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Author Topic: New TI bomb flare textures  (Read 1014 times)

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WxTech

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New TI bomb flare textures
« on: November 17, 2022, 02:02:13 PM »




A request for this from the topic I started in the Lounge results in this small mod release. The pic above is a zoomed-in view showing a Lancaster in silhouette above a couple arrays of flares resting on the ground far below.


This material will be part of my v1.6 effects pack release. If you use my effects mod but don't much engage in night bomber ops, you could skip this and wait for the full effects pack release.

But if you don't use my effects pack, then do grab this!  ;)


Get it here:

https://www.mediafire.com/file/b13taela78shknb/TI_flare_bomb_textures.7z/file



From the included readme file:

This little mod alters the TI flare textures in several ways.

- The former simple circular ball is now a spiked texture, more evocative of a bright, compact light source.

- The perspective compensation distance has been increased from 100 to 400, which results in a smaller apparent size at longer view distance.

- Instead of the former dullness, the appearance is more lively, via the new treatment of the texture tone and opacity in both the .mat and .eff file.

- I use dedicated textures which will not potentially be used inadvertently by any other light effect.

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

I have given all textures the same opacity, which tends to make the red and blue look a bit dimmer relative to other colors. Green and yellow particularly will look bright. This a consequence of how both the eye and color screens work. To me this is relfective of the real world appearance. Our eyes have a spectral response rather like a Gaussian, or bell curve. Toward the red and blue ends of the visual spectrum our sensitivity decreases precipitously, with the middle yellow-green region being where he eye is most sensitive.

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

If you desire a more uniform appearance of intensity for all colors, leave red and blue as is and reduce the opacity in the .eff file for the other colors. For example, here's the TIgreen.eff contents (which is identical for all others except for the MatName):

[ClassInfo]
  ClassName TAnimatedSpriteParams

[General]
    MatName TIgreen.mat
    EmitVelocity 16.0 5   
    Radius0  0.90
    Radius1  0.90
    RadiusPeriod 0.0
    Angle  0.0
    AngleSpeed 0.0
//    Color0  0.55 0.55 0.55 0.60
//    Color1  0.55 0.55 0.55 0.60
    Color0  1 1 1 0.6
    Color1  1 1 1 0.6
    ColorPeriod 1.0
    PerspCompensDist   400  //100.0
    PerspCompensScale  1.0

// eof


Note first how I changed the two Color parameters, the original lines being nulled out with preceding "//" characters. The values of 0.55 for all of R, G and B applied a uniform darkening right out of the gate. I restored full brilliance with values of 1. I did retain the alpha value (transparency) of 0.6, as we do not want the lights to be fully bright across a large distance (the effect has the max visibility set to 35 km in the class.)

If you want to reduce the brightness of the green to be more in line with that for the red and blue lights, you could reduce the alpha value from 0.6 to, say, 0.45 or 0.4. Here's a provisional set of values you could try; I list the alpha values for ALL 6 colors.

Red     0.6
Orange  0.5
Yellow  0.4
Green   0.4
Blue    0.6
Pink    0.5

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

If you have an existing effect mod you could move the contents of this Fireworks folder to that mod's Fireworks folder. Or if your effects mod does not have a Fireworks folder already, move this Fireworks folder to the other mod's

  3do\Effects\

folder. I suggest this as a means to keep your mod folder count more reasonable.  ;)



WxTech
Nov 17, 2022
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Dreamk

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Re: New TI bomb flare textures
« Reply #1 on: November 18, 2022, 02:05:09 AM »

 :) Thanks!
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