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Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Other Mods => Effects => Topic started by: Gurner on January 13, 2012, 08:55:39 AM
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This is a compilation of my favourite effects mods altered to my personal taste, based largely on plutonium effects. Includes high quality explosion effects and low particle fires so more destruction can be displayed on screen at one time.
No consideration was made to be FPS friendly. Emphasis is on being able to display more effects at once before game engine limits are exceeded. Good compilation if you have a powerful computer and want to see large dramatic battles and wholesale destruction!
Realistically you'll probably need a modern processor, 4GB ram and a decent GPU. But let me know if I'm wrong!
New smoke effects
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_07_04_13_05_58_427.jpg)
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_04_21_19_23_22_602.jpg)
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_07_04_12_57_10_387.jpg)
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_04_24_17_20_03_101.jpg)
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_07_04_14_18_16_507.jpg)
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_07_01_14_24_32_952.jpg)
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_07_03_22_44_22_225.jpg)
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_03_14_21_51_50_317.jpg)
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_03_14_22_05_39_961.jpg)
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_01_09_14_05_33_303.jpg)
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_01_09_14_04_33_523.jpg)
This compilation is based on Plutonium, without which it would not work. Credit for the mods included in this compilation go to the following modders, artists and compilers, in no particular order:
Holygrail and Potenz Hguderian and Getter
Sani Ton
Steppenwolf Stuka_40
Aed Eaxhaton
Sanka Santobr
Socorrista Wolfighter
RusPs Manysh
CirX Pablo
VPMedia Uufflakke
:)
Includes the following and probably more that I've forgotten...
NEW IN V4.3
Building destruction effects improved
Small bomb eg 100kg and rocket ground explosions improved
Direct hit effects improved
Flames as buildings explode removed (no longer necessary with new direct hit effects)
Smoke height from building fires increased - now goes up to 800m
Different buildings now produce slightly different flames
Improved smoke from burning ground vehicles
Improved fire effect from burning aircraft engines
Thinned smoke effect from burning aircraft as much as possible without substantially increasing particles
Steam from trains improved thanks to Uufflakke
R4M and X-4 2d smoke trails replaced with 3d
Fixed target indicators, set realistic visible distance
Altered visibility distance of all effects to suit visibility mod
Altered tank dust - now brown instead of grey
Added old aircraft ground dust from Plutonium
Spring cleaning - removed outdated dead pilots mod, engine hooks, propellers and exhaust flames
Also includes:
Ricochets
Pablo's Weapon contrails and tracers
Steppenwolf's high altitude contrails and flak tinkered with by Manysh
Use in conjunction with VPMEDIA's static smokes and fires mod if you have issues with static smokes and CY6s C&C Mod: https://www.sas1946.com/main/index.php/topic,25268.0.html
Here's the prop mod I was using if you want to continue using it. By Stuka_40, I believe: https://www.mediafire.com/?qfd1u9n87cl1hlz
NEW - V4.3
Gonna do things a little differently from now on. As the class files usually remain the same and only the 3do and Effects folders change, new versions will only comprise those 3do and Effects folders for you to replace your old ones with. That said, this time the class files did change, so please grab them below and combine them with the new 4.3 3do and effects folders. Also check out new 30k distance mod below if you have a decent pc.
So for beginners:
Download the appropriate 4.3 class files for your install.
Download the new 4.3 3do and Effects folders.
Remove the new 3do and Effects folders from their containing folder and place them in with all the class files. (#UP_Gurnerfx/#UP#/files, for example)
If using DBW or UP, place the whole lot in your JSGME folder and activate it.
Blow shit up.
Here it is - V4.3 3do & Effects folders - https://www.mediafire.com/?p13cz0bmdcxkedl
V4.3 Class files in JSGME packs for DBW171 and #UP3, HSFX6 and Modact can go in Mods folder
DBW 171 - https://www.mediafire.com/?pjbwi9kjv80500x
UP 3 - https://www.mediafire.com/?soj1ibdjo3dsr6s
HSFX 5 + 6 - https://www.mediafire.com/?3gusjafkxk3sj9b
Modact - https://www.mediafire.com/?azftp4d1k5d3lp5
Long View Distance Mod
Add these class files to your mods/dbw/up folder and you'll be able to see the smokes from absolutely miles away! It rocks 8)
DBW versions
30km version to go with 800m V4.3 smokes https://www.mediafire.com/?lo0tp6j0iiye8n0
30, 20 and 10k Versions for DBW uploaded by Korrigan: http://www.packupload.com/SFTKWMEA13F
Mediafire link thanks to PA_Willy: https://www.mediafire.com/?id4uwj5oqc16zob
UP3 Version (15km)
https://www.mediafire.com/?68d99q13jzv1n3i
HSFX6.0 Version
https://www.mediafire.com/?94p75ap8y782ubb
HSFX 6 10 km: https://www.mediafire.com/?8ol2q3w5ru9n2zj#!
JET JOCKEYS!
