Loading [MathJax]/extensions/Safe.js

Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 4 ... 11   Go Down

Author Topic: WxTech's Effects Pack v1.5 for B.A.T and 4.12  (Read 18358 times)

0 Members and 1 Guest are viewing this topic.

WxTech

  • Modder
  • member
  • Online Online
  • Posts: 6161
WxTech's Effects Pack v1.5 for B.A.T and 4.12
« on: July 23, 2022, 02:36:35 AM »

Get it here (link updated due to a strange condition where a new d/l was always being created in an endless loop):

https://www.mediafire.com/file/isjgp8bd8c3aj7b/WxTech_Effects_v1.5_for_BAT_and_4.12_ALT.7z/file

https://www.mediafire.com/file/k23171xvh8ocbi1/WxTech_Effects_v1.5_for_BAT_and_4.12.7z/file


From the included installation guide:


WxTech Effects pack, v1.5
=========================

This mod pack completely supersedes any earlier version (up to v1.4). As for v1.4, 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 v1.4 (many lesser changes done as well):
-------------------------------------------------------------------

- I now include the classfiles for my UPDATED Full Throttle Smoke Mod, in its own separate folder, and which you may elect to install. (I do recommend to at least give it a try! It enables not only the throttle smoke, but it also enables the float carb cut-out smoke for certain engines when in negative G.) If you've installed this mod, which has been available separately for a little while now, and moreover which is now superseded, you should delete it.

- I now include my lightning mod classfiles in the main Effects folder; if you've installed this previously as a separate mod, you should delete it.

- Altered the handling of 'House' objects of type "Flesh" (defined in static.ini) so that dedicated effects can be invoked when destroyed. Formerly, this type was effectively grouped with "WoodSmall", meaning the same group of 4 effects would apply to both. Now they are separately handled. I have supplied just a single active smoke for "Flesh", it being fairly subtle.

- Activated the 'House' object type "RockBig" as a separate effect group. Formerly "RockBig" was grouped with "RockHuge", the effect folder "Rock" housing the 4 effects shared by both. Now there are dedicated effects for "RockMiddle", "RockBig" and "RockHuge". Makes for more variety.

- The change made to "Flesh" object type necessitated a change in House.class. If these classfiles are not present, the new useage of "Flesh" will not apply--the stock behavior will be in effect.

House.class classfiles (included in the main Effects folder, along with House.java):
  00178BEA6D437F32
  C1E6491A15C0411E
  D60102080342BDC2

- Created new effect groups for bomb bursts (Bomb250 and Bomb1000 class) at or near the waterline to look more like a torpedo hit, for instance. This is to differentiate from open water geysers. This involved new code in Explosions.class. These two new folders:

  Effects\Explodes\Bomb250\WaterLine\
  Effects\Explodes\Bomb1000\WaterLine\

- Added an alternative light bluish smoke (ArtyDyingSmoke.eff, replacing TankDyingSmoke.eff) for destroyed AA, tanks, "Stationary" and stationary planes, randomly selected in lieu of the darker and heavier smoke. Makes for more variety.

- Added a new animated texel effect for cannon hits against objects of mat type "metal", with a 50% probability of these sparks or 50% 'standard' hit flash. This brief, 5-frame animated texel of sparks is found in folder:
  Effects\Explodes\Cannon\Object\Sparks\

- Added a new animated texel for destroyed objects of type "VagonFuel". Found in folder:
  Effects\Explodes\Objects\VagonFuel\CF\
It has a 50/50 probability of invocation with the existing animated texel
  (in folder Effects\Explodes\Objects\VagonFuel\PFAlphaHard_B\).

- Added a new intermittent fire for aircraft engine fires. It has a probability of occurrence with a 'normal', constant fire effect, greater if the first instance of engine fire goes out and then restarts.

- Made the 'default' fireball for crashed planes an animated texel. Tweaked the accompanying smoke and other 'static' fireballs.

- Made an additional, lighter version for each of the two fuel leak effects (at speed and on the ground); invoked before the heavier versions.

- Created a new intermittent fuel tank fire effect to be invoked randomly when the heavier fuel leak occurs; duration is random between 5-15 seconds.

- Made an additional, smaller version of the new fuel leak fireball effect, which also omits the tiny glowing and opaque particles that are present for the larger fireball. Occurs randomly when the 'heavier' fuel tank leak is invoked.

