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Author Topic: WxTech's Effects Pack v1.1 for B.A.T. 4.x  (Read 10290 times)

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WxTech

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WxTech's Effects Pack v1.1 for B.A.T. 4.x
« on: August 12, 2021, 07:14:44 PM »

NOTE: Sep 23, 2021: This has been superseded by v1.2, available here, in this thread:
https://www.sas1946.com/main/index.php/topic,67407.0.html




#################################################

Advisory: The later B.A.T. versions from 4.1.2 which use the new triggers may require you to delete the folder containing the BigShipGeneric classfiles. This version I've included here is from B.A.T v4.0, which predates the triggers. No worries on this front up to B.A.T 4.1.1.

Where ships are involved in a mission utilizing triggers, there could be undesirable consequences. Ultimately I hope to resolve this; in the meantime, if anyone can jump in by incorporating my small number of changes to the latest version of this latest class, that would be much appreciated!

#################################################

NOTE: Aug 16, 2021 0012 UTC.

Based on the number of queries for clarification I got after presenting this mod for both BAT and 4.12 in a single package, and to thereby reduce confusion, I'm now offering this mod in two discrete versions. This is for Bat 4.x only. (The other, in its own thread, is for 4.12.)

If already installed by you BAT players, there is no pressing need to install this. But the readme file containing instructions/notes (contents presented below) have been tidied up by omitting the references to 4.12 installation requirements, and so might be worthwhile to get for your archives. And I've somewhat altered the folder names for better logic in naming. Again, nothing otherwise has been changed.

#################################################

NOTE: Aug 15, 2021 0325 UTC.
I've updated the mediafire archive as follows:
- Added my Lightning Mod (lightning bolts and their illumination in thunder weather.)
- Added my Tracer and Tracer Smoke Mod (based upon PAL's work.)
- Added to and improved upon the notes and instructions (reproduced fully below, replacing the first version.)

It's not necessary to download this update if you have the lightning and tracer mods already, or if you have no interest in them.  ;)

I've changed this thread title to remove the confusion that can arise due to the unfortunate similarity in game version numbering. For instance, many non-BAT players will be running 4.12.2, which looks too similar to BAT 4.1.2.

#################################################


Completely supersedes my v1.0 effects mod, released Apr 25, 2021. Delete that old one and install this.
Get it here:

https://www.mediafire.com/file/5jsd8y1u58bgau0/WxTech_Effects_v1.1_for_BAT.7z/file


From the included readme file (updated, to reflect version streamlining):

WxTech's effects pack for B.A.T. 4.0 and later, v1.1.

V1.0 was released Apr 25, 2021.


This is an ongoing work in progress, but it is very comprehensive in its being in a largely satisfactory state by my measure. Effects have a profound impact on the dynamicism and immersion for a combat sim. This project is really a years-long effort that has undergone almost continual evolution. I've striven to keep particle counts reasonable, so as to not badly impact frame rates and to allow lots of effects to be drawn. I highly recommend to use Effects=1 instead of Effects=2 in conf.ini. My smoke textures for the most part have some amount of tonal and color variety in the texture, which gives them a hint of lighting difference that can obviate the resource-stealing calculation of lighting shadowing upon all those particles as imposed by Effects=2. And this will hugely reduce any instances of particles flickering to boot.

While most everything in the 3do/Effects and Effects folders have been worked over by at least a fair degree, some elements have only had a cursory or no treatment thus far. The emphasis could be said to be focused more to WW2 scenarios, as I fly BAT Red Core, it being confined to WW2. The few effects dealing exclusively with the more modern jets has not been altered by me, as I can't test them.

B.A.T. 4.0 and later appears to have incorporated my modded Sun.class and Wind.class. Yay!

My prior mods that are now incorporated here, and thus superseded:
- Effects mod v1.0 (obviously)
- Lightning
- Tracers and tracer smokes (based upon PAL's work)


I've included all effects and files that I could extract. If not complete, it must be 98.5% there. In this way other folk who would like to apply some of their own changes have available at least the very great majority of the material to work with.


In a nutshell, the game aspects more prominently affected by this comprehensive effects mod are:
- Damage fire and smokes, and explosions in air or on land or water for planes.
- Plane damage smoke consistency of behavior, and quicker slowing down in the slipstream.
- Smoke behavior for all ground- and water-based objects and vehicles that suggests a wind carrying them along.
- Fuel-carrying vehicles and tanks have better fireballs.
- Explosions, bullet hits and plane crashes against water have longer-lasting disturbed patches.
- Bomb hits on ships must now explode much nearer to the water in order to make a water geyser (silly to have a bomb explode against a CV flight deck and make a water geyser!).
- Larger bomb/rocket hits against ships and bridges produce a pattern of shrapnel splashes.
- Aircraft gun tracer smokes have 3 intensities randomly selected from, for variety, and are made less obvious at night.
- Gun muzzle flashes are much more realistic and dynamic.
- Lightning flashes and illumination in "Thunder" weather are greatly improved.
- The illumination of surroundings by explosions is notably toned down, and generally made of shorter duration.


