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Author Topic: Gurner FX 4.3  (Read 350736 times)

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Mad026

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #672 on: July 10, 2012, 02:54:18 PM »

Hi Gurner

May I ask something about the dust mod? Exactly I don't know how these mods become to life I just ask about it.

At university I learnt programinf in C# and C++ not much just a little, I'm learning mechanical engineer, so IS there any way to upgrade your dust mod to sense the terrain beneath the aircraft?
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Gurner

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #673 on: July 10, 2012, 03:17:19 PM »

The programming for these mods is done in Java.

I've done almost nothing with Java, apart from the distance mod which is really quite simple.  The Java files that make my effects work are taken mainly from plutonium: https://www.sas1946.com/main/index.php/topic,19849.0.html

The dust mod is just eff, mat and tga files - no real programming.  The Java code that makes it work may be part of plutonium, or maybe part of the stock game.  I have not looked into this.

In theory there must be a way to detect some difference between terrain, as the dust currently appears white if it is over water (mimicking spray), or white on a winter map for snow etc, or brown on an ETO map.

So - there is a way to make this distinction, and it is probably relatively simple to change the effect accordingly from big desert style dust to smaller grass strip style dust.

However, I imagine it would be much more complicated or maybe impossible to tell the difference between, for example, sand and tarmac, ie different types of surface on a map.
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Spinnetti

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #674 on: July 10, 2012, 05:24:18 PM »

Hi all.. I believe I followed the instructions and it loads and runs fine, but on HSFX6 using the deathtrack as a test, some of the explosions of vehicles gives squares for smoke... anybody using it successfully with HSFX6? I notice some effects work fine, some give me the squares....

Thanks.
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Aviar

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #675 on: July 10, 2012, 08:00:14 PM »

Quote
Aviar - 10k is actually less than the standard HSFX6 distance mod.  The distance mod is not included in the fx mod - you have to dl it from the link further down the first post

I know that. I tried the 30km Distance Mod but it cut my frame rate in half. I assume the 20km and the 10km versions may be less of a hit on the frame rate but those mods are uploaded to Gamefront and my computer cannot open that site. Otherwise, I would have tried the 10km version.

I just tested the smoke in HSFX 6 and it disappears at approximately 5 1/2 km. Personally, I would like it to be a greater distance, so this is why I was in favor of increasing it to 10 km.

Aviar
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Gurner

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #676 on: July 11, 2012, 02:49:48 AM »

Spinetti - hopefully your solution can be found here - https://www.sas1946.com/main/index.php/topic,26167.msg273589.html#msg273589

Could be a corrupted download, so might be worth downloading the modpack again first to preclude that as an issue
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Spinnetti

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #677 on: July 11, 2012, 05:03:40 AM »

Spinetti - hopefully your solution can be found here - https://www.sas1946.com/main/index.php/topic,26167.msg273589.html#msg273589

Could be a corrupted download, so might be worth downloading the modpack again first to preclude that as an issue

K, thanks.. I'll give it another go. For the bits that were working right, looks great....
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JG13~Wulf

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #678 on: July 13, 2012, 07:36:06 AM »

For the apparition without landing gear and the motor stop for the in flight take off, the problem just solved himself.
I play on a dogfight server and the problem disappear
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Samurai999

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #679 on: July 17, 2012, 10:16:34 AM »

Noticed one piece. In all fashions of effects mentioning trasser, in all existing, there is one mistake. Trassera of German guns which by default dark blue if any fashions them changes, in are far and close under a certain corner of the review all the same remain dark blue as were. It is possible as that it to celebrate?
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Gurner

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #680 on: July 17, 2012, 10:24:51 AM »

I'm guessing that's fairly pedantic, and probably not a cause for celebration...   :-\  ;)
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hguderian

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #681 on: July 17, 2012, 11:20:46 AM »

@Gurner

Hi!

Do you know (and could you tell me) which .eff file rule those flashing sparkles shown when shooting at houses?
Seems I can't find it through the folders...

Thanks in advance!
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Gurner

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #682 on: July 17, 2012, 12:59:46 PM »

I'd be looking in effects /explodes /cannon/object if I were you  ;)
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hguderian

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #683 on: July 17, 2012, 01:04:09 PM »

Noooo! :)

I've tried firstly to change sparks.eff in that folder (../cannon)...but no joy. Whatever .tga I try to use in game it's shown always the old one sparkle.

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