You will need this to change to a white flashing tail light - https://www.mediafire.com/?pspd48k93mkmco8
This will make the tail lights of all aircraft old and modern, jet and prop flash in the manner of a more modern aircraft
Replace the one in the 3do/effects/fireworks folder in the mod pack
OBSOLETE LINKS
V2
DBW with AI mod- https://www.mediafire.com/?22ly86nqds1nles
UP3- https://www.mediafire.com/?gcoc5don8kkrt9g
DBW without AI mod and 4.10 modact- https://www.mediafire.com/?db0tt05vqcqlfab
HSFX5 - https://www.mediafire.com/?uuyfa7qbvkc7rxb
V3 DBW 1.71 https://www.mediafire.com/?6mamu84ny4o6ifj
V4.1 - This is for DBW with the AI mod or DBW 1.7/1.71.
http://www.gamefront.com/files/21440844/%23DBW_1.71_V4.1Gurner+FX+comp.zip
Mediafire courtesy of Slipper - thanks mate:
https://www.mediafire.com/?zeuocycp6hdxvup
V4.2
DBW - https://www.mediafire.com/?q490dsc5433ul41
UP3 - https://www.mediafire.com/?sxo4kv4ikghjcpp
Modact - https://www.mediafire.com/?lg7roo3p1nr6ofw
HSFX - https://www.mediafire.com/?pwtqtd58ud67iv3
DBW 1.71 V 4.2 for nightfighters: smokes removed to improve FPS - https://rapidshare.com/files/1035986002/_DBW_1.71_Gurner_Night_FX.zip
edited Gerax:
Go here (https://www.sas1946.com/main/index.php?topic=20929.msg416562#msg416562) (reply #1060) for a HSFX7/412 version by andqui:
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Gurner,
Well done mate, a lovely effects package.
Personally, I am not a fan of the largest plane engine/fuel fire. For me the volume of smoke is to great. Do you know which files are responsible for this effect please? I was thinking of swapping them with the default plutonium effects.
Cheers mate.
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Thanks Slipper, glad you like it. :) Got the fire from your conversation with Santobr, so thanks for that! I'm thinking of trying to limit the amount of time the fires keep burning for to stay more within the limits of the game, what do you think?
These files should give you thinner smoke - https://www.mediafire.com/?n6jk18zxytwytq4
Alternatively you could look at the BlackheavySPD and blackheavytspd files for the smoke that you like that you already have and look in them with notepad to see which mat files they use, and then look in the mat files to see which tga files they use, if that makes sense?
I like the thick smoke personally, although you can't see a thing if you're flying behind a burning plane! - do you think the thin stuff looks more realistic or something?
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I have bug:
1) my bombay close automatically when i use your mod
2) nobody can see my bomb when i use your mods
I use UP 3.0 RC4
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Sorry BJ - that's a problem with plutonium which is the basis for this pack. Unfortunately I do not have the skill to fix it, but I expect somebody is trying as we speak, and it will soon be fixed. You could try the HSFX version. I'd try it for you but I don't have time right now.
I have no problem with people seeing my bombs though, I open the bomb bay door and the bombs are there. Drop the bombs (before the door closes!) and they fall and explode
I also use UP3 RC4
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Yes the bombs explodes and it's not really a problem if other can't see them but for the bombay it's really "boring" when we are in the bombsight.
I hope it's going to be fix but nice mods ;)
Ps: I have to stay in UP 3 to be with my team, I don't use HSFX ;)
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Thanks :) I don't know why you can't see the bombs - I don't have this problem. Or perhaps you mean other online players can't see them? Not that I can help with that either!
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Yes I talk about other online player (sorry i have not really good english).
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Don't worry - I think you are better at foreign languages than me! You could try deleting classfiles one by one to see if that allows people to see your bombs, but it's a long and boring task I'm afraid!
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Nice collection of effects. 8) It becomes my favourite one. :P
This version works in DBW1.6 without problems.
The previous version caused a conflict with the AI mod/BombBayDoors.
But that's history now. :)
I also noticed a side effect: fontsize of text is somewhat smaller then without this mod.
Which is no problem, on the contrary.
(http://i256.photobucket.com/albums/hh195/Uufflakke/abd65a43.jpg)
(http://i256.photobucket.com/albums/hh195/Uufflakke/781ab6b7.jpg)
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Thanks Uufflakke :) Nice pics! I see you seem to have fire without smoke? Or maybe it is just too soon after the bombs have gone off for the smoke to form.
There is a folder that changes the font size.
I'm working on changing the smoke at the moment so that hopefully even more can be displayed on screen at once. I'd like to be able to display all the burning buildings from a nuke on a city, but I think that may be impossible...
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Gurner,
Thanks Slipper, glad you like it. :) Got the fire from your conversation with Santobr, so thanks for that! I'm thinking of trying to limit the amount of time the fires keep burning for to stay more within the limits of the game, what do you think?