###########################################################################################


To install, I recommend a manual drag/drop or copy/paste. Inside the #WAW3 folder are 6 other folders. Put them into your game's #WAW3 folder.

===========================================================================================

Make sure all these folders appear above the !SAS_Engine_Mod folder (where class files being replaced here reside), as well as any other effects, weapons or train mod folders. If you have to, rename folders accordingly in order to achieve this. Mods listed above others are the ones read first and used.

===========================================================================================

If after a while you've decided on which of the content contained in the additional 5 folders you wish to keep, you can simply move all the files contained in all those folders into the one main folder:

  !0_WxTech_Effects_v1.1

Then the now superfluous folders can be jettisoned, tidying things up and obviating having to keep track of multiple folders. I separated this stuff out so as to make it easier to identify and handle that stuff you may or may not want in the long (or short) term.


###########################################################################################


I've made a large number of changes and additions, as well as a few trimmings, to Explosions.class. Its classfiles are located in this folder, which hereafter I will call the [MAIN EFFECTS MOD] folder (which contains a TON of files!):

  !0_WxTech_Effects_v1.1

These are the 9 class files (compiled 2021-08-09 10:09 PM) for Explosions.class (there used to be 15 files, but I discarded the MyDataForSmoke method):

  15E1127AE68FA29C
  32E5D3D88A48E082
  72DCDDF4D2AD25E8
  925C70BA4FFD5BB8
  A7E6F57A31D0D0A4
  B13925F2D613408C
  DF2E6CCEA14288D6
  DF60469CAA814682
  EE4B63FC7A3AE93E

Explosions.java is included, so that all my notations are preserved. I've put in methods appearing in Gurner's FX 4.3, but not currently active, hopefully to be incorporated in future.

===========================================================================================

New for v1.1: AircraftState.class controls numerous aspects specific to aircraft operation, and its classfiles are located in the [MAIN EFFECTS MOD] folder. For example, the state of damage, and the related effects for fire and smoke, for engines and fuel tanks is set here. As well as the color and intensity of the illumination for nav and landing lights. Plus a LOT of other stuff!

AircraftState.class comprises these two files (compiled 2021-08-04 2:14 PM):

  562CFC148AD509E2
  B27261D242F3990A

They are located with the Explosions.class files. The AircraftState.java file is included.

The changes to this class:

- Addition of a height check, so that engine and tank damage effects for the slow speed threshold of 10 m/s (where normally the crate would be on the ground), are not invoked unless the plane is within 15m of the surface. (Formerly these GND effects could be invoked at any altitude, such as during a zoom climb stall, which looked odd because of the very different appearance and behavior.)

- Added new effects for the engine explosion method, which formerly were the same ones used for the tank explode effects.

- Toned down the illumination of the nav and landing lights, so that the plane is not so brightly lit up by them (particularly the nav lights!), and tweaked the colors a bit.

- Added a new effect; 3do\Effects\Aircraft\EngineBlackHeavySPD.eff (to be used instead of the 'recycled' BlackHeavySPD, which is for tank damage).

===========================================================================================

New for v1.1: I've included my lightning mod, with its classfiles located in the [MAIN EFFECTS MOD] folder. It makes a longer bolt that extends some distance up into the clouds. The ground and cloud illumination is handled in a scaled manner based on time of day. If you've already installed this mod as released separately, you may delete that old version; this is the very same. The Zip.java file is included.

The 6 Zip.class files (compiled 2020-09-03 3:00 AM)are:

  4C8081F057BF1BDA
  8E8F3AF2A3EBEB62
  91B71E38629A7D70
  9174A3BAA9F8138E
  801820A8BAF8822C
  854903640794C270

===========================================================================================

New for v1.1: I include my tweaks to PAL's tracer and tracer smoke mod, in its own folder named:

  !0_WxTech_tweak_PAL_SmokeTrails

The readme file in that folder explains what it does, and what additions to make in tour conf.ini [Mods] section. If you installed this when released separately, you may delete that older one; this is identical, and all the related .eff, .mat and .tga files are present in the [MAIN EFFECTS MOD] folder. If you don't like it, delete this folder or rename it with a preceding "-" character.

