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Author Topic: WxTech's Effects Pack v1.2 for B.A.T.  (Read 12290 times)

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WxTech

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WxTech's Effects Pack v1.2 for B.A.T.
« on: September 23, 2021, 08:54:49 PM »

UPDATE: Nov 29, 2021. This mod is superseded by v1.3, available in this thread:

https://www.sas1946.com/main/index.php/topic,67921.0.html

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NOTE: Oct 18, 2021. Apparently, 4.12 and VP Modpack games which have the Engine Mod incorporated should be able to use this BAT version. If you are seeing this log.lst error:
  java.lang.NoClassDefFoundError: com/maddox/sas1946/il2/util/TrueRandom
hopefully this will fix that.

https://www.mediafire.com/file/xthr0r09obdpp9o/%2521_0_TrueRandom_classfile.7z/file

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NOTE: Oct 11, 2021. Here is the updated BigShipGeneric.class for B.A.T. 4.1.3. It should be OK for B.A.T. 4.1.2 (when triggers were introduced) and the new B.A.T. 4.2. Readme file included. A must have!

I will include this in the next overall package release (likely to be named v1.3). And so if you are just now obtaining v1.2 for the first time, get this little update as well and replace the old files in the appropriate folder with these.

https://www.mediafire.com/file/qcqozpn3c9xlzq4/WxTech_BigShipGeneric_classfiles_for_BAT.7z/file

                                 ---------------------------

If you're flying B.A.T. up to 4.1.1 (before triggers were introduced), these are the classfiles for you:

https://www.mediafire.com/file/fkdr1pqhmiks1fu/WxTech_BigShipGeneric_classfiles_for_BAT_to_4.1.1.7z/file

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


This is the full, updated package, and completely supersedes/replaces v1.1.


Get it here:

https://www.mediafire.com/file/nojhib3rmrq74fz/WxTech_Effects_v1.2_for_BAT.7z/file


From the included readme file:


WxTech's effects pack for B.A.T. 4.0 and later, v1.2. (Sep 23, 2021)

This is the full, updated package, and completely supersedes/replaces v1.1.

V1.1 was released Aug 14, 2021.
V1.0 was released Apr 25, 2021.

This document is essentially the same as that provided with v1.1, but updated here and there as appropriate.


This is an ongoing work in progress--further along now, 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 as stand-alone mods:
- Effects mod v1.0 and v1.1 (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 at least 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, v1.1, 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 in the water.
- 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.


Many of the new changes for v1.2 are outlined farther below...



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


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_v1.2

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_v1.2

These are the 17 class files (compiled 2021-09-15 10:51 AM) for Explosions.class:

  15E1127AE68FA29C
  32E5D3D88A48E082
  72DCDDF4D2AD25E8
  925C70BA4FFD5BB8
  A7E6F57A31D0D0A4
  B13925F2D613408C
  DF2E6CCEA14288D6
  DF60469CAA814682
  EE4B63FC7A3AE93E
  E5BFD61EB84EF50C
  358263948E92F8EE
  21784D66E704F1D2
  88B6A628AD693BD2
  64B1F5FC786E5622
  4D88231E747CC83A
  0F7EF4CC1C97FECE
  F87D56020C7BCC92

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 2021-08-25 1:42 AM):

  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.



***** NEW for v1.2: Other general tweaks (not an exhaustive list): *********************************************

- Updated 132 gun classes. Mostly to rationalize the Power values used for hit effect determination.

- Have succeeded in getting smoke from ground/water objects to rise and then gradually flatten out slightly. Much nearer to the real world action. (A long desired feature of mine!)

- New effects to separate out the smaller explosions for cars versus artillery/tanks.

- Increased the duration of fire and smoke by 50% for most destroyed objects.

- Added a chance of a delayed secondary explosion (NEW effects) for some train wagons, tanks, cars, artillery and stationary planes. Bigger explosion for train wagons. Both explosions shoot out several high speed particles leaving brief, thin smoke trails.

- Added illumination for fires from fuel tanks and barrels; enabled between sunset and sunrise.

- Created new effects so as to have two different sizes of fire/smoke for each of 'Wood', 'Rock' and 'Fuel' House type objects (6 effect groups in all). This includes fuel tanks, buildings, trees--most anything that doesn't move as a 'chief.'

- Made the fireball from crashing aircraft a bit more prominent and structured.

- For the TSPD type of smoke effects for damaged aircraft in the air, I went from a trail type smoke (2D trail) to 3D particles. This gives a much better appearance, albeit at the cost of increased particle counts.

- Tweaked the larger flak bursts, as well as added the brief 'spiky starburst' smoke.

- For bullet hit flashes, went from a single flash texture to two, for a bit better visibility.

- Tweaked bullet/cannon splashes/dirt sprays on land and water--nothing radical.

