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Author Topic: Gurner FX 4.3  (Read 351198 times)

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CWMV

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #336 on: April 27, 2012, 06:43:23 PM »

I'm certain they are actually.
Would be interesting to see why they aren't effected.
I'll pm the .mis your way.
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Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #337 on: April 28, 2012, 03:02:12 AM »

Thanks for the PM.  I don't see anything in there that is obviously a static smoke, though.  If you uploaded the mission itself with the location of the problem I could see it for myself and have an idea of how much of a problem it is and where to start looking...  ;)
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Railer

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #338 on: April 28, 2012, 09:55:26 AM »

Thank you Gurner for 4.2 DBW 1.71 it works perfectly on my machine including the flak. also Slipper for the link and VP Media for the new plane damage. You guys all rock.
Railer
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Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #339 on: April 28, 2012, 03:21:07 PM »

Happy to be of service  :)
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Dakpilot

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #340 on: April 29, 2012, 03:15:29 AM »

Thanks for the update, all seems to work fine  :) like the new fire animation but the smoke from destroyed vehicles seems a little "heavy" is it easy to turn down the volume and height? after taking out a medium convoy there would appear to be more smoke than is realistic. love the effect though, and am only nit-picking  ;) not complaining!  ;) taking out a Kubelwagen at an airport gives more result than a burning JU-52  :)

On another note (and i know nothing about the difficulties) how are the "static smoke and fires generated? so many older (and newer) campaigns use these placed objects, and now with your fantastic and realistic smokes/fires they stick out like the proverbial Dogs ball

A complete  replacement set of stationary smokes and fires textures/effects would be a great upgrade, improving hundreds of earlier, but still very relevant and enjoyable missions/campains

Thankyou for your continued work on this great mod.

And on yet another note--
"The Fire objects from C&Cv2 increase the draw distance to make city fires visible over long distances at night (Semor's campaign?), but this also seems to drop the frame rate by half on my set up, which maybe stands to reason... I put these in experimentally at the last minute (for Blitz fires in London), but taking them out of the mission templates (and generating a new campaign) seems to improve things. Delete these from the mission templates (BoB7, BoB8a, etc.) to increase frame rates."

Taken from this thread- https://www.sas1946.com/main/index.php/topic,17630.48.html
-
although there seem to be some issues, perhaps there is a hint at how to get longer draw distances for smoke, in the code used in that mod?

Cheers Dakpilot
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Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #341 on: April 29, 2012, 11:11:39 AM »

You're right, Dak - I concentrated on improving the look of the smokes but didn't really how they would look in comparison to each other.

I don't understand the static object fires yet.  They look different in my pack when compared to plutonium, so the mod must effect them, but I don't know how.  I thought I'd replaced pretty much all the smokes, but I guess not.

Thanks for the info on c&cv2, I'll have a look into that.
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CWMV

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #342 on: April 29, 2012, 04:00:43 PM »

I saw the starbursts!

Gurner, you f**king nailed it.
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Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #343 on: April 30, 2012, 03:35:20 PM »

Well, actually Steppenwolf nailed that one, but thanks all the same!

On another note, if you use this mod: @edit: Dead link removed  in conjunction with my pack it will increase the view distance of smokes almost indefinitely
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slipper

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #344 on: April 30, 2012, 04:40:19 PM »

Gurner

Quote
However, there have been a few reports in this thread of compatibility issues with c&c, so I don't know how how viable an option it will be.  Worth a go while I search for a simpler solution though.

Do you think it would be possible to work on a complete solution to the compatability issues with C&C 2.0 please mate? i play a lot of night missions and C&C2.0 is essential to me. Issues i have noticed are :-

1) The very large fires when using the "fire" object in C&C2.0, as posted earlier, (the solution i posted does not work  :-[ ). I think the same issue occurs with Sputnikshocks Realistic Airfield Lighting mod here.

https://www.sas1946.com/main/index.php/topic,23695.0.html

The fires look the same, so i am not sure if it is the same files causing this. They both look ok under standard Plutonium.