===========================================================================================

New for v1.1: I include the BigShipGeneric.class files, in its own folder given an obvious name. In that folder's readme are some potential warnings. If ship related issues crop up, delete or rename this folder with a preceding "-" character.

The changes to this class:

- Increased the duration of fire and smoke effects for destroyed ship guns.

- Altered the bow wave from an expanding 'V' to a constant-width side slpash, in 4 sizes based essentially on the ship turn radius.

===========================================================================================

New for v1.1: I include some of the classfiles for trains. The changes to these classes:

- Where formerly certain wagons would destroy themselves like a chain of firecrackers just because one of their neighbor got destroyed, now they cannot blow themselves up in this silly manner.

- Where fire and smoke from destroyed wagons would often issue forth from the couplers (!?), now these effects are more sensibly located mid-car. And the smokes are directed upward instead of horizontally.


###########################################################################################


The various effects tweaks are too numerous to mention in their entirety. Worth pointing out are the main new effects and more important changes which have been added:

- Separated out the bullet hits on aircraft for MG and HMG rounds (formerly bundled together). (Note that hit effects are based on the Power value in the weapon class, and for a given weapon the Power can differ between rounds on the belt.)

- Plane crashes on land don't come off like a 250kg bomb explosion any more, but instead make a less violent firefall.

- Plane crashes into water will randomly result in smoky fireballs, and sometimes flames on the water with smoke columns for a short while. But no more high water columns shared with Bomb250 explosions.

- Bomb250 and larger explosions against watercraft and bridges will result in a pattern of water splashes to simulate shrapnel.

- Where until now bomb hits against watercraft too often still made water geysers, now the bombs must detonate much nearer to the water in order to do so. No more hits on CV flight decks creating a tall water geyser.

- Ordnance bursts in water will result in longer-lasting disturbed patches (as will plane crashes, and bullet/cannon hits.)

- Added additional methods so as to be able to specify bomb explosion effects against objects by bomb size (from 10kg class to 1000kg class).

- Includes Mike Storbror's flak illumination mod (because it involves Explosions.class), but notably toned down so that clouds and ground don't light up like a thunderstorm.  ;)

- Explosions don't light up the surroundings so powerfully nor for so long, generally. (Crazy to have a 250kg bomb explosion light up one's cockpit from a kilometer or more away on a sunny day.)


Due to the relatively limited number of 'general purpose' smokes that can be placed on maps, you might find notable differences from older smokes in some missions. This an area in which tighter streamlining can be done.

In this iteration I've applied to essentially all ground/water-based object and vehicle smokes a Wind factor of 10 in the various .mat files, altered from the value of 15 in v1.0. And in the relevant class files I've oriented the particle emit vector to vertical. This has allowed to give the longer lasting smoke columns a behavior more resembling reality when a wind carries them along.


NEW for v1.1: Other general tweaks:

- Added a bit more variety to explosions of bombs and rockets against the ground.

- Added completely new textures for gun muzzle flashes.

- For MGun and Cannon classes having entries of zero Power values for some rounds in the belt, a new substitute value of 0.0011 has been inserted. This is the lowest Power value, the important fact being that it's no longer zero, which formerly had what I coinsider undesirable (silly, actually) consequences. Now all hits against water will leave disturbed patches. And there will be some probability of these formerly zero-Power rounds now creating hit flashes and smokes against planes.

- Reduced the Wind value for ground based smokes from 15 (meters/second) in my v1.0 release to 10. This is a better, more stately speed, which moreover suffers less from large changes in speed.

- Applied a wide ranging overhaul to the damage effect hooks for vehicles and objects, for the control of longer-lasting smokes, making them be emitted vertically instead of the all too common horizontally. This has permitted the application of a uniform scheme to get these smokes behaving more like they do in reality.


###########################################################################################


Knowing that not all players share the same tastes, I realize that at least some of you will not like my simple treatment of tracers, probably preferring that good old favorite, the Guncam Tracers, which are incorporated already in B.A.T. If mine are too boring, and you want to retain those guncam tracers:

(1)  Delete or rename with a preceding "-" character the 12 folders starting with "7mm" and 20mm" inside of:

  !0_WxTech_Effects_v1.1/3do/Effects/Tracers/

(2)  Rename with a preceding "-" character the Textures folder located here:

  !0_WxTech_Effects_v1.1/3do/Effects/Tracers/Textures

This will force the utilization of all stock files in this folder as read from one of the SFS archive files, which should be just fine.



