!
Gianluca
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*Steppenwolf*

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Re: LowerParticleEffects
« Reply #47 on: January 19, 2012, 11:10:32 AM »

You're welcome, ben_wh. And changing the visibilty on that .eff will only alter that effect. Though there are some instances where that isn't the case. I'm not sure if this is happening because of something I missed or because DBW is accessing an .eff that Plutonium class files don't. I can't be sure what swapping tga's, effs, and mat files will change because I haven't tested this mod on DBW. Though I imagine many things could get goofed up through class file omission. Still, I left that one .eff black so I could see/identify it clearly, but I could never get it to show up. Do you mind telling me what plane it happened with so I can test this issue further? Thanks.

Steppenwolf
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