2) If using Target indicators (TI's) in game or from CY6's Fire Bombs and Flares mod

https://www.sas1946.com/main/index.php/topic,18601.msg199770.html#msg199770

they do not illuminate, and so are not visible when using your effects mod, again they show with Plutonium.

would be great if you could find a solution to these conflicts mate, i can't play without either mod, and have had no luck trying to find a solution yet.

regards

slipper


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vpmedia

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #345 on: May 01, 2012, 12:24:50 AM »

I made a mod which restores the original static smoke and fire effects which can be placed in missions via FMB.
It also makes them independent from other ingame smoke effects so future changes in any effects mod wont screw up your static fx. Visibility distance of effects was increased to 30000 from 3000m.

Restored effects:


Download:
http://www.vpmedia.eu/il2/zip/vp_Independent static smoke and fire.zip

Replace first part of smokes section of technics.ini with this text:
Quote
//======================================================================
// Smokes
//======================================================================
[Smokes]
Smoke1:Mesh     3do/Arms/Null/mono.sim
Smoke1:Effect   Effects/Smokes/old_SmokeShipMedium.eff

Smoke2:Mesh     3do/Arms/Null/mono.sim
Smoke2:Effect   Effects/Smokes/old_SmokeShipEnormous.eff

Smoke3:Mesh     3do/Arms/Null/mono.sim
Smoke3:Effect   Effects/Smokes/old_SmokeBoiling.eff
Smoke4:Mesh     3do/Arms/Null/mono.sim
Smoke4:Effect   Effects/Smokes/old_SmokeBoilingBig.eff
Smoke5:Mesh     3do/Arms/Null/mono.sim
Smoke5:Effect   Effects/Smokes/old_SmokeBlack_plane.eff
Smoke6:Mesh     3do/Arms/Null/mono.sim
Smoke6:Effect   Effects/Smokes/old_SmokeBlackToWhite.eff
Smoke7:Mesh     3do/Arms/Null/mono.sim
Smoke7:Effect   Effects/Smokes/old_SmokeWhite.eff
Smoke8:Mesh     3do/Arms/Null/mono.sim
Smoke8:Effect   Effects/Smokes/old_FireBoiling.eff
Smoke9:Mesh     3do/Arms/Null/mono.sim
Smoke9:Effect   Effects/Smokes/old_FireBoilingBig.eff
Smoke10:Mesh     3do/Arms/Null/mono.sim
Smoke10:Effect   Effects/Smokes/old_SmokeFire_plane.eff
Smoke11:Mesh     3do/Arms/Null/mono.sim
Smoke11:Effect   Effects/Smokes/old_SmokeFireSmall.eff

Gurner you'd be welcome to update these effects with better ones, this is just a quick fix.

vpmedia

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #346 on: May 01, 2012, 12:27:56 AM »

Found something interesting here.
Playing on Manysh's repaint of the Libya map, campaign "Battleaxe I, flying the BF 109E"
Had these pop up:
[]https://www.sas1946.rocks/images/imageshit/dead/dead.gif]
Whats more is that the smoke columns themselves seemed to run out, then after a few seconds would begin to generate smoke again.
Would the mission file be helpful in determining which objects needed delt with?

my mod will fix these problems too

but I'm not sure about the C&C mod problems, that needs further investigation

edit:

I suspect that CY6 used the stock smoke effects as the basis of his work with Command and Control mod.
If he did so then you can edit the eff files after you installed my mod.
Make a backup of the files you editing.

look for a file called ...\Effects\Smokes\CityFire.eff in you C&C folder
inside change
'SmokeBoiling.eff'
to
'old_SmokeBoiling.eff'

in file Marksmoke.eff
MatName ..\Materials\WhiteSmoke.mat
to
MatName ..\Materials\old_WhiteSmoke.mat

in file WPsmoke.eff
MatName ..\Materials\WhiteSmoke.mat
to
MatName ..\Materials\old_WhiteSmoke.mat

in file Yellowsmoke.eff
MatName ..\Materials\WhiteSmoke.mat
to
MatName ..\Materials\old_WhiteSmoke.mat

Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #347 on: May 01, 2012, 04:33:50 AM »

Wow, thanks VPMedia!   8)  It seems you have special powers!  I've never even considered looking at the technics.ini.  Makes me wonder what else can be done that I'm not aware of.  I think I'll have to start learning about editing class files soon...

However, I should point out that your mod will not increase the view distance unless combined with class files that have that effect

Thanks again
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