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Author Topic: WxTech's Effects Pack v1.5 for B.A.T and 4.12  (Read 18629 times)

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WxTech

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #84 on: October 28, 2022, 08:13:58 PM »

Multi-player aspects were never a consideration. I have no idea what things might require to address, as I've only ever been an offliner.
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Chungus

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #85 on: October 29, 2022, 08:59:24 AM »

alright then.
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9078roman

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #86 on: October 29, 2022, 11:02:40 AM »

 :D
Hey wxtech!

To be honest with my skins, all hands did not check the new pack of effects. And of course it's a wild delight. I can imagine how much trouble he had.
I also had a problem with ships. The sound is gone.

I read about this issue here. I took the folder WxTech_BigShip from 1.4 to the folder 1.5. I don't know if it's possible to do that. But it seems to have earned the sound appeared.

Short note. In version 1.4, the overall blackness of the smoke effects seemed too dark to me.
And the fact that this is fixed in 1.5. Just great!

Yes, if I don’t bother, guys write to me if it’s possible to do this. Throw one into the other. I'm a total noob at this. Thanks to all.


And a special letter for you. Your work is... GREAT!

:D "WxTech-Master"
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kenk039

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #87 on: November 08, 2022, 07:28:58 PM »

For the life of me I cannot get the engine smoke effect to work. I've tried multiple fresh installs of 4.2.1. Flashpoint on red core only. used JSGME, no go. installed to main folder, no go, installed to #WAW3 folder, no go. Ran classcheck and get a bunch of !0_WxTech_Effects_v1.5_ALL-game-versions\ hex,  but not sure exactly where to go from here. Worst part is I had it working a one point, but then that install became corrupted, probably my doing, and can't get it to work again. I noticed when ever you add a mod, it puts it in the main folder that the il2.exe is located, is that right? Thanks guys. been flying this sim from the start, replaced the dynamix aces of the pacific and aces over Europe for those that remember those days. also European Air War  lol
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WxTech

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #88 on: November 09, 2022, 01:06:11 AM »

All mods should go into folder #WAW3.

You will be copying over 8 of the 12 folders I specify in the included readme file.

Be sure that if any other mods you might have share any of my classfiles (having 16-character, hexadecimal names), place my mod folder higher in the #WAW3 listing by renaming with edditiional "!" Characters as necessary. And this might be wise if other resources are duplicated.


Adding mods is most reliably performed when one has a good underlying understanding of folder/file handling in Windows, and at least some familiarity with the game's folder structure.  ;)
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kenk039

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #89 on: November 12, 2022, 02:53:05 PM »

Yes, that did it, although I could swear I tried that before.. oh well, its working now so thank you sir! Love the effects, except when I get shot and my engines on fire lol...
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Glaciar

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #90 on: December 21, 2022, 02:37:33 PM »

Hi WxTech!! Congratulations for this mod!!! This is my fourth month using this and I love it!! For video making, I can say, it worth totally!! It changes a lot visually and the quality is superb!
Also I use it during multyplayer missions and it doesn´t imply any problem.

My rate: 10/10  ]thumleft[ ]thumleft[
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choctaw111

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #91 on: January 29, 2023, 05:28:09 PM »

Every time I try to put the 8 folders into my #WAW folder, it somehow removes the 3D tracer meshes and I get the straight lines no matter how close they are.
I'm not sure what I'm doing wrong.
My NEXT question is, can the color of the non mesh tracers be altered?  Red tracers aren't really red.  They burn very brightly and are mostly white with a reddish tint, just the same as all the other colors. 
Is there a way to change the colors to appear brighter?
Aside from the Germans having glow tracers for night fighters, tracers burn very brightly and can be seen from many miles away, even further at night
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WxTech

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #92 on: January 29, 2023, 06:02:49 PM »

Well, Chocks, this hasn't occurred for any other poor shlubs. You're gonna earn the sobriquet, Tracer Eraser! 😀
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choctaw111

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #93 on: January 30, 2023, 06:47:55 PM »

Well, Chocks, this hasn't occurred for any other poor shlubs. You're gonna earn the sobriquet, Tracer Eraser! 😀
HAHA!  Too many syllables! :)  I just picked up a new display today so now I'm using an LG 38" wide screen with 144Hz refresh.  This makes things better, but still no modeled tracers and I'm at a loss as to why...I'm sure it's something simple I've overlooked which is super frustrating
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choctaw111

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #94 on: January 30, 2023, 09:06:37 PM »

I had another go.  It seems that all mods are working in your FX pack except the tracers again. 
After adding a single !0_Wx Tech effect folder at a time, I narrowed it down to the "tracer smoke all game versions" folder that was causing the issue.
Any ideas why that might be?
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WxTech

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #95 on: January 30, 2023, 10:44:02 PM »

Did you add the suggested tracer related entries to the [Mods] section of conf.ini? I'm not certain at the moment if they're absolutely necessary, but best to be thorough.

I gather the tracer meshes are drawing when this tracer smoke mod is left out of the picture. To see if they're my meshes or the stock ones, observe carefully to see if the tracers cycle between squiggly and straight, or if they are ALWAYS squiggly. If the latter, those are mine.

And if my meshes are being used, without the tracer related modded classes you will not be getting the variable tracer smoke, instead having always the one and same smoke for a given gun

But yesterday I bypassed the use of different effects to get a varying smoke, adopting instead a single effect with use of the Rnd (randomness) parameter to vary the opacity..
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
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