- Discovered a seeming error in method doSetTankState() in AircraftState.class. It is supposed to check for the first occurrence of a fuel tank fire, then set the aircraft as having taken mortal damage and be incapable of ACM (air combat maneuvers), leading to a hasty bail out of pilot/crew. This explains whay, after all these years, a roaring fuel tank fire by itself has not cause a bailout. I fixed the test condition so as to use the proper variable, and altered the check to test for the occurrence of only the heavier, second fire (instead of also the first, lighter fire). Now crew bailouts occur when a fuel tank is well blazing.

- Added NEW small water splashes around plane impact on water (based on shrapnel splash code).

- Included RS82 hits against objects on water for shrapnel splashes (along with such splashes for other bomb hits.)


As for the previous release (v1.4), 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.


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


FIRST.

NEW to v1.5: Inclusion of the classfiles, in their own folder, for my Full Throttle Smoke Mod (resources already present in the main Effects folder.)

If you already have version v1.4 of my effects pack, you need only replace the folders for "Effects" and "AircraftState_classes"; all the others remain unchanged. 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"
  "AircraftState_classes"
  "WxTech_Full_Throttle_Smoke_Mod_classes (NEW to v1.5!)
  "BigShipGeneric_classes" (no change since v1.4)
  "TRAIN_classes" (no change since v1.4)
  "GUN_classes" (no change since v1.4)
  "ROCKET_classes" (no change since v1.4)
  "PAL_SmokeTrails" (no change since v1.4)

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 8 of the 12 available folders.

The CRUCIAL folders are:

- "Effects_v1.5"
- "AircraftState_classes"

The others are less important, and can be omitted if you have some other desirable mod including their resources, or if you are suffering errors/conflicts which require their removal.



#1) For B.A.T. 4.1.2 and later:
------------------------------
  !0_WxTech_AircraftState_classes_BAT
  !0_WxTech_Full_Throttle_Smoke_Mod_classes (NEW to v1.5! Should work)
  !0_WxTech_BigShipGeneric_classes_BAT-4.1.2+
  !0_WxTech_Effects_v1.5_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_Full_Throttle_Smoke_Mod_classes (NEW to v1.5!)
  !0_WxTech_BigShipGeneric_classes_BAT-to-4.1.1
  !0_WxTech_Effects_v1.5_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_Full_Throttle_Smoke_Mod_classes (NEW to v1.5! May or may not work)
  !0_WxTech_BigShipGeneric_classes_4.12-modact
  !0_WxTech_Effects_v1.5_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=40779.0



Fire 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_v1.5_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:

  Full_Throttle_Smoke_Mod_classes
  AircraftState_classes
  BigShipGeneric_classes
  Train_classes
  GUN_classes
  PAL_Tracer_Smoke
  ROCKET_classes

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

This pack is a collection of 8 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_v1.5_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
Jul 23, 2022
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Atoka220

  • Bomber
  • Modder
  • member
  • Offline Offline
  • Posts: 804
Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #1 on: July 23, 2022, 03:35:20 AM »

Just as i return to Il-2 after months of pause, you release a new version of your FX pack
What a timing ;D

Thank you for your work
Logged
There are 2 certain things in life: Death and CTDs

urmel

  • member
  • Online Online
  • Posts: 845
Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #2 on: July 23, 2022, 04:05:21 AM »

One more masterpiece!!!
Logged

Andy H

  • member
  • Offline Offline
  • Posts: 1571
Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #3 on: July 23, 2022, 04:55:12 AM »


Thank you yet again.
Logged

larschance

  • member
  • Offline Offline
  • Posts: 541
Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #4 on: July 23, 2022, 05:50:09 AM »

Thank you for your excellent work. I installed to my Flashpoint with no problem. The bomb burst effects on a road convoy are very good and the lingering smoke and flames add so much more immersion.
Logged

vonofterdingen

  • Missioneer
  • member
  • Offline Offline
  • Posts: 1357
Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #5 on: July 23, 2022, 10:06:23 AM »

Great work here WxTech. Thanks a million!
Logged

WxTech

  • Modder
  • member
  • Online Online
  • Posts: 6161
Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #6 on: July 23, 2022, 11:24:59 AM »

Thanks for the expressions of appreciation!