- For bullet/cannon disturbed water splotches, further differentiated between them by size of splotch.

- Many textures for smoke have been worked over, with an aim to obtaining good variation in density for a given particle. The smoke columns/trails have generally been made less opaque.

- For the largest ship smokes, and for medium to large fuel fire smoke, I've created textures having finer details.

- Did some work on giving the cumulus clouds more detailed structure, to make them less boringly smooth. The aim was to retain good density, by keeping the texture opacity as high as practicable. This does result in a little bit of flicker at times.

- And many other things that I'm sure to be forgetting.  ;)


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


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_v1.2/3do/Effects/Tracers/

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

  !0_WxTech_Effects_v1.2/3do/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.



After giving the cumulus clouds a much improved texture since v1.1, I think many folk will be less likely to want to be rid of them. But even so, you may already have a favourite, and no need for my offering here. If so, delete or rename with a preceding "-" character the Clouds folder, found here:

  !0_WxTech_Effects_v1.2/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)
Sep 23, 2021 (v1.2)
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Tore

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #1 on: September 23, 2021, 09:05:25 PM »

Thanks a bunch Glenn !  ;)

Tore
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SAS~Storebror

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #2 on: September 23, 2021, 10:54:41 PM »

Thanks Glenn.
One note though:

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!

The BigShipsGeneric class has been the source of endless bugs in our EngineMod because of Java Decompiler Errors being carried over since day one.
For that reason, I took that class under my wings and completely cleaned it of any Decompiler mess (as much as I could identify it) and made it bug-free to my best knowledge.
The clean source is available on our Assembla Repo (trunk\Storebror\BAT Engine Mod\src\com\maddox\il2\objects\ships) - it saddens me a bit to see that the old issues should resurrect from death with this mod.

]cheers[
Mike
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WxTech

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #3 on: September 24, 2021, 01:53:07 AM »

Mike,
There are only two little changes I made in BigShipGeneric:

1) Increase the duration of fire and smoke for damaged guns.
2) Alter the bow wave effect from a 'V' to a constant width, in 4 widths based on the 'turning circle'.

Not of much importance in the grand scheme of things. I do advise to delete/deactivate these classes if one has problems from this one.

I'll avail myself of your cleaned up class as the foundation to build upon. Thanks for your work on that, and for letting me know!

Glenn
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SAS~Storebror

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #4 on: September 24, 2021, 02:01:58 AM »

No worries Glenn, nothing's lost yet.
Just as you said, my recommendation would be to look for the changes you've made, and re-apply them to the clean source from the Repo.
That way you get the best of two worlds ;)

]cheers[
Mike
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stanislao

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #5 on: September 24, 2021, 04:02:50 AM »

 :)  Hi WxT, Your first version mod worked on my 4.12 VPModpack, can you tell me if this your latest version fits VPmodpack?

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WxTech

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #6 on: September 24, 2021, 04:11:37 AM »

I did all of my recent changes in BAT, hence this BAT version coming out first.

I have yet to make the few changes (primarily in Explosions.class) that are required for 4.12. That will be soon, with a dedicated thread for it.
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stanislao

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #7 on: September 24, 2021, 05:06:52 AM »

 :D   Thanks WxT! Then I wait for the release to install it!

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Griffon_301

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #8 on: September 24, 2021, 05:31:04 AM »

hello and a big thank you for your ongoing efforts :)
may I ask, does 1.2 feature the necessary changes as outlined by Mike to make it fully compatible with BAT?
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WxTech

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #9 on: September 24, 2021, 06:46:11 AM »

hello and a big thank you for your ongoing efforts :)
may I ask, does 1.2 feature the necessary changes as outlined by Mike to make it fully compatible with BAT?

Not yet, but soon. In the meantime you can simply delete or disable the BigShipsGeneric classfiles folder. Disabling is as simple as renaming with a preceding minus sign character. You'll be missing practically nothing compared to where the vast bulk of the real action lies; the heart of effects, Explosions.class, with AircraftState.class ranking not too far behind due to this being a flight sim.
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Griffon_301

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #10 on: September 24, 2021, 08:05:54 AM »

Thanks a lot for the clarification...
I am looking forward to an updated ships class effects pack then as I am one of the few carrier nerds here and most of my flying takes place over water and from carriers and this involves a lot of ships, both as escorts and as targets :D
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WxTech

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #11 on: September 24, 2021, 08:20:06 AM »

For the very minor tweaks I did in that BigShipGeneric class, it would probably have been best if I'd not bothered to include it at all. Leaving it out will make practically zero difference. Indeed, my re-jigging of the 'bow wave 'effect would likely be considered by many to be a negative. Leaving just the increase in duration of fire/smoke for destroyed ships' guns the only real benefit.

So for the time being, just soldier on without the current BigShipGeneric class files, knowing that you're not missing out on very much at all.

I'll soon enough rectify this...
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