These files should give you thinner smoke - https://www.mediafire.com/?n6jk18zxytwytq4
Alternatively you could look at the BlackheavySPD and blackheavytspd files for the smoke that you like that you already have and look in them with notepad to see which mat files they use, and then look in the mat files to see which tga files they use, if that makes sense?
I like the thick smoke personally, although you can't see a thing if you're flying behind a burning plane! - do you think the thin stuff looks more realistic or something?
Thanks mate, sorry it took so long to get back to you been working all weekend.
The effects you uploaded look much better thanks, don't know if they are realistic its just personal preference, thanks again mate. :)
The only thing i would like to see changed if possible would be the building and ships smoke thinned out a bit (they are really dense at the moment) and for the smoke to rise in columns, or at least rise higher, similar to the crashed plane smoke.
cheers mate for a great mod.
slipper
p.s
Alternatively you could look at the BlackheavySPD and blackheavytspd files for the smoke that you like that you already have and look in them with notepad to see which mat files they use, and then look in the mat files to see which tga files they use, if that makes sense?
Yeah makes sense mate, but how do i open the mat files? they appear to open with microsoft access, but when i try this i get a blank database page?
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Glad the thinner smoke worked, Slipper - I didn't have time to test it ;D
I'm looking into thinning out the building smoke at the moment as mentioned above, so you may prefer that. I quite like seeing the bank of smoke above the fires though.
I'll look into getting the smoke higher but my priority is getting a lot of fires on screen at one time. I want to be able to have large-scale devestation over large cities like London. Not sure if lots of little columns of smoke would look right for that.
How do people feel about having the fires die out over time?
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Keep the fire burning . Give more immersion to the game when action is in the area and guide you to target.
TICI
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Yeah i would also prefer the longer fires please.
As regards the smoke, i don't mind the bank of smoke myself, i just feel it should be a lot higher. I agree lots of columns of smoke would not look good.
What do you use to open the mat files to see what tga they use for the effects please? my mat files are given as shortcuts to microsoft access files, but they do not show anything? do not have the option to open them with anything else.
cheers
slipper
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You need notepad to open them. I don't have microsoft access.
If it says "Windows doesn't know what program to use to open this, do you want to use a program on your computer or search the internet for a program to open it" use the option use a program on your pc and look for notepad. If you don't have notepad it's an easy free download.
If you don't get those options because microsoft access automatically opens the file you may have to change MA's file associations or uninstall it.
Once you get it open in notepad you will see the name of the tga/mat file it uses and lots of values for emit frequency, number of particles, emit speed etc which I don't fully understand yet but am learning by a process of trial and error! These basically control how frequently the texture is produced and what happens to it afterwards.
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Thanks Uufflakke :) Nice pics! I see you seem to have fire without smoke? Or maybe it is just too soon after the bombs have gone off for the smoke to form.
There is a folder that changes the font size.
In the previous screenies I pressed PrintScreen right after the explosion.
Fire does have smoke as you can see.
(http://i256.photobucket.com/albums/hh195/Uufflakke/0e7c4e40.jpg)
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Excuse my ignorance and my bad English, but as I install this on my UP 3.0 RC4? ......can tell me the order and where to locate this file, thank you very much.
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Sacro
Download the UP3 file
Extract it
Put it into your Jsgmemods folder which should be in your main game folder
Enable it using JSGME
Enjoy 8)
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Gurner these are wonderful effects but I really would like use this mod smokes
http://files.mail.ru/0QJ0VZ
I can't get it work, when I put that mod files in correct folders in your mod I got only thin smoke when engine burning if I replace these nice explosions with another explosion textures smokes are fine. The problem is that I want use your explosion textures and other mods smokes so could you advise me to get effects what I like
I use DBW AI version
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Hangman
You linked to RPS303 which has EXACTLY the same smoke as my mod pack. My pack also contains the ricochets and propellors from rps303. In fact I think the only thing in rps303 that my pack doesn't have is the Haken, but as you use DBW you don't need those anyway.
So, to get my explosions and improvements such as muzzle flashes and ground fires as well as the smoke from Rps303 you only have to download my mod pack for whatever version of IL-2 you use. In this case DBW AI version. You do not need to change ANYTHING! ;D
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_01_22_14_22_55_937.jpg)
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(http://i1192.photobucket.com/albums/aa322/Hangman195/il2fb2012-01-2218-11-08-53.jpg)
(http://i1192.photobucket.com/albums/aa322/Hangman195/il2fb2012-01-2218-10-59-55.jpg)
I got only very thin smoke when engine is burning as you can see what might cause that
Shame those Me-262s I had to shoot them down to get these pictures :'( :P
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They died for a good cause!
Maybe you have another mod that is interfering with this one? The smoke in your pics is not the stock smoke either, so it must have come from somewhere. The smoke you have there looks similar to plutonium or revolution or lp effects so do you have one of those in your game somewhere? In fact if you look a few posts back Slipper is saying the smoke is too thick for him so i gave him smoke that looks just like the smoke in your pics!
