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Author Topic: Gurner FX 4.3  (Read 351029 times)

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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #240 on: April 05, 2012, 02:31:52 AM »

Hello and welcome, Jean!  :D

My mod is for 4.101, I have not made a 4.11 version, and do not have a 4.11 install...

However, you could try to make it work in 4.11 if you like by going here https://www.sas1946.com/main/index.php/topic,21276.0.html
and downloading that mod.  Then download my v4.1 compilation (http://www.gamefront.com/files/21440844/%23DBW_1.71_V4.1Gurner+FX+comp.zip or (NOT AND) https://www.mediafire.com/?zeuocycp6hdxvup) so you have both 4.11 mod and mine. 
Then replace the 3do and effects folders in the 4.11 mod with the ones from mine. 
Then you hopefully will have a 4.11 mod with the same effects that I am using.

Good luck, and please let me know if it works!  Test by bombing a city - smoke should rise much higher than usual and be lighter in colour.

Edit: although I probably should, I do not play online and have not tested this online
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gianluca

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #241 on: April 05, 2012, 10:57:17 AM »

Hi Gurner, sorry to say the trick did not work... Tonight I'll try some experiments by myself and then let you know!

Bets regards,

Gianluca
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Hangman

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #242 on: April 05, 2012, 11:11:21 AM »

Gurner could you tell me a file name of the smoke which came from burning houses I tried to find it by myself but can't find it. I want try to make it little bit 'ATI friendlier' for my own use I got good results with napalm no huge lags anymore when dropping them :)
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #243 on: April 05, 2012, 04:45:21 PM »

Yeah Hangman, it's fairly self explanitory when you know where to look - effects/explodes/objects/house/rock/fire_smoke.  You will also need to change the smoke in fuel, fuelS and wood
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Hangman

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #244 on: April 05, 2012, 11:32:12 PM »

Ok thank's Gurner
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Dakpilot

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #245 on: April 07, 2012, 07:46:24 AM »

Thanks again Gurner for all the work you have done to make these great effects packs  :) they bring so much more realism to IL-2.

I have however, come across a small ingame incompatibilty that crops up with some missions/campaigns old and new, I cant do without your packs now, so I hope there is a way to address this in future versions  :) pics are better than words so here you go..


Mission 10 railyards at Rangoon Flying Tigers Campaign by Monty27



The same mission with stock plutonium (all in DBW1.71)

I know this is not a problem with your effects but an incompatibility with "placed" fire objects, although your fire/smoke is convincing enough ater a few bombs have been dopped, to make these "placed" effects unecessary (imho), not everyone will use these better effects, whether a solution can be had with mission makers or simply edit out the placed fire objects? Or maybe a replacement pack of objects that are in line with new effects for DBW (a lot has moved on in 10 years ;))

Anyway thought I'd throw this out here to see what ideas there may be

Cheers Dakpilot

P.S. my crap sceenshots are in no way a reflection of Monty27's superb Flying Tigers campaign just to show the effect  :-[
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #246 on: April 07, 2012, 11:56:16 AM »

Wow, that's mental!    ??? I don't know the relationship between the fire/smoke objects and the effects pack.  I guess I'll have to look into it.  I'm pretty sure that nothing I have created looks like that... If anyone knows what files the fire/smoke objects use please let me know.  Must have some relationship to the house fires
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SAS~Monty27

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #247 on: April 07, 2012, 09:12:47 PM »

Guys, those are not default effect placed fire objects in that mission.  In fact just one object generated those fires, its 'Fire' from C&C V2 by CY6 and spawns in response to the bombers above.  Clearly we have a conflict here and I'm quite happy to lose this particular function for the benefit of Gurner's superior looking effects.  So the missions can easily be changed and a patch uploaded.

I will firstly have test the other C&C V2 effects, because GNR/SPR/Aimpoint/GCI/Random AI/Dynamic Weather/AFAC/RESCAP etc cannot be compromised on.  But not all of these generate a visual effect so it should be OK to work out how the two MODs work most effectively together and get the best of both worlds.

Thanks for these effects Gurner.  Its an important step, personally have been looking for a better way to illustrate big fires and city destruction for; The London Blitz, Valetta Harbour, Stalingrad and Berlin, so it will be very interesting to see what we can generate here.  Thanks also for packing them in an easy to use JSGME pack, makes it quick to install and test.

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vpmedia

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #248 on: April 08, 2012, 12:24:25 AM »

I tested the fire/smoke static objects and they look ok to me, size is changed but they're still appropriate.

here's a list of which eff files is used from the technics.ini

Quote
[Smokes]
Smoke1:Mesh     3do/Arms/Null/mono.sim
Smoke1:Effect   Effects/Smokes/SmokeShipMedium.eff

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

Smoke3:Mesh     3do/Arms/Null/mono.sim
Smoke3:Effect   Effects/Smokes/SmokeBoiling.eff
Smoke4:Mesh     3do/Arms/Null/mono.sim
Smoke4:Effect   Effects/Smokes/SmokeBoilingBig.eff
Smoke5:Mesh     3do/Arms/Null/mono.sim
Smoke5:Effect   Effects/Smokes/SmokeBlack_plane.eff
Smoke6:Mesh     3do/Arms/Null/mono.sim
Smoke6:Effect   Effects/Smokes/SmokeBlackToWhite.eff
Smoke7:Mesh     3do/Arms/Null/mono.sim
Smoke7:Effect   Effects/Smokes/SmokeWhite.eff
Smoke8:Mesh     3do/Arms/Null/mono.sim
Smoke8:Effect   Effects/Smokes/FireBoiling.eff
Smoke9:Mesh     3do/Arms/Null/mono.sim
Smoke9:Effect   Effects/Smokes/FireBoilingBig.eff
Smoke10:Mesh     3do/Arms/Null/mono.sim
Smoke10:Effect   Effects/Smokes/SmokeFire_plane.eff
Smoke11:Mesh     3do/Arms/Null/mono.sim
Smoke11:Effect   Effects/Smokes/SmokeFireSmall.eff
Smoke12:Mesh     3do/Arms/Null/mono.sim
Smoke12:Effect   3DO/Effects/Fireworks/FlareWhite.eff
Smoke13:Mesh     3do/Arms/Null/mono.sim
Smoke13:Effect   3DO/Effects/Fireworks/FlareRed.eff
Smoke14:Mesh     3do/Arms/Null/mono.sim
Smoke14:Effect   3DO/Effects/Fireworks/FlareGreen.eff
Smoke15:Mesh     3do/Arms/Null/mono.sim
Smoke15:Effect   3DO/Effects/Fireworks/FlareWhiteWide.eff

You could make these two things (effects mod & static objects) independent from each other by making dedicated eff files for each static smoke or simply extract the stock eff files and rename them and edit technics.ini.

vpmedia

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #249 on: April 08, 2012, 12:29:44 AM »

Thanks again Gurner for all the work you have done to make these great effects packs  :) they bring so much more realism to IL-2.

I have however, come across a small ingame incompatibilty that crops up with some missions/campaigns old and new, I cant do without your packs now, so I hope there is a way to address this in future versions  :) pics are better than words so here you go..

[]http://i1074.photobucket.com/albums/w414/Dakpilot/0704201212-53-17.jpg[]
Mission 10 railyards at Rangoon Flying Tigers Campaign by Monty27
....

other problem I noticed on your screens is that you got no 3d trees at all on your map
check if forrest=3 is present in your conf.ini's [OpenGL] section.

Dakpilot

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #250 on: April 08, 2012, 01:53:32 AM »

That area of the map is for some reason just a bit sparse on trees  :) I have Forrest=3 and just out of shot they are there  ;)

Thanks for the interest  :)

Cheers Dakpilot
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slipper

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #251 on: April 08, 2012, 04:47:40 AM »

I also had this problem that Dakpilot refers to when I was helping to test the C&C 2.0 mod for CY6. It worked fine on his install, but on mine certain fire effects gave this long flare effect, I think the same happens for sputnikshocks FIDO mod. I think it was tracked down to a file called fire boiling.eff ( not 100% sure on the name, but it was definately something boiling.eff). I think as a workaround I had to install a .eff file from another pack, it then worked fine. Will check later and let you know, it was only one file though that needs to be changed.

Regards

Slipper
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