UPDATE #2, Mar 13, 2022: A number of fixes that I debated assigning a new version number for, but decided to keep unchanged (as v1.4).
The fix in UPDATE #1 is included. The same link applies, as found farther below.
The main changes:
- Added for the first time the ShipGeneric.class, to cover smaller ships with the same wake and wave effects given to larger ships.
- For BigshipGeneric.class (and of course ShipGeneric.class) I re-worked the code for wakes and waves so as to make for better uniformity of appearance and behaviour. And it might be the case that it largely 'fixes' odd wake placement for those ships having inconsistent hook placement for these effects.
- Supplied a new set of effects for the 5,000kg class bombs. You can choose a supplied alternate set if you wish.
- Increased the size of ground explosion effects for 1,000kg class bombs.
- Provide better fires for the city fire effects in Command & Control objects.
============================= END OF UPDATE #2 ============================UPDATE #1, Feb 21, 2022: I overlooked a small but meaningful correction involving the folder:
!0_WxTech_PAL_Tracer_Smoke_ALL-game-versions
This folder here replaces the one of the same name in my Effects Pack. It has been updated to correct an oversight or transcription error which until now caused all 3D tracers to have the same length, as set by "TracersWorld". Now the four tracer categories defined in the [Mods] section of conf.ini will have their respective 3D tracers drawn at the intended distance limit as set for each.
If you've already downloaded the full mod and don't want to do so again, then get just this small update:
https://www.mediafire.com/file/qjj3xisjk9ge02a/Updated_WxTech_PAL_Tracer_Smoke_mod.7z/fileOr you could re-download the full package again (link below), as it has been fixed as well.
============================= END OF UPDATE #2 ============================If you've used my v1.3 Effects Pack, you know the drill. For the rest of you, the included readme file's contents are reproduced below.
NOTE: This mod is a complete package, fully replacing any earlier version. This one archive is for B.A.T. and 4.12. You will select the relevant folders for your game version (handy lists are to be found in the INSTALL file contents reproduced below. The three basic game configurations:
4.12 WITHOUT Engine Mod
4.12 WITH Engine Mod OR B.A.T. up to 4.1.1
B.A.T. 4.1.2 and later
Upon extracting, you will consult the appropriate list that identifies which of the 7 folders of the 11 provided you will manually copy over to your mod folder.
Vpmodpack might be happy with this pack; consider it as 4.12, and factor in the presence or absence of the Engine Mod, as appropriate. I don't use vpmodpack and so cannot promise anything.
I've had one vpmodpack user who reported success with v1.2...
Get WxTech's Effects Pack, v1.4, here:
https://www.mediafire.com/file/mc0arg7hjdjuicr/WxTech_Effects_v1.4_for_BAT_and_4.12.7z/fileFrom the included Readme file:
WxTech Effects pack, v1.4
=========================
This mod pack completely supersedes any earlier version (up to v1.3). As for v1.3, this one pack serves for ALL 4.12 and B.A.T. game versions; you pick the folders appropriate to your game version. More below.
The main changes made since v1.3 (in no particular order):
---------------------------------------------------------
- Made some adjustments to wake and side wave effects for ships in bigShipGeneric.class.
- Improved the float plane spray.
- Offer light and dark versions of ship damage smokes, randomly selected.
- Added a random occurrence of the heavier fire/smoke for tankers to apply also to the larger capital ships.
- For the shrapnel splash effect for bomb hits against ships/bridges, added a random occurrence of larger versions of the splash, with wave rings.
- Improved prop blast for dust/snow/water.
- Increased growth size for cannon/bullet water impacts.
- Renamed textures for Bird.eff.
- Added a brief flash to exploding planes in Explosions.class.
- For the all 'wiggly' tracers (which is the default on installation), removed 5 of the 6 surfaces making up the 'head', leaving only the one which is seen from behind.
- Increased the duration for the disturbed water circles for bullets and bombs, as well as increased the rate of growth in size.
- Re-worked almost all fire textures.
- For destroyed fuel trucks, added a random occurrence of the heavier fuel tank fire initially and for a short period.
- Further tuned bullet/cannon hits against land and water.
- Added a new 'dirty' geyser to the raised water columns for bomb/torpedo hits at or near the waterline.
- For the water columns for bomb impacts, filled in the bottom more, and added a new texture. Also increased their duration somewhat.
- Tweaked muzzle smoke for aerial guns.
- Improved the muzzle fire and smoke for the 'Big Ship' guns.
- Increased to the correct speed the expanding ground shock and condensation in air for explosions using them. Also adjusted their duration.
- For the fuel fire from ruptured plane tanks, made the 6 texel textures each have a random rotation at start, for a more varied look along the length.
- Did more tweaking of the tracer smoke trails; generally added more gaps.
- For the flak burst night flash texture, made them visible when the Sun is below -6 degrees, as opposed to the former +6 degree threshold.
- For aircraft crashes, added additional fireballs on a random basis.
- Further rationalized the sizes for flash and smoke with bullet/cannon hits, particularly against planes.
- Added a new 'dirty geyser' column that blends in with the 250kg and 1000kg class explosions which occur at or near the waterline of ships. This includes torpedos, and is meant to suggest the various 'stuff' that gets blasted from the vessels and mixed in with the water.
As for the previous release (v1.3), hundreds of files were re-worked, some new ones created, and some new Java code introduced. And as before, this update has consumed a lot of hours - a couple hundred at least.