You could try this:
Remove all mods from jsgmemods, and check your #DBW folder or any other mods folders in your main game install to see if there is another effects mod there. If you find one remove it.
Then activate just gurner fx for ai and ai mod and try it again.
I could post just the files for the thick smoke here for you but it seems like you must already have them. Twice!
Let me know if you are successful
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(http://i1192.photobucket.com/albums/aa322/Hangman195/il2fb2012-01-2417-23-41-06.jpg)
This is the smoke what I meant
I done things for my own way (maybe the most difficult way :P) and get those smokes with your mod.
I don't know what are that smoke mod but the files in it are these
(http://i1192.photobucket.com/albums/aa322/Hangman195/asd.png)
(http://i1192.photobucket.com/albums/aa322/Hangman195/aij.png)
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8) That's different to the one in RPs 303 (soccorista I think) though isn't it? Do you have a link to that so I can try it out?
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Yes I had to upload it by myself because I can't remember where I downloaded these smokes
https://www.mediafire.com/?uslomy9a2fm2a25
BTW I noticed one thing, when I delete all classfiles I lose your explosions but got those smokes for burning engine and fuel. If I keep the classfiles I have your explosions but got those smokes only when fuel is burning engine smokes are then thin as you can see in pics where Me-262 burns
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Thanks hangman - I'll give those a try.
I notice your upload only contains the blackheavy aircraft smokes. If you want engine smoke to look like that also I believe you would need to copy paste the text from blackheavy eff files into engineheavy eff files. (replace obviously)
Also there is blackmedium, blacksmall, enginesmoke...
Personally though, I think it looks better if your plane doesn't always make the same smoke.
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What is the .eff file what I should edit if I want burning fuel will produce smoke which is your pack fuel burning smoke now burning fuel produces smoke which is shown in my Do-217 pic
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Hi Gurner
First Thanks for your work
The compilation is great
Just a litlle problem
Everything was fine before updating to DBW version 1.71, after the update the game was running fine , but after activation of your mod through jsgme the game refuses to launch, even after deactivating your mod through jsgme.
Probably has something to do with the AI MOD that now is embeded in DBW, and the class files of yor mod
Any ideas
Thanks for your help
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Glad you like it :) I'm working on an improved version as we speak, but I've been too busy actually playing the game recently to get it ready for release! I spend more time tinkering than playing these days it seems, but it's all fun.
I can tell you that I use the Ai mod version of my compilation with DBW1.71, so that should work fine for you as well. The changes I have made to my personal version should have had no effect on compatibility, so the version you can download should be just as compatible as the version I'm using. If you know what I mean!
Basically, download the DBW Ai mod version of my compilation, and that should work fine.
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Sorry Hangman - didn't see your post there - I must have gone blind! 8) I don't entirely understand your question but hopefully this will help:
As far as I know, the following eff files will produce different types of smoke from planes:
blackheavy
engineheavy
blackmedium
blacksmall
enginesmoke
I think one of the above is actually for leaking (not burning) fuel.
If you copy them all you can then overwrite the text with the text from blackheavy until you have the effect you want, and the ones you don't want you can copy the original text back into the files to put it back to how it was before.
Make sense?
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Sorry for very un-understable question my brains didn't work proprely at that moment :-[ :P
So the question should be like this: What .eff file contains the burning fuel smoke or can I have at all different smokes between burning fuel and burning engine
Hopely makes sense now
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Well there's no indication of which smokes are caused by what, but if this statement is correct:
If I keep the classfiles I have your explosions but got those smokes only when fuel is burning engine smokes are then thin as you can see in pics where Me-262 burns
it would mean that burning fuel smoke is "blackheavy" which you already have working. If you want to change a different smoke the way to do it would be as described above:
If you copy them all you can then overwrite the text with the text from blackheavy until you have the effect you want, and the ones you don't want you can copy the original text back into the files to put it back to how it was before.
This will enable you to create whatever effect it is that you want.
I cannot know for sure which smoke you want to change but I would GUESS that the smokes you are looking for are "blackheavy" for fuel and "engineheavy" for engine. It is simple to test the effect as described above for all smokes,
blackheavy
engineheavy
blackmedium
blacksmall
enginesmoke
and if you don't like it you can change it back. I estimate it would take less than 60 seconds to change each one.
Good luck!
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See first post for V3!
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Beeing a wonderful repack, clearly addapted to new installs it had to be moved to an archive we can find it on, hope you do not mind. Exelent work Gurner
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Not at all Leone, it's nice to be here! :)
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looks nice :) i will test over weekend, i hope i will find nice addons to my own server mod pack which become over 1300mb of mods ;)
Regards
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Uh-oh... Last time you tested this Manysh, I had to make loads of changes! LOL ;D
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Don't worry ;) i will keep you busy ;)
(http://www.demotivationalposters.org/image/demotivational-poster/0804/priorities-pilot-demotivational-poster-1207048732.jpg)
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So true!
