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Author Topic: 3D tracer smoke  (Read 2227 times)

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WxTech

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3D tracer smoke
« on: December 27, 2023, 02:04:43 PM »

UPDATE, Jan 5, 2024: I've altered the LiveTime and FinishTime values so as to make for a longer period of visibility near one's plane and not carry the visibility quite so far into the distance. I also added an alpha channel to the textures, which makes for a better balance between surface brightness and opacity.

This update completely replaces the previous version.





Get it here:

https://www.mediafire.com/file/nc73lfi8byxux6w/%25210_WxTech_3D_tracer_smoke.7z/file

From the included readme file:

3D tracer smoke for all game versions, by WxTech


Some folk prefer particle based ('3D') tracer smoke effects, because the trail-based versions exhibit the unattractive 'flat ribbon' artifacts when seen end on. This is much more likely for the tracer smokes from one's own guns.

The various version of such '3D' tracer smokes I've tried over the years have not been particularly satisfactory. One common detracting element has been the 'straightness' of the stream of particles. From time to time I've struggled myself with creating something I'm happy enough about. In this offering I've come closest so far in my efforts to cook up something that I'm content enough to actually use. ;)

This is a general treatment which applies to all relevant weapons fired by the player and AI. The visibility distance is not very long, and so there should not often be instances where a large number of guns are in close enough proximity and firing simultaneously so as to badly impact the game engine limits.

There a couple of other tracer smokes used exclusively by ground-based weapons. I leave them as they are rendered in your game at present.

I have striven for a balance between appearance and resource friendliness. It's impossible to employ enough particles to get anything like a continuous trail. And it defeats much of the purpose to crowd the paricles into a rather short trail. And so the need for a suitably long trail conflicts with the limits on the number of particles which can be simultaneously drawn. When seen from any kind of side aspect the unavoidable 'beads on a string' aspect is very apparent. But when firing one's own guns, the largely end-on aspect makes for a more convincing trail. I've adjusted the .eff file parameters, and utilized an assymetric texture in rotation, to introduce some lateral departure from a straight line, thereby effecting a more organic liveliness--or so I hope!  ;)



WxTech,
Dec 27, 2023

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JCC

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Re: 3D tracer smoke
« Reply #1 on: December 28, 2023, 10:44:32 AM »

Thank you Sir! ]salut[

I really enjoy your mods Glenn and I use a lot of them too.. to say the least! 
--------
Cheers
JC
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Mick

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Re: 3D tracer smoke
« Reply #2 on: December 28, 2023, 11:40:54 AM »

... many THX for this nice one ...!  ;)
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Piotrek1

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Re: 3D tracer smoke
« Reply #3 on: December 30, 2023, 11:57:00 AM »

Great stuff, Thank you WxTech 8), I'm looking forward to your Effects Pack v1.7.

Best Regards,
Piotrek
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WxTech

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Re: 3D tracer smoke
« Reply #4 on: December 30, 2023, 12:18:44 PM »

Actually, it'll be named v2.0 because there has been a very significant addition of brand new stuff. I've not been merely tweaking what's there. Just a few of the new things:

- Planes will no longer explode on contact with the layered forest, instead taking some time to accrue damage while slowing down inside (many thanks to Storebror for expanding hugely on my initially simple idea!). And with new effects of foliage/branches being thrown up.
- Slowly expanding POL spills randomly generated with destroyed ships, being more likely for tankers and larger tubs.
- Random firing of distress flares from destroyed ships.
- Significant overhaul of handling of bullet/shell hits in code. For instance, now naval shell and other big gun hits against ships and other objects generate a proper hit effect for the calibre. Has implications in other ways, such as increased variety in hit effects against ground/water.
- Introduced explosions to accompany ship destruction--much more dynamic!
- Additional differentiation of plane crash effects by engine count.
- Ballistic particles now have a hit effect on ground and water. For instance, an exploded bridge's structural pieces represented by an effect have those pieces make a dust cloud or water splash on impact. The same for the flaming bits thrown out from the numerous new explosions (unless they disappear before contact.)
- Plane parts, which formerly only made water splash effects on contact with water, now create a dust cloud on land impact.
- Differentiate more thoroughly between the 'incendiary' ordnance effects. Napalm, incendiaries and phosphorous weapons have their own very distinct effects.

And there's more...
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Flying H

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Re: 3D tracer smoke
« Reply #5 on: December 31, 2023, 11:28:24 AM »

Whow! This brings this old game farther into the future! Thank you WxTech!
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WxTech

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Re: 3D tracer smoke
« Reply #6 on: January 05, 2024, 12:33:55 PM »

UPDATE, Jan 5, 2024: I've altered the LiveTime and FinishTime values so as to make for a longer period of visibility near one's plane and not carry the visibility quite so far into the distance. I also added an alpha channel to the textures, which makes for a better balance between surface brightness and opacity.

This update completely replaces the previous version. Download from the same link in the top post.
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Mick

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Re: 3D tracer smoke
« Reply #7 on: January 09, 2024, 12:20:48 AM »

... many THX for this update, Glenn ...!  8)

In fact I have been looking for it each and every day, but in the Lounge section where you first posted about this project and this upcoming update...  :-[

Maybe you should add someting there too, about the update now released ...  ;)

https://www.sas1946.com/main/index.php/topic,71891.0.html
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MIlkung_Th

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Re: 3D tracer smoke
« Reply #8 on: February 09, 2024, 06:00:56 AM »

dowload link broken ::(
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FL2070

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Re: 3D tracer smoke
« Reply #9 on: February 09, 2024, 02:31:15 PM »

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MIlkung_Th

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Re: 3D tracer smoke
« Reply #10 on: February 09, 2024, 09:29:47 PM »

ok sorry my internet bad your link good!!!
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Jolly Green

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Re: 3D tracer smoke
« Reply #11 on: April 07, 2024, 03:07:31 AM »

Thank you WxTech

Really looking forward to using this  :)
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