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Author Topic: Gurner FX 4.3  (Read 350747 times)

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dpeters95

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #288 on: April 13, 2012, 09:10:01 PM »

Gurner,
   Quick question.  This may be in the 24 pages on here somewhere but can you tell me if this can be loaded with Plutonium Universal Effects to work in conjunction with that MOD or is it a complete replacement?

Thanks
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #289 on: April 15, 2012, 10:34:43 AM »

Bomsaway - Realism is my goal but I'll certainly provide a thicker option for you  :D

peters - This compilation is based on Plutonium.  Every effect that is in Plutonium can be found here, but I have altered the plutonium effects to suit my idea of how the game should look.  It would therefore be pointless to try and run both mods at the same time.  Just use whichever you prefer, or mix and match using the plutonium class files as a framework
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Chewaca

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #290 on: April 15, 2012, 11:40:20 AM »

I think you should include both if you release this. I like the the thicker smoke and others may as well but I can understand the want for something as realalistic as possible.

+1
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JCTiggs

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #291 on: April 16, 2012, 07:00:34 AM »

Hi Gurner,

I'm new to the IL-2 modding. I prefer to run my game using 'modact' and a few mods. Do you have a "DBW without AI mod and 4.10 modact" v4.1 available? I only see v2 for this type. Am I missing something?
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FilMit

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #292 on: April 16, 2012, 08:39:04 AM »

  I have the same question  to Gurner, "DBW without AI mod and 4.10 modact" v4.1?
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #293 on: April 16, 2012, 09:12:55 AM »

I am busy with 4.2 right now, but you can do these yourselves.  You will find the information on earlier pages in this topic.  Basically, delete all class files in v4.2, download v2 no ai for modact and take all the class files out of v2 and put them in v4.1. Done.

I will upload packs to support all versions when I have completed 4.2.  Apologies for the current lack of support  :-[
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JCTiggs

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #294 on: April 16, 2012, 09:27:48 PM »

I am busy with 4.2 right now, but you can do these yourselves.  You will find the information on earlier pages in this topic.  Basically, delete all class files in v4.2, download v2 no ai for modact and take all the class files out of v2 and put them in v4.1. Done.

Gurner, thanks for the quick reply! Sorry, I'm a newb at this stuff so just to confirm, when you say 'class files' are you referring to the files with a bunch of numbers and letters in them with no file extenson that are NOT in the 3DO and EFFECTS directory? There are 80 in total for v2 of the modact mod version. Just move all those files into the v4.1 mod after deleting originals first?   
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #295 on: April 17, 2012, 02:57:38 AM »

That is exactlt correct  :D  Edit:  You'll obviously have to use the correct folder structure - no good leaving it as a DBW mod activated through JSGME!  Actually, see MilanTarik's post - use the modact version, and swap the 3do and effects folders with the ones from v4.1
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BT~Tarik

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #296 on: April 17, 2012, 06:36:11 AM »

I didnt post in this topic yet, and I am just wondering why :o This is THE effect compilation for Il2 IMO, I'm having so much fun with it ;)

So, a big thank you and well done from me :D

btw, as I only use the DBW version right now, is there a 4.1 for UP3 available ? Does the HSFX version work maybe ? Or should I just download b2 for UP3 and replace the folders with the ones from 4.1 ?

ATB
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #297 on: April 17, 2012, 08:14:59 AM »

Thanks MilanTarik, glad you're enjoying the effects.  :)  You're exactly right about making a version for up - use the class files from v2

Hopefully in the next week v4.2 will be out.  This will have improvements across the board, with burning tanks, cars, ships and hopefully trains all looking much better.  Also due to popular demand the fireballs in the explosions will be replaced with a flash to make them more realistic, and fireballs may be moved to destroyed buildings to represent secondarys.  I've also just finished working on the bomb1000 effect for larger bombs - this is now looking much more realistic, with a large flash followed by a mushroom cloud and large dirt spray effect  based on videos of 1000lb bombs.

I just love blowing stuff up  ;D

This will have historically correct nav lights and hopefully support for most versions of the game, although there are currently limitations with plutonium, which is the framework for this pack
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BT~Tarik

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #298 on: April 17, 2012, 09:05:04 AM »

Thanks Gurner, will do that.

Looking forward to v 4.2 ;)
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JCTiggs

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #299 on: April 17, 2012, 11:47:31 PM »

That is exactlt correct  :D  Edit:  You'll obviously have to use the correct folder structure - no good leaving it as a DBW mod activated through JSGME!  Actually, see MilanTarik's post - use the modact version, and swap the 3do and effects folders with the ones from v4.1

Thanks Gurner. Updated modact to v4.1 and everything seems to be working. Looking forward to v4.2!  8)
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