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Gurner
Well done mate, really well made package. i was wondering about a few things though.
1) Could you possibly add the flak burst effect from sankas mod, here
https://www.sas1946.com/main/index.php/topic,19849.0.html
with his permission of course. I would have a go myself, but i have no idea what classfiles and effects control it.
2) I like the fact the building fire smokes now go higher, but could they be a bit denser than they are now please? i feel the last ones were to dense, while these are not dense enough.
3) Could the smoke effects be visible from the same distance as the fires please? You should definately see the column of smoke earlier or at the same time as the fire.
Thanks mate, other than that really like them.
p.s still can't take to the heavy engine fire smoke though ;), but at least i know how to do that thanks to you
cheers mate
slipper :)
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I want that Ricochet!
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Take it!
Slipper -
1) I thought the plutonium flak was already in there. I'll have a look at all the available flaks and appropriate the best one... In the meantime all you need to do I believe is find the eff, mat and tga files relating to flak and paste them in. I expect they're called something like "flak"!
2) you're hard to please! I agree with you though, but it's a trade-off between thick smoke and fires dissappearing when there are lots on screen at once, which really spoils the immersion. I'll fine tune the balance further for the next version.
3) I haven't noticed that you can see fire before smoke - I'll definitely look into this.
Thanks for your input! ;D
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does it also ricochet off the planes? that would make a awesome effect on my movie
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Gurner
Thanks mate, i know i can be a pain in the a**e :) So thanks for taking a look.
Slipper -
1) I thought the plutonium flak was already in there. I'll have a look at all the available flaks and appropriate the best one... In the meantime all you need to do I believe is find the eff, mat and tga files relating to flak and paste them in. I expect they're called something like "flak"!
Not sure if i made myself clear on this point mate, i was not refering to the flak effect itself, but the in cockpit light effect you get when flak bursts nearby. Have a look at the link i posted and there is a video showing the effect, it really is very good for us nightfighting fans. i would have no idea at all where to look for this myself, and wether or not classfiles are involved.
Thanks again mate
regards
slipper :)
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Sorry, wing pixy - only off the ground and water.
Slipper - Oh yeah, I know the effect you mean. Shouldn't be too difficult to integrate it - I'll look into it for next version. I don't often fly at night cos I can't see anything!
And no worries - It's good to get feedback :)
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Thanks mate,
Appreciate it, CY6's brilliant Command and Control 2.0 has really made nightfighting a very enjoyable experience, combined with your effects of course ;)
regards
slipper
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Slipper - I just flew at night (wasn't as dark as I remember!) And my cockpit lights up when flak explodes nearby. Are you saying this doesn't happen when you play at night? Can you check?
I've got some much improved building fire smokes now, should be ready for upload soon...
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Gurner
Just checked mate, with DBW 1.71 and your latest effects and i can confirm i get no cockpit illumination when Flak bursts nearby mate.
Its only with sankas mod that i have seen this myself, thats why i am keen to get it added to yours if possible.
cheers mate
slipper
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Weird - pretty sure my cockpit's lighting up. I'll try to take a screenshot tomorrow if I have time and you can see if it's what you're looking for. Next version is almost ready so hopefully that'll contain what you're after. Maybe it somehow got left out of my last upload.
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Ok
cheers mate, looking forward to it
regards
slipper
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Here we go then -
Flying along, can't see a bloody thing...
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_03_07_11_10_22_146.jpg)(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_03_07_11_10_45_213.jpg)
BOOM!
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_03_07_11_11_53_668.jpg)(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_03_07_11_12_25_278.jpg)
Yeah?
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Gurner,
It's hard to really tell from your screenshots mate, but I don't get any light at all.
Look at sankas video in the first post of his plutonium effects package, and you will see what I mean. That's how my game looks when I apply his effects, I do not get anything similar with other effect packages.
Cheers mate
Slipper
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So your cockpit stays dark when flak bursts nearby? Because mine definitely lights up, and the exterior of the ac is also lit up. Hopefully when I upload the new version it will work for you also
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Ok cheers mate, not at my computer at the moment, but if I remember from yesterday I had no external light on the plane surfaces either, like you said maybe its something missing?
I have a new install of DBW 1.71, with virtually no other mods, so I can't see a conflict happening anywhere. Maybe post the new effects and take it from there?
Cheers mate
Slipper
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Oooh, my screenshots just doubled in size! ??? Edit - now they've shrunk again...
Anyway
Ok, you can beta test it for me! https://www.mediafire.com/?k0qnjy90m88f8z7
I'm not happy with the building fires yet but you should find improved building destruction effects because I was unsatisfied by the effect of hitting buildings with rockets and fuel tanks with cannon. Haven't tested them for framerate issues. Feedback is welcome ;)
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I get weird big square artifacts at the beginning of explosions, just for a second and then everything looks fine.