###########################################################################################
FIRST. If you already have an earlier version of my effects pack, delete ALL its related folders. If you didn't rename them beyond altering the prefix characters (for organizing in your mod folder listing), these folders will all have "_WxTech_" in their names. Additionally, the names will contain:
"Effects"
"BigShipGeneric_classes"
"Train_classes"
"GUN_classes"
"ROCKET_classes"
"PAL_SmokeTrails"
If you have made any of your own alterations to files, and wish to retain them, archive these so that you can incorporate them in this update.
###########################################################################################
In this compilation I have the folders named so that it should be clear which ones apply for your installation. To make this selection simpler, I list below the folders to select and copy over into your mods folder (e.g., #WAW3, #SAS, etc.) based on your game version. In all instances, you will be selecting 7 of the 11 available folders
#1) For B.A.T. 4.1.2 and later:
------------------------------
!0_WxTech_AircraftState_classes_BAT
!0_WxTech_BigShipGeneric_classes_BAT-4.1.2+
!0_WxTech_Effects_v1.4_ALL-game-versions
!0_WxTech_GUN_classes_ALL-game-versions
!0_WxTech_PAL_Tracer_Smoke_ALL-game-versions (requires to add entries to conf.ini)
!0_WxTech_ROCKET_classes_BAT
!0_WxTech_TRAIN_classes_ALL-game-versions
#2) For B.A.T up to 4.1.1, OR
for 4.12 modact WITH the Engine Mod installed:
---------------------------------------------
!0_WxTech_AircraftState_classes_BAT
!0_WxTech_BigShipGeneric_classes_BAT-to-4.1.1
!0_WxTech_Effects_v1.4_ALL-game-versions
!0_WxTech_GUN_classes_ALL-game-versions
!0_WxTech_PAL_Tracer_Smoke_ALL-game-versions (requires to add entries to conf.ini)
!0_WxTech_ROCKET_classes_BAT
!0_WxTech_TRAIN_classes_ALL-game-versions (may require to install the New Train Mod*)
#3) For 4.12 modact WITHOUT the Engine Mod:
------------------------------------------
!0_WxTech_AircraftState_classes_4.12-modact
!0_WxTech_BigShipGeneric_classes_4.12-modact
!0_WxTech_Effects_v1.4_ALL-game-versions
!0_WxTech_GUN_classes_ALL-game-versions
!0_WxTech_PAL_Tracer_Smoke_ALL-game-versions (requires to add entries to conf.ini)
!0_WxTech_ROCKET_classes_4.12-modact
!0_WxTech_TRAIN_classes_ALL-game-versions (may require to install the New Train Mod*)
* The New Train Mod is included in B.A.T., but for 4.12 you can find it in this thread:
https://www.sas1946.com/main/index.php?topic=40779.0Fire up the game and enjoy the new visual goodness!
###########################################################################################
Further notes:
=============
If you are using vpmodpack, consider it a 4.12 game, and choose based on whether you have the Engine Mod installed or not. It's been reported to work for some, but not for others. In the end, the specific array of mods in use will play a role in compatibility...
-------------------------------------------------------------------------------------------
Depending on how the various folders are named in your mod folder, there's a chance you may have to alter the prefix characters in my folder names. Currently, this prefix is "!0_". A simple way to move folders higher in an alphanumerically hierarchical listing is to add additional "!" characters. For instance, my "!0_" could be changed to "!!0_", or "!!!0_" to move the folders higher in the listing. The reason for this is to assure that the modded classfiles contained herein are read before any stock or other modded classes having the same name.
I can't recommend too highly a handy utility called classcheck.exe. You place it in your game's root folder. When you run it, it will generate a listing of all possible classfile conflicts in a file called "doubleon.txt". Where doubled (or tripled!) classfile entries are identified, it's up to you to choose how to proceed, mainly by selecting the version of the class to give priority to and moving the folder containing it higher in the listing. That's the simplified overview; things can get more fraught when you have a great many mod folders containing in total a great many classes.
-------------------------------------------------------------------------------------------
There's no guarantee that your game will be happy with all these classfiles. If you are experiencing problems, you could try a process of elimination. Obviously, the most important folder is
!0_WxTech_Effects_v1.3_ALL-game-versions
You could start with just this by itself to begin with. If this one can't be made to work, all the other folders are superfluous. If success obtains with this, proceed by adding folders one at a time. In pretty much decreasing order of importance:
AircraftState_classes
BigShipGeneric_classes
Train_classes
GUN_classes
PAL_Tracer_Smoke
ROCKET_classes
-------------------------------------------------------------------------------------------
This pack is a collection of 7 individual mods, essentially. There's no reason you have to keep these all separate. If you're comfortable with file handling in Windows, and you're familiar with the mod folder structure, you could combine all these folder into one, thereby reducing the total number of mod folders you have to deal with. If you do so, the natural folder to combine everything into is the fundamental, crucial folder
!0_WxTech_Effects_v1.4_ALL-game-versions
But that's completely optional, of course.
-------------------------------------------------------------------------------------------
This pack includes my modded lightning (in thunder weather). The classfiles are in the main Effects folder, along with the Zip.java file for it. Therefore if you have it installed already by itself, you can delete that one (and reduce your mod folder count by one
).
-------------------------------------------------------------------------------------------
In many of the sub-folders there will be found various readme files and such, which will provide insight into what does what, as well as, in certain instances, instructions for further customizing. Particularly for the tracers. Explore! With very nearly every possible effect-related file now at your disposal, you have the power to start modding, if you've not yet dipped your toe into these addictive waters.
###########################################################################################
As always, this work is offered for use by any and all, for any purpose, without restriction.
WxTech
Feb 21, 2022