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Author Topic: Gurner FX 4.3  (Read 350749 times)

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vpmedia

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #264 on: April 09, 2012, 01:28:27 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

I agree that its a conf.ini issue, there are few system nowdays wich are unable to run this old game even with new fx. Gurner what about posting your conf.ini's opengl section so people could check their settings ( it would spare you lot of error reports).
These are the settings I'm using:

Code: [Select]
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=3
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

Shall I post my nvidia control panel settings too?

slipper

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #265 on: April 09, 2012, 04:08:11 AM »

Gurner,

Sorry mate, it was SmokeBoiling.eff I was refering to. You said there were a few of these? Maybe try swapping them one by one, it does not necessarily have to be one of the files you edited causing the problem, like I said CY6 was using a different effects pack to me.

Sorry I can't be more help at the moment, but I do not have access to my gaming computer.

If all else fails you could try contacting CY6, I think he is still active from time to time at il2freemodding, he should be able to tell you what effects files are called on.

Regards

Slipper
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #266 on: April 09, 2012, 05:27:33 AM »

Good idea Istvan.  By the way, is there any more info you can give me about your muzzle flashes?  I don't think they're working for me.  I've put all the files in the relevant folders, do you have an .eff file to go with them?

Also, does anyone know which files affect the damage effects for trains?  I'm working on ships, cars and tanks at the moment but can't find damage for trains...

My open gl conf.ini:
Code: [Select]
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3

LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0

Thanks Slipper.  I'm too busy with 4.2 right now to start poking around in the c&c mod but if anyone does find the file in question please get in touch
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vpmedia

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #267 on: April 09, 2012, 08:02:14 AM »

Good idea Istvan.  By the way, is there any more info you can give me about your muzzle flashes?  I don't think they're working for me.  I've put all the files in the relevant folders, do you have an .eff file to go with them?

Also, does anyone know which files affect the damage effects for trains?  I'm working on ships, cars and tanks at the moment but can't find damage for trains...

My open gl conf.ini:
[Render_OpenGL]
TexQual=3
...

Thanks Slipper.  I'm too busy with 4.2 right now to start poking around in the c&c mod but if anyone does find the file in question please get in touch

The muzzle flash mod is just a texture replacement it uses the stock eff files from fb3do.sfs. I'm still using it with your mod without any problem (but i deleted the muzzle flash files you provided). Your conf.ini is absolutely correct.

I've found two small issues, maybe conflict with DBW 1.71 + C&C mod, need testing:

#DBW_1_71_V4_1_Gurner_FX_comp\3DO\Effects\Aircraft\BlackMediumTSPD.eff
had GasResist 1.0 which resulted in small smoke clouds jumping around in front of the plane when flying an F-4E Phantom II with afterburner, i would assume the error is present with other fast jets, soultion was to correct the value to 0.05, can you test this?

#DBW\#DBW_1_71_V4_1_Gurner_FX_comp\Effects\Smokes\SmokeBlack_Locomotive.eff
makes the exploded trucks emit a flat white smoke for a short period, deleting the file solves the problem


Cheers

Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #268 on: April 09, 2012, 11:40:56 AM »

Cheers Istvan.  So did you delete the .txl file as well?  I've got your flashes in my test version but it looks almost identical to the previous effect, and according to the txl file some of your TGAs are not used.

I've never noticed the problem with the phantom, but if it has no ill effects I can change the gas resist value anyway, just to be on the safe side.

But does deleting the smokeblack_locamotive file produce console errors?  I imagine it would start bitching about "smokeblack_locomotive.eff not found".  Nevermind, I can probably use that as a spare effect for some funky visuals! 
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vpmedia

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #269 on: April 09, 2012, 12:22:18 PM »

If you deactivate your GunFire and GunFireDay folders by adding a '-' in front of their names the muzzleflash mod should work, but its a more simple version than the one you got included (I've checked out the files) except the animation detail.

The wrapper will read the SmokeBlack_Locomotive.eff from stock sfs file if I delete it from the #DBW folder so no console error. Do you get these white smokes or its a mod conflic on my side perhaps?

Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #270 on: April 09, 2012, 01:03:13 PM »

I'm not at my gaming pc right now, but I remember seeing the same thing when destroying stationary a/c so I would think it's related to my compilation rather than a conflict.  Maybe a conflict with the phantom because I've never seen that.
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jean1

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #271 on: April 09, 2012, 02:13:28 PM »

Hi guys is there any Effect mods that works with stock 4.11 to fly online?

Thanks for advance.
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CWMV

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #272 on: April 09, 2012, 08:00:59 PM »

You should ask this in the lounge, rather than in every effects thread.
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Railer

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #273 on: April 09, 2012, 10:53:33 PM »

Hi Gurner and VP,
Thank you for your responses. I checked the config and I tried to see if it helped going from 1 to 0 in the effects but it was still the same with the flak burst. There is now a fire ball before the smoke and I am sure that is what  is making the screen go black in spots for a moment. The effects that came with the last DBW worked fine with the same setting. I was hoping there was a file that could be changed / substituted or a value that could get lowered. It also happens when a plane blows up. Great job with the complilation and everyone who made the effects.
Thank you for your time.
Railer
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #274 on: April 10, 2012, 03:22:15 AM »

Railer, try replacing the open gl section in your conf.ini with one of ours.  Unless there is a problem with your download/install, or a conflict, or your computer is some coal-fired thing from the stone age there's no real reason for you to experience problems with this.  I reiterate that the effects you are talking about are currently the same as plutonium so if that works this has to also.

Are you using opengl, not directx?

Maybe update your GPU drivers.  What system do you have?
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vpmedia

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #275 on: April 10, 2012, 12:12:55 PM »

One last question than I wont bother you for a while :): do you know which eff file is responsible for the aircraft mid air explosion fire & the fire of the exploded parts perhaps? is there some guide to help with such issues?
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