Clean DBW 1.71 superpack
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Gurner had a quick test and all appears to be working fine mate, cockpit illumination is there :). Will test further.
cheers mate
slipper
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I like your Effects Mod very much but never realised it also effects the stationary smoke objects #1 to #7.
A comparison on DBW 1.71 with your mod disabled and enabled:
(http://i1217.photobucket.com/albums/dd389/Uufflakke10/71dcd68c.jpg)
(http://i1217.photobucket.com/albums/dd389/Uufflakke10/d5a71946.jpg)
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That's news to me Uufflakke! :o They must use some of the same files. Not much I can do about that unfortunately. Glad you like!
he162a - Sorry, I did reply to you but must have forgotten to click "post" or something! :-[ I guess you have a conflict with another mod or a problem with the superpack or my mod pack.
I would start by downloading my pack again, making sure that you download the correct version, and make sure other mods are disabled.
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Gurner
few questions mate, do you know which class/effects/Mat files are responsible for the following effects please?
1) Cockpit illumination (from FLAK)
2) Building smokes
3) Bomb/Aircraft crash effect
4) Aircraft mid air explosion
Thanks for any help mate.
regards
slipper
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S! Gurner... This is a great effects pack!!! Could you list each mod that you incorporated into the pack as I seem to be getting some glitches/freezes and I think it is because I have the same mod installed as a single. That would be a great help!!!
Keep up the Awesome Work!!!
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Slipper
You'll be making your own effects package before long I think!
1) I think this is a classfile, but not sure
2) Building smokes, fires and explosion effects are all in the House folder
3) Bomb250 folder I believe
4) Not sure on this one but they're appropriately named so you should be able to find it
Have fun!
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Thanks USN Slider.
I can't remember all the mods in there but I think if you have more than one of the same it usually just overwrites it. What glitches/freezes are you experiencing? What system do you have?
Anyway, mods I know about that might be duplicated are
Plutonium effects
stuka40s propellors
Gettergunfire repack
Hguderian/Getter's tracers
Ricochet mod
I think of those you're most likely to have problems with plutonium and the ricochets
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Gurner
Thanks mate, yeah i'm just trying to fine tune yours to my own personnal taste mate, really not a fan of the thick engine smoke. I will have a mess about and if i come up with anything worthwhile i will post it here for you for comparison.
I really need to find what controls the cockpit Flak effect though first.
cheers mate
slipper
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You know how to change the thick smoke don't you? I can't remember if we went over that but it's easy.
I believe the first version of Sanka's plutonium effects didn't have the flak lighting so If I were you I'd download both versions and see what's in the latest version that wasn't there originally ;)
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Gurner,
in your package you have the differential Smoketrails effects as I established them in my Tracers and SmokeTrails MOD:
https://www.sas1946.com/main/index.php/topic,15071.0.html (https://www.sas1946.com/main/index.php/topic,15071.0.html)
But you are missing the Gun class (A1EB51AC0BFF8CAE) which is the one that triggers the different effects depending on conditions.
Regards,
Pablo
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Thanks, Pablo - that's a big improvement, expecially to anti aircraft fire. Have I credited you under a different name?
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No,
I'm not credited. But in fact you haven't included my MOD, just a non-functional part of it, which depends on the class that is missing. I think that you took some other MOD wich was a recycled version coming from my the Tracers and Smoketrails MOD, and later the class was deleted and now it's a mix of non-coherent contents.
If you want to make it work, just copy the class from my MOD to your folder. And if you include it, please credit me properly.
Regards,
Pablo
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I know - it is done, and you are now credited. Thanks for improving the compilation :) This will appear in the next version, hopefully to be released over the next few days.
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I just love it when people cooperate and help each other for mutually and communally beneficial ends! It kinda restores my faith in mankind. Cheers to Gurner, Benitomuso, and all who contributed to this fun compilation.
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EUREKA! I'm 95% happy with this...
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_03_16_18_58_26_967.jpg)
Download link for new V4 now in first post.
Bomb explosion effect is also slightly altered. Let me know if you prefer the old version.
Let me know if there is anything you want to see in the pack that is currently missing. Within reason... ;)
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Wow, looks really good!
Im especially fond of the cannon smoke. It looks really good even though its not 3d. Impressive! And the changes at altitude, wonderful.
Now for a question about explosions.
In reality, even the large bombs have very little fireball (I can only speak from my experience watching JDAM's and other ordinance, mostly smaller than 1000lbs. Larger than that and I don't really know!). Its mostly just dirt and dust thrown about, which is covered VERY nicely here!
Would it be possible/feasible to remove or GREATLY shorten the length of the fireball in explosions where no target is hit, but to have it as it is now when a target is destroyed, somewhat reflecting secondary explosions.
EDIT: Also, the Flak bursts from the low particle effect pack just look too cool! Perhaps they can find their way here?
Regardless, this is a wonderful compilation here. Many thanks!
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:o
That last screenshot looks good!
I would like to d/l V4 right now but everytime in click on the Gamefront link I get an Internet Explorer error.