Additionally, my new, preferred clouds may be deemed too simple as well. If so, delete or rename with a preceding "-" character the Clouds folder, found here:

  !0_WxTech_Effects_v1.1/Effects/Clouds


###########################################################################################


I must put here a potential warning. My decompiler sometimes makes strange interpretations that outputs bad Java code. The BigShipsGeneric.class in particular is very worrisome in this respect. My fixes are best assumed to be suspect! If a Java coder should see any errors, or the player suffer any console errors, please let me know. And any assistance on the Java end would be very much appreciated!



As always with my mods, this work is free to use by anyone for any purpose, without restriction


WxTech

Apr 25, 2021 (v1.0)
Aug 14, 2021 (v1.1)
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Fresco23

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Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #1 on: August 12, 2021, 10:02:01 PM »

Awesome! Will try ASAP!

Fresco
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SAS~tsisqua

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Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #2 on: August 12, 2021, 10:09:02 PM »

About to get this  . . . Right Now!  ;D
Thank you, WxTech!
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Tore

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Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #3 on: August 12, 2021, 10:52:31 PM »

Awesome!! Thank you so much!  :D
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erafitti

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Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #4 on: August 13, 2021, 02:26:50 AM »

Thank you very much for your effort and dedication. ]hello2[ ]hello2[ ]hello2[

Un saludo.
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Andy H

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Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #5 on: August 13, 2021, 02:32:20 AM »

Just ran a few stock tracks. Very impressed with what I've seen so far. Thank you very much.  :)
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JCC

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Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #6 on: August 13, 2021, 10:33:51 AM »

Big Thanks WxTech!

These Updates of yours are marvelous! I´ve been using a quite a lot of your different Updates for some time now and they are most appreciated to say the least. I really like the "realism effect" your effects have to the game for instance.

Cheers
JCC
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baggo

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Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #7 on: August 13, 2021, 10:55:59 AM »

wonderful improvements glen, this is a superb package,many many thanks, kev.
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rogeroger

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Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #8 on: August 14, 2021, 05:38:07 AM »

Thanks for this Glenn, downloading now.
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Hans-Joachim Marseille

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Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #9 on: August 14, 2021, 05:54:31 AM »

Thx a lot Glenn!  Question: Which of the following mods of yours  that I use should I remove for testing!?

-WxTechBigClouds, WxTechLightning, WxTech Tracers and Smoke, WxTechBushyPalms

And how about the FX-Mods by DESPERAUX as well!?  :-|

 :)
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WxTech

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Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #10 on: August 14, 2021, 07:15:59 AM »

Thx a lot Glenn!  Question: Which of the following mods of yours  that I use should I remove for testing!?

-WxTechBigClouds, WxTechLightning, WxTech Tracers and Smoke, WxTechBushyPalms

And how about the FX-Mods by DESPERAUX as well!?  :-|

 :)

Hans,
The bushy palms are an object, not an effect, and so are not included here. Keep it.

Lightning effect files are included, but not the classfile. Keep that older mod. It doesn't matter if it's listed above or below this mod. (I really should integrate that classfile in this mod...)

Big Clouds is not included (I've changed my own clouds a fair bit since then). To use my older Big Clouds, make sure it's named to be above this mod. Or simply find the Clouds folder in this mod and name it -Clouds. Either approach has the same result.

About the tracers and smoke... i'm glad you asked! I'll! I'll have to look at this after work today. I think I'm just missing the class files from that previous mod. I know all the effect and texture files are present. In the meantime, keep my older mod active, and it doesn't matter if it's before or after this mod, because nothing has changed regarding the effects themselves. If you feel comfortable, you could move the classfiles (and Readme file and .java files) from my old mod and put them with the classfiles in my new mod (in the Effects v1.1 folder), then delete the old mod. I plan to integrate these anyway (which is why I'm glad you asked)


It's a good habit when installing mods to perform a comparison of contents with any other mod or mods that you feel might conflict, or otherwise share content. Open two instances of Windows Explorer, then systematically compare the mods' content side by side to identify any commonalities. If all contents are clearly different, no conflict, and you can use the mods with some confidence (as long as their individual requirements are otherwise met.) If there are shared files, then you look to find out which is the preferred version of files to retain; but this can be a tricky business, and a topic too involved to go over here.

Anyway, I'll report back after work...  Again good question.
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WxTech

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Re: WxTech's Effects Pack v1.1 for B.A.T. (can be adapted to 4.12)
« Reply #11 on: August 14, 2021, 09:38:57 PM »

Based on Hans-Joachim's great question, I've updated the mediafire archive to include my lightning and tracer mods, and to improve the notes/instructions. If you need or want to, go to the same d/l link in the top post...

Cheers!
Glenn
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