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Author Topic: Gurner FX 4.3  (Read 350749 times)

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Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 + Awesome Long view distance mod
« Reply #576 on: June 28, 2012, 01:36:23 AM »

Sorry guys, I'm afraid I don't have the skill to fix that at the moment!   :(
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swat007

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Re: Gurner FX compilation NOW VERSION 4.2 + Awesome Long view distance mod
« Reply #577 on: June 28, 2012, 02:26:40 AM »

 ;) no ~~  the mods great , u done very well  :)
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santobr

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Re: Gurner FX compilation NOW VERSION 4.2 + Awesome Long view distance mod
« Reply #578 on: June 28, 2012, 09:12:11 PM »

The old AircraftState class file conflict. ;D



santobr.
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AbortedMan

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Re: Gurner FX compilation NOW VERSION 4.2 + Awesome Long view distance mod
« Reply #579 on: June 28, 2012, 09:21:38 PM »

dunno what you all have guys ?  :-\
for me GurnerFX V4.2 HSFX works very well in HSFX 6, okay had to do some stuff for make it working.

let me explain this:

Make in your IL 2 HSFX installation in the root a Mods folder , inside Mods folder make a Mapmods folder ... copy inside the "maps" Folder from HSFX Files and finally create in the new maps folder an empty "_Tex" folder. 

(i do this all if I wish in future to add Mods to HSFX)

Then make a "STD" inside the "Mods" folder there you copy in the "com" and the "i18n" from the HSFX Files folder.

Okay and finally unzip GurnerFX V4.2 HSFX and put it in the "jsgmemods" (my folder structure looks like this: "#GurnerFX_V4.2_HSFX\MODS\0_0_GurnerFX_V4.2_HSFX"

IMPORTANT !!!! there is a Java Class that will cause HSFX 6 not starting

search inside the GurnerFX V4.2 HSFX folder for "B27261D242F3990A" and disable it like this: -B27261D242F3990A

enable GurnerFX V4.2 HSFX in JSGME.

for me that worked !

have fun

I/JG78_maquez

Can anyone clarify this? It's extremely confusing. No clue what is trying to be explained here...I get lost at "copy inside the "maps" Folder from HSFX Files and finally create in the new maps folder an empty "_Tex" folder."
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maquez

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Re: Gurner FX compilation NOW VERSION 4.2 + Awesome Long view distance mod
« Reply #580 on: June 28, 2012, 11:41:36 PM »

How to make  GurnerFX V4.2 HSFX working in HSFX 6


- make a "MODS" folder in your IL 2 HSFX installation (root)

- make a "MAPMODS" folder inside the new created MODS folder

- copy from HSFX "FILES" the "maps" folder to "MODS\MAPMODS"

- open MAPMODS\maps and create there an empty folder named "_Tex"

- make a "STD" folder inside the MODS folder

- copy from HSFX "FILES" the "com" and "i18n" to the MODS\STD folder


Okay and finally unzip GurnerFX V4.2 HSFX and copy it in the "jsgmemods" folder
(my folder structure looks then like this: "jsgmemods\#GurnerFX_V4.2_HSFX\MODS\0_0_GurnerFX_V4.2_HSFX")

IMPORTANT !!!! there is a Java Class that will cause HSFX 6 not starting

search inside the GurnerFX V4.2 HSFX folder for "B27261D242F3990A" and disable it like this: -B27261D242F3990A

enable GurnerFX V4.2 HSFX in JSGME.

PS:
for anybody which is this still to complicated .... copy the extracted "0_0_GurnerFX_V4.2_HSFX" from the 0_0_GurnerFX_V4.2_HSFX.zip
to the MODS folder and start HSFX 6

have fun !


I/JG78_maquez
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Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 + Awesome Long view distance mod
« Reply #581 on: June 29, 2012, 02:55:10 AM »

Hey, where did you guys come from?!  ;D

AbortedMan - he's saying copy the maps folder from the HSFX "files" into the mapmods folder that you created, and then create a "tex" folder in the maps folder that you just moved, I believe.

To create a folder you right click, hover over "New..." and then click "folder" from the drop down box.  Then name it as specified.

Don't bother with Jsgmemods - just put the GurnersFX folder in the mods folder you created.

Maquez - can you link to where that info was originally post please?  And thanks for posting here  :)

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maquez

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Re: Gurner FX compilation NOW VERSION 4.2 + Awesome Long view distance mod
« Reply #582 on: June 29, 2012, 03:06:07 AM »

that solution where postet nowhere so no link ^^

found it out by myself  :D

 

I/JG78_maquez
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Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 + Awesome Long view distance mod
« Reply #583 on: June 29, 2012, 03:15:04 AM »

I don't doubt that you found it out yourself, but AbortedMan posted it before you did, so he must have cut and pasted it from a post you made somewhere else, right?

I mean, who are the guys that you refer to?!
Quote
dunno what you all have guys

Oh, maybe you posted here and deleted your original post
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maquez

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Re: Gurner FX compilation NOW VERSION 4.2 + Awesome Long view distance mod
« Reply #584 on: June 29, 2012, 03:42:34 AM »

yes i deleted my first post ... that english was really a bit confusing  :D :D

sorry i'm not native english, so sometimes ....

so long

I/JG78_maquez
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Gurner

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Re: Gurner FX compilation NOW VERSION 4.2 + Awesome Long view distance mod
« Reply #585 on: June 29, 2012, 03:49:58 AM »

Yeah, no problem.   :)

So do you see smoke and fire when you bomb buildings, like in the pic at the beginning of this thread?  That's missing for the other guys.
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messeranck

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Re: Gurner FX compilation NOW VERSION 4.2 + Awesome Long view distance mod
« Reply #586 on: June 29, 2012, 03:53:41 AM »

Thanks for this great mod !

I have a problem Im running in HSFX 6.0, with a driver ati 12.4.
The smoke work great but the explosions is just white triangles...and with no textures.
The mod is in my mod folder and the classfile-B27261D242F3990A modified.

Anyone has the same problem ?Thank you !

Edit:
TexMipFilter=3 to TexMipFilter=2 work for me !!!
Thanks
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PA_Willy

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Re: Gurner FX compilation NOW VERSION 4.2 + Awesome Long view distance mod
« Reply #587 on: June 29, 2012, 03:55:57 AM »

Yes, I think Maquez is right. I have tested your mod only disabling the B27261D242F3990A Java file and all is aparently, working well.

You don't need to do all he comments (folders and subfolders, etc). It's enough disabling the class file mentioned with "-".

I need to try more in the new version (HSFX 6.0) to see if any effect, smoke, explosion or flame is lost in any situation, without that java-class file.

Thank you Maquez.
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