Whenever I release even a simple mod I'm on tenterhooks, awaiting notice of some omission or error. 😉  That's especially the case where collections of many hundreds of files are concerned, as here!

As this is an evolving project, now the 6th release, with time the refinements tend to converge toward satisfaction, changes becoming less noticeable. And so after the first mission or few one might wonder what has really changed.

But there are some notable differences for the observant eye of users of my v1.4 pack:

- More variety in smoke from destroyed ground objects.
- Occasional flickering, intermittent fire from plane engines and fuel tanks.
- A generally richer fireball when planes impact, as well as a few extra splashes on water.
- A different geyser of dirtier water from torp hits or bomb hits on/near the waterline.
- AI aircrew bailing when a fuel tank suffers the second-stage fire (always intended to happen even for the first-stage fire, except for an error in the stock code; I chose to compromise and give them more time.)
- Shrapnel splash effect (smaller extent than for bombs) includes rocket bursts against vessels and bridges.

The main things I can think of as I wallow in bed after a really late night. 😉

For anyone who has not perused the various folder contents, there are a number of "readme" files scattered about that provide further insight, and instructions on selecting other options, etc. Moreover, numerous files have 'notes' written in them. If an interest in starting out in modding should take hold, here's a good place to start. Indeed, it was with effect files from other people's mods where I first cut my modding teeth, back in 2013 or 2014.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Atoka220

  • Bomber
  • Modder
  • member
  • Offline Offline
  • Posts: 804
Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #7 on: July 23, 2022, 02:23:16 PM »

I read you made a new effect for bombs hitting at/near the waterline
Now i wanted to skip bomb a ship but the bomb just bounced over it and even with the delay, it blew up when it hit the water again damaging me (it was a 1000 pounder). But then I saw a big disturbed water ring appear and a huge depth charge like wide splash much different from a geyser (tho it disappeared rather quickly)

But after that, i've been testing around in qmb and didn't manage to reproduce it
That might have been the new effect or maybe just some lucky bug?

Also had a dogfight with a bunch of 109s in a la-5 and shredded one head on and I whined in some really high pitch on how spectacular it was
A huge fireball with a cut-in-half 109 emerging from it in a giant blaze spiraling to the ground ;D
Logged
There are 2 certain things in life: Death and CTDs

WxTech

  • Modder
  • member
  • Online Online
  • Posts: 6161
Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #8 on: July 23, 2022, 02:37:35 PM »

Set up a mission with a bunch of ships and unlimited ordnance. Then you can execute as many drops as you want until seeing the new effect.

Depending on the size of the ship, the height above the waterline for a bomb to induce the new 'waterline' effect will vary. The smaller the ship, the nearer to the waterline is a hit required. The stock code used what I consider to be ridiculous height limits as the cutoff, with the result being that even on carrier decks the same water geyser effect group would be invoked for bomb bursts as for open water detonations. I have greatly lowered these height cutoffs. Of course, you must use my BigShipClasses.

You could also view the BeauTorp track, where there are 3 torp hits against a destroyer. Enable manual view control, then move one of the camera view angles for a good side view of the action.

As for v1.4, open water bomb bursts have a more voluminous 'base' for the geyser.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

pied

  • member
  • Offline Offline
  • Posts: 98
Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #9 on: July 23, 2022, 05:19:55 PM »

Aloha Master WxTech!

Hopefully a simple question, are the ship hook and wake fixes included in this package?

Thanks for all you do!

Pied
Logged

WxTech

  • Modder
  • member
  • Online Online
  • Posts: 6161
Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #10 on: July 23, 2022, 06:09:52 PM »

Pied,
The ship stuff is more vehicle related, even though the impact of my changes concerns effects. Therefore I didn't include my "ship wake hooks and tanker ships fixes" mod here. You still need to retain that mod as its own, separate entity.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

dominic_JG52

  • member
  • Offline Offline
  • Posts: 2
Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #11 on: July 23, 2022, 09:15:01 PM »

Greetings

These effects are awesome but I've noticed that the guns on the ships stop working, I am not sure what exactly is causing this.

EDIT: I have discovered there is something in the !0_WxTech_BigShipGeneric_classes_BAT-4.1.2+ since when I moved that folder out, the AA guns and batteries started working again.
Logged
Pages: [1] 2 3 4 ... 11   Go Up
 

Page created in 0.036 seconds with 20 queries.