Loading [MathJax]/extensions/Safe.js

Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 61 62 63 [64] 65 66 67 ... 100   Go Down

Author Topic: Gurner FX 4.3  (Read 351076 times)

0 Members and 1 Guest are viewing this topic.

Gurner

  • member
  • Offline Offline
  • Posts: 664
Re: NEW RELEASE - Gurner FX 4.3
« Reply #756 on: October 10, 2012, 10:13:58 AM »

Slipper - If the limit is 128 I can't help I'm afraid.  I'd look at getting the particles replaced with new ones once the old ones expire instead.  Should look alright if you can get the timing right.

Arquillos - think the font was for the hud, but can't remember for sure.

Logged

slipper

  • Modder
  • member
  • Offline Offline
  • Posts: 920
Re: NEW RELEASE - Gurner FX 4.3
« Reply #757 on: October 10, 2012, 10:36:39 AM »

Thanks for the reply mate.

So leave finishtime at -1, and adjust livetime Is that what you mean?

Sorry to be a pain in the butt, but you the guru when it comes to effects.

Regards

Slipper
Logged

santobr

  • Modder
  • member
  • Offline Offline
  • Posts: 1349
  • Senta a Pua!
    • F
Re: NEW RELEASE - Gurner FX 4.3
« Reply #758 on: October 10, 2012, 11:39:46 AM »

If remember well, 128s is the limit for LiveTime. :)
I tested it when I made the nuke effect.
You can increase the number of particles.
It is 128 too, because 1 particle for each second are 128 particles in the air, at the same time.
particles = LiveTime x EmitFrq

But I noticed a small gap in the end of 128s, so, I think one or two more could be better for FinishTime -1:
nparticles = LiveTime x EmitFrq + 1
nparticles = 128 x 1 +1 = 129

Be aware that nparticles has big impact on FPS. ;)



santobr.
Logged

Gurner

  • member
  • Offline Offline
  • Posts: 664
Re: NEW RELEASE - Gurner FX 4.3
« Reply #759 on: October 10, 2012, 11:44:05 AM »

Thanks Santobr  :)

Slipper, I wouldn't use -1 unless you want your nuke to last until the end of time...

If you get the correct balance of livetime and emitfrq you should be able to have a very high smoke column that lasts as long as you want.  My smokes for example go up to 800 m with a livetime of 36 and last until the end of time...

I imagine the dificulty will be with the "head" of the mushroom.  I can't think of a way to make that last as long as the smoke column at the moment.
Logged

Ass Eagle

  • member
  • Offline Offline
  • Posts: 938
Re: NEW RELEASE - Gurner FX 4.3
« Reply #760 on: October 10, 2012, 01:07:41 PM »

Isn't the whole point to drop the nuke, and get the h*ll out of dodge? Unless you want to hang around.. and become a Ghoul..

IL2: Fallout Edition      :D
Logged

BravoFxTrt

  • "BIGFOOT"
  • Modder
  • member
  • Offline Offline
  • Posts: 13433
  • Flying Ass Clown #13
Re: NEW RELEASE - Gurner FX 4.3
« Reply #761 on: October 10, 2012, 01:29:40 PM »

This is what Im working on "smoke trail" better than square trail. Thanks to Santobr, Thanks Buddy. Dont mean to hijack your thread Gurner.

Logged
MSI R9 280X 6GB x2/Crossfire /ASUS M5A99FX PRO R2.0 Mobo/AMD FX 4170 Bulldozer 4core CPU/RAM Kingston HyperX FURY 16GB/ Corsair RM 1000WATT PSU/Windows 10 Enterprise 64bit

slipper

  • Modder
  • member
  • Offline Offline
  • Posts: 920
Re: NEW RELEASE - Gurner FX 4.3
« Reply #762 on: October 10, 2012, 03:51:24 PM »

Santobr and Gurner

Thanks a lot for your help and advice, will carry on testing. Trying to get the smoke from mushroom cloud and column to rise and disperse, while also the smoke at the base lingers for a long time. Not having a lot of luck yet.

cheers both

Slipper
Logged

Gurner

  • member
  • Offline Offline
  • Posts: 664
Re: NEW RELEASE - Gurner FX 4.3
« Reply #763 on: October 10, 2012, 03:54:05 PM »

No worries.

Looking good, Bravo!   8)
Logged

BravoFxTrt

  • "BIGFOOT"
  • Modder
  • member
  • Offline Offline
  • Posts: 13433
  • Flying Ass Clown #13
Re: NEW RELEASE - Gurner FX 4.3
« Reply #764 on: October 10, 2012, 05:26:24 PM »

Logged
MSI R9 280X 6GB x2/Crossfire /ASUS M5A99FX PRO R2.0 Mobo/AMD FX 4170 Bulldozer 4core CPU/RAM Kingston HyperX FURY 16GB/ Corsair RM 1000WATT PSU/Windows 10 Enterprise 64bit

Gurner

  • member
  • Offline Offline
  • Posts: 664
Re: NEW RELEASE - Gurner FX 4.3
« Reply #765 on: October 11, 2012, 02:43:37 AM »

Excellent - That'll come in handy for destroying the world!
Logged

Mick

  • Modder
  • member
  • Online Online
  • Posts: 5580
Re: NEW RELEASE - Gurner FX 4.3
« Reply #766 on: October 12, 2012, 01:11:49 AM »

I have been using Gurner's wonderful effects mod for quite a while now, but because I run a hand modded 4.09m version, I first had to delete all java class files in order to avoid crashes and bugs.

Although I am very pleased with the result, I was aware that there was a price to pay, not using the java class files deprived me of several effects, so i decided to test them one by one in order to be able to use the ones that don't crash my game.

Here is the result, except that I left aside all trains/wagons related java class files in order to save time, I'll test them later and report back ...

https://www.mediafire.com/?4ck8dysguzd7nhm

It goes without saying that all credit goes to Gurner ...  ;)
Logged

BravoFxTrt

  • "BIGFOOT"
  • Modder
  • member
  • Offline Offline
  • Posts: 13433
  • Flying Ass Clown #13
Re: NEW RELEASE - Gurner FX 4.3
« Reply #767 on: October 12, 2012, 01:22:15 AM »

Nice going Mick!
Logged
MSI R9 280X 6GB x2/Crossfire /ASUS M5A99FX PRO R2.0 Mobo/AMD FX 4170 Bulldozer 4core CPU/RAM Kingston HyperX FURY 16GB/ Corsair RM 1000WATT PSU/Windows 10 Enterprise 64bit
Pages: 1 ... 61 62 63 [64] 65 66 67 ... 100   Go Up
 

Page created in 0.046 seconds with 25 queries.