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Author Topic: Gurner FX 4.3  (Read 351078 times)

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Dudok22

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #348 on: May 01, 2012, 04:40:42 AM »

you must change max effect distance in classfiles I think. but this was done before but all links are dead and I cant find it anymore. :(
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vpmedia

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #349 on: May 01, 2012, 07:00:24 AM »

I disagree...try to lower the VisibleDistanceFar parameter in the file old_burnfire0.mat and zoom in and out in FMB (preferably before and after) and you'll see the difference...I did this test in a mission (Balaton map, pic below) where I placed all 11 stock static effects...yellow circle is stock view distance, red is the increased (3000->30000)

http://www.vpmedia.eu/il2/zip/distance.jpg

slipper

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #350 on: May 01, 2012, 07:51:14 AM »

Gurner

May have found a solution for the missing TI effect, try this and let me know mate.

Quote

I can confirm the Target Indicators still do not work with your mod mate, but maybe have a solution for them  ;)

Regards the Target Indicators, these have never worked in DBW, so i did a bit of digging about in my old mods and found some files in the old Mosquito BMk XVI mod that seem to control T.I's. Drop this file into your #DBW mods folder and let me know if it works, seems to work for me

https://www.mediafire.com/?zz0j0dilcygoags

It could do with a bit of improvement, for example the TI's look good close up but as distance increases they look less realistic untill they look like one big 'blob', also they could do with being scaled down so that only three or four points of light are visible instead of the 30 or 40 in these files.

Do you think it would be possible to reduce the visible distance of TI's to about 5 - 10 km?

let me know if it works, for you all.

regards

slipper


hopefully they can all be integrated as one mod if they work. Fingers crossed

regards

slipper  :)
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PA_Willy

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #351 on: May 01, 2012, 08:48:23 AM »

I would love to have the increased distance for all these effects. Please, mod it. It's not realistic to see smokes at only 3000m from our planes/cockpits....
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hguderian

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #352 on: May 01, 2012, 08:55:48 AM »

@Gurner

Hi...about smoke's visibility distance, check your PM

Cheers!
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Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #353 on: May 01, 2012, 10:50:33 AM »

VPMedia - I'm afraid to say that after testing I can confirm that class files are definitely required to increase the view distance beyond 5000m.  Altering the parameter above that figure has no effect, at least in my install

Thanks Slipper, where's that quote from?  Does that work for you as a solution?

Willy - this will definitely be resolved soon, just hang on...

Hguderian - thanks a lot for that.  Unfortunately I've already tried it thanks to Bombsaway and it doesn't work, probably because it's 4.09.   :( I'm going to teach myself how to work with class files, though, and then this issue will be resolved.  I know it can be done because CY6's fire and flare mod increases the visibility distance almost as good as indefinitely
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Dakpilot

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #354 on: May 01, 2012, 11:26:16 AM »

Looks like another breakthrough is on the horizon  :) :) love it when a bit of teamwork/input brings results!

hope it doesn't turn out to be a Fps hog  ;) am just getting used to my setup working properly for the first time  :)  ???

Cheers Dakpilot
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slipper

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #355 on: May 01, 2012, 01:07:13 PM »

Gurner

Sorry mate, it came from a post i made at vp's independant static smoke and fire discussion, here

https://www.sas1946.com/main/index.php/topic,25268.0.html

it looks as though vp's mod cures the problem with C&C 2.0's 'fire' objects, (some file editing required) and i think also with sputnikshocks FIDO object in his realistic lights mod. Have not tested that yet but the files and structure seem similar.

The only thing vp's mod did not 'fix' was the Target Indicators dropped by some British Bombers. With CY6's Fire Bombs and Flares mod, here

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

The dropping of TI's acts as a reference point for following bombers to drop their bombs, its really very good, but under DBW i do not believe the TI's have ever functioned properly, they deploy as they should but with no illumination. Now using the files i posted earlier from an old Mosquito B.MK XVI mod you can get the TI's to show as they should.

The only thing that maybe needs fixing is the reduction in the number of coloured flares associated with each TI, as they are a bit of a fps killer, (CY6's mod partly addresses this, but could also maybe do with a few less). And also maybe the visibility distance for TI's needs to be decreased a little, as when dropped they look quite realistic but the further you get from them they look more and more unrealistic and turn into a big 'blob'. In my opinion it would be better to have the TI's dissapear at about 5-10 km.

Try them out mate, you may need to make sure they load quite near the top of your mods folder, and see what you think.

regards

slipper
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slipper

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #356 on: May 01, 2012, 02:38:41 PM »

Gurner

Think i have managed to adjust the view distance of the TI's, down to about 9km, which means they still look fairly good at this distance.

Noted another anomaly with C&C 2.0, the 'barrage' object that places a box barrage around a 1km radius of enemy aircraft, does not generate the illuminating flak effect. Probably as this is classed as a stationary object and not artillery do you think?

Getting close to having quite a good effect at night, will post my findings after a bit more testing.

a further thing i would like to see is the visibility of the searchlight beam increased in height and viewable distance, not sure if it is possible though.

regards

slipper

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Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #357 on: May 01, 2012, 03:00:55 PM »

Sounds like you're making good progress with the flares, Slipper.  Unfortunately I can't get involved right now as I'm trying to teach myself how to use Java files.  It seems you need about six different utilities and getting them is hard enough, let alone using them!
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Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 Improvements across the board
« Reply #358 on: May 04, 2012, 03:33:24 PM »

Ok, here it is!

Now you can see the smoke from burning buildings from miles away!  ;D

http://www.gamefront.com/files/21654695/gurner%27s+distance.zip

Take the files OUT of the containing folder and put them in with the other hashed class files in gurner4.2

Or you could probably just stick the folder in your #DBW folder

Thanks to the following in no order who kindly guided me in the ways of Java (which is an absolute pain in the arse, if anybody's wondering, and I still know almost nothing...!)

Bombsaway, Verhangis, MilanTarik, Kazegami, Manysh, Epervier, Hguderian.  Thanks guys.  8)

Sorry - UP3 not currently supported!



You may experience framerate issues, I'm afraid.  Will post a less extreme version tomorrow
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hguderian

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Thank You Gurner!

I've tested those files on DBW...and obviously work fine!

But since I've installed them I'm experiencing heavy FPS losses (from 60 to 40-25)...and this just in flight without any smoke effect going on.

it is also your case?

Regards
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