Is it possible to upload it to Mediafire like all your other versions or for instance Filefront?
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Thanks for your work
The compilation is working wonderfully in my DBW 1.71 installation.
Brings a new atmosphere to the game
All the best
Gerson
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Nice building smokes Gurner but my damn ATI can't handle them very well >:(
I also got my own retextured engine smokes right away with no fighting with them ;)
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Thanks guys :)
CWMV -
Can't really make the bomb animation dynamic unfortunately. I could make the buildings explode in a fireball but currently I've got clouds of dust instead because it doesn't look right if bricks suddenly burst into flames! (I tried it!). You can see the fireball animation when you destroy fuel containers/gas towers on the ground. I could certainly remove the fire from the bomb effect though. Perhaps we should start a poll?! :-\
Uufflakke -
Sorry, but I can't upload on Mediafront at the moment - It says "upload stalled". If anyone knows if there's anything I can do about it I'd appreciate it!
Gamefront and Filefront are one and the same - would you mind trying the link again? It's working fine for me, and I'd like your feedback. :)
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that, my friend, looks SUPERB! Can't wait to go home and try it! You really seem to have nailed the realistic looks of things! Well done!!!! :-)
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Can you make the V4 version workable for HSFX 5.01 ?.
Thanks,
TICI
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which files are for this city smoke effect?
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Hello Manysh, how are you? And what happened to you, ? I was expecting some constructive criticism of Version 3! ;)
The building fires are in the "house" folder, which also contains the building destruction effects. Will work with any plutonium based effects pack. Enjoy!
TICI - I'll do it as soon as I can get round to it. Let me know if you figure out how to do it in the meantime - it's quite easy...
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I am fine mate. I start re-texturing map it is insane job :D
When i saw this smoke I decided to take a break :D
Thank you
Edit
Too much fire :) which file is for smoke effect ? house folder don't change smoke color, is still black
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I look forward to seeing your map, Manysh.
I can tell you that it is absolutely 100% definitely the house folder that controls the building smoke. There are two types of object that still produce black smoke though - notably fuel containers. If you are getting black smoke when bombing houses there must be some problem... Are you sure you downloaded the correct version? I'm 96% certain I uploaded the correct version...
Or maybe you have some other effect active?
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I downloaded this one
http://www.gamefront.com/files/21437036/%23DBW_1.71_V4Gurner+FX+comp.zip
when i swap ''house'' folder I get more fire but black smoke, and some console error :D
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Thanks for the challenge, Manysh! ;D Ok, I believe part of your problem may be related to the Humofuegomotor1.mat and tga files that I used. Usually these are in the 3DO/effects/textures folder, but I copied them into the effects/materials folder for use in some of the smokes, so you will need to move them also.
If your fire still looks too big I can tell you that fire effects are controlled by the baseboiling2 file, but i'm pretty sure all files used by that are in the house folder so that shouldn't be a problem...
I have now released V4.1 which fixes a console error. Thanks for reminding me, I didn't check for those. Again. :-[
I consider you to be the console error guru, so maybe you can help with this - I'm getting internal floatclamp errors - Do you know what that means? Errors are usually easy to fix because it says whitesmoke.tga not loaded or whatever so you know where to look, but what the hell is a floatclamp?! ??? I don't even know if it's related to my compilation...
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hehe Humofuegomotor1.mat that was one :)
i will try new version. Do not worry about floatclamp that is nothing
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Excellent, then I think it is free of errors! :P
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Awesome work, thanks a lot! The first impressions are vey good, no fps drop or console errors on my pc. ( old i3, gt440, 8gb ram).
Here's a muzzleflash effect which is maybe usefull for you:
(http://www.vpmedia.eu/il2/zip/gunfire.jpg)
http://ulozto.net/xnYJQdnZ/gunfire-lowres2-7z (original author iirc 'vas40' from allaircraftarcade.com)
I also noticed that the part which replaces the shells with smoke is missing a file called:
3do\Effects\GunShells\MediumShells.eff
Cheers
Istvan
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I don't even know if it's related to my compilation...
its not, i get this floatclamp error without this mod but i see no lag when its happening so its easy to ignore
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Did the problem with bombay dorrs and invisible bomb are solved?
Can you put 4.1 on mediafire because gamefront have a lot of bug
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That's nice muzzleflash vpmedia but how can I download it
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Gurner is Humofuegomotor1.tga the smoke which comes burning houses?
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Thanks Istvan! :)
The muzzle flash looks cool, although I am fond of the subtle ones we have at the moment. I'd like to try that flash but as Hangman says, the link is not working for me.
I often see smoke AND shells when I fire the weapons. Do you think it would look better with just smoke and no shells? I value everybody's opinion on what they want to see in the compilation
And thanks for clarifying about the floatclamp :)
Hangman -
If you want to move the fires somewhere else you will need the house folder and to move the humofuegomotor1.mat and tga as described above to Manysh.
BJ-Bomber -
I cannot tell you about invisible bombs because I do not play online and only you have reported this problem. I have not seen it so am not sure exactly what the issue is. Sorry I can't be more helpful. I should probably get my act together and play online!
I'm afraid the bomb bay door problem still exists on the UP3 version I believe.
Unfortunately I cannot upload anything to Mediafire as their site is not working for me at the moment. Maybe someone else can upload it?
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hi!
I fixed the link it was gunFire and not gunfire and our server is somehow case sensitive when it comes to filenames, sorry.
As for the weapons smoke i had a mod which replaced the shells with smoke and initally it had two *.eff files called CannonShells.eff and GunShells.eff and in DBW 1.something I noticed a new eff file in the updated filelist.txt called MediumShells.eff which is in use by Fw-190 medium calibre weapons etc...I prefer smoke and no shells.
Bomb bay doors problem:
maybe try to add
[Mods]
BombBayDoors=0
to your conf.ini
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Thanks again, Istvan.
Any idea where I can get the mediumshells.eff so I can try it out? Would there not have been shells dispensed in real life?
BJ-Bomber
Let me know if bombbaydoors=0 works for you. I guess it would make the bomb doors open automatically when you press the drop bomb button
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I forget this but I also got a few explosions which I made/collected which could be maybe usefull for you too (but I like everything as it is now :) ):
(http://www.vpmedia.eu/il2/zip/explosions.jpg)
http://www.vpmedia.eu/il2/zip/explosions.zip
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Thanks again, Istvan.
Any idea where I can get the mediumshells.eff so I can try it out? Would there not have been shells dispensed in real life?
I'm gonna test this because from what you've said (shells/smoke @ same time) I'm not sure if I have given you the correct information.
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Is this mod compatible with Plutonium_Universal_Max_Effects ?
Because when I deleted Plutonium_Universal_Max_Effects rear navigation light is green.
Why? pls help anyone.
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Ooh, nice fire! Thanks Istvan, that'll be in 4.2
Jozef - this mod basically IS plutonium - It's built on the same chassis, so to speak. Like the Scirocco built on the Golf chassis! Unfortunately I don't really understand your nav light problem. Do you mean they are different colour with my compilation than with plutonium? And what colour do you want them to be? Can't say I ever use the nav lights.
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taillight is green without Plutonium_Universal_Max_Effects
with Plutonium_Universal_Max_Effects is white but in Gurner FX compilation new V4.1 missing white smoke
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You're missing white smoke? What smoke is that? And you want the tail light to be white but it's green? am I understanding you correctly?
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TICI - HSFX5 version now available on first post. There is one new classfile so let me know if it works
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Can someone please do me a favour and try uploading the compilation to Mediafire and post the link here? There are a few people who want to try the effects but can't download from gamefront :(
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Is this mod compatible with Plutonium_Universal_Max_Effects ?
Because when I deleted Plutonium_Universal_Max_Effects rear navigation light is green.
Why? pls help anyone.
Hi Gurner, I have more or less the same problem: with Plutonium I have the tail light white or flashing white (this is a mod useful for jets which I´m sure you also know) as it should be but with yours the light becomes green, no clue about the reason....
Gianluca
PS: as CMVM I would also suggest to have "less fire" with bombs hitting the ground ("dirt explosions" I have in my Histomod install and they are really good)
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Heres a link for Gurners effects at mediafire for those that cant use gamefront
https://www.mediafire.com/?zeuocycp6hdxvup
Gurner
i know i can be a pain in the butt mate, but i made a compilation, based mainly on your effects (3.1 i think), mixed with some FX effects and some others, and i quite liked the results. Try these to see what i mean.
https://www.mediafire.com/?82i4dp7w62b91ag
what i like about my compilation is the aircraft fire and smoke when it is damaged, and the building fires (my personnal taste).
However i really do like your new effects (4.1). Therefore i was wondering if you may be able to tell me what files i may change from your new effects, so that i can get the building fires from mine, but keeping your building damage effects and smoke. And also to get the airplane damaged fire/smoke from mine to replace yours, without losing any of the new effects you have implemented please?
Thanks for any help.
One more thing i noticed was that the largest fuel tanks in the new effects do not seem to give off a fireball effect, is this right?
thanks for any help mate, a truly great mod
regards
slipper
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Tested on HSFX 5.01 with couple QMB and it works well so far.
Thank you and keep the good work !!.
TICI
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Bloody nav lights! ;D
Ok, I can probably do that for you navlight people, but you will likely lose another effect. I have no idea what a nav light should look like so please tell me what you want. So far I have managed a flashing green light. Is that ok? Or must it be white? I can probably do white flashing with a constant background light (as stock) or possibly white flashing light on it's own, but I need to know which you would prefer and it wil take time. Unfortunately as I haven't learned how to edit classfiles I can only find and delete the relevant classfile which is why you will lose whatever else (if anything) that class file does.
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Aw thank you Slipper and thank you Gurner this it did worked perfect and