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Author Topic: Gurner FX 4.3  (Read 350744 times)

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hanzie

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #252 on: April 08, 2012, 04:53:53 AM »

Well guys, this is weird. After I swapped those classfiles the game worked. No crashes at all. However, for some reason the game now CTD when I destroy a tank. It worked before and I didn't change anything but now the game crashes. Any ideas what might cause this? Should I try reinstalling it? Once I deactivate this mod, the game works again and I can destroy tanks, but those bigger smoke and fire effects are just way too cool to make me want to not use them.  :-\
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slipper

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #253 on: April 08, 2012, 05:04:37 AM »

Right checked my sent pm's and the C&C 2.0 mod fires ( as well as the incendiary mod, and I think the FIDO mod) use as part of the effects a file called SmokeBoiling.eff. I believe this is the one that causes the massive flare like fires, as CY6 was using a personal modified game, the effects looked fine for him.

I swapped SmokeBoiling.eff for anther one and it remedied the problem. Maybe Gurner could have a look at it for us, as I do not know what else relies on the .eff file, and so by changing it you affect any other effects.

Cheers

Slipper
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hanzie

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #254 on: April 08, 2012, 05:17:57 AM »

Hmmmm, I tried to use plutonium instead (just so I could hunt for tanks) and that seems to have the same problem. Once I destroy a tank: CTD. No idea why. It worked before, so why wouldn't it now?
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #255 on: April 08, 2012, 10:03:29 AM »

Thanks everyone for looking into the crazy columns of fire!  I don't use smokeboiling.eff but I may have changed it during experimentation.  I'm surprised it shows red and yellow like that though, because the tga it uses is whitesmoke.  If plutonium works ok with c&c we should be able to just change it back to whatever it was in plutonium, and everything should be fine.  I'd be interested to know what else is affected by those four .eff files in the house folder, cos I only use one of them. God knows what else I've unknowingly altered by messing around with them...  Might explain the large fuel tank issue we discussed earlier.

Hanzie - download latest plutonium for up3.  If that works ok put those classfiles in my mod (delete mine first).  If you still have tank problem with latest plutonium that would suggest that the tank problem is caused by a different mod that you have installed, not plutonium or gurner

Thanks again everybody  :)
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #256 on: April 08, 2012, 10:43:43 AM »

Ok gents, having briefly looked into it I can say that I don't know why I put that file there but I believe you can delete it safely...

Istvan - Thanks for posting that info about the static objects - it'll be useful.  I'm interested in trying the muzzle flash effect you posted, but it has many more files than the one I'm using now.  Can I just delete the current effect and replace it, or would it be more complicated than that to get it working?
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slipper

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #257 on: April 08, 2012, 11:50:51 AM »

Gurner,

Sorry mate, i just re-read my posts to you, i might have given you the wrong impression. I have not tried taking the FireBoiling.eff from your mod to see if it is the problem.

When i was helping CY6 test his C&C2.0 mod a while back, i encountered the same problem as Dakpilot when certain effects happened. It was found eventually to be the FireBoiling.eff file that was causing the difference between what CY6 saw to what i saw. At the time i was running a compilation effects mod and i changed this file in my compilation for another one ( can't remember from where, may have been Plutonium), which solved the problem.

So this may have the same solution for your effects package but i have not tried it yet. Could someone give it a go? i am unable to at the moment, and probably will not be able to try for a day or two.


regards

slipper
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #258 on: April 08, 2012, 12:20:08 PM »

You mean effects/explodes/objects/house/smokeboiling, right?
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slipper

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #259 on: April 08, 2012, 02:05:45 PM »

As far as I remember, there was only one FireBoiling.eff file mate, so I suppose that must be it. Check and see if there are any more, sorry I can't be of more help at the moment, give me a day or two if you don't have it sorted.

Cheers mate
Slipper
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #260 on: April 08, 2012, 02:49:43 PM »

So is it smokeboiling or fireboiling?!   :P  If it's the former, then it appears in a few different places in the mod.  The only one I think I changed though, is the one in the house folder, which I think I must have added by mistake...

Anyway, I don't use c&c although it does look really good.  I'm spending too much time on effects to get into that right now.  If anyone tries it with smokeboiling removed from the house folder please let me know how you get on
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SAS~Monty27

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #261 on: April 08, 2012, 08:04:25 PM »

So is it smokeboiling or fireboiling?!   :P  If it's the former, then it appears in a few different places in the mod.  The only one I think I changed though, is the one in the house folder, which I think I must have added by mistake...

Anyway, I don't use c&c although it does look really good.  I'm spending too much time on effects to get into that right now.  If anyone tries it with smokeboiling removed from the house folder please let me know how you get on

effects/explodes/objects/house/smokeboiling.eff.  Tested the mission with this effect deleted as suggested. - Wierd fire plumes still present.
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Railer

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #262 on: April 09, 2012, 12:15:44 AM »

Hi Gurner,
Thank you for your wonderful effects that you have put together for us!
I have a older system that gets black screened when the flak burst occur and also when a plane blows up in midair.
I was wondering if I can tone down a value somewhere in a specific location or if I could swap the files for the older plutonium effects that worked OK. I wish my system could handle all of your package but it is unable to. Everything else looks and works great.
Thank you again for all of your efforts.
Railer
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #263 on: April 09, 2012, 01:14:01 AM »

Thanks Monty, guess we'll have to keep looking.

Railer - I'm  currently using the same midair explosion effects and flak as plutonium v2 so if that works for you then this should too.  Are you using the correct version for your install?  Maybe your download of my compilation is corrupted - you could try re-downloading.  You could also try changing the effects value in the conf.ini if you think they need toning down. it goes from 0 to 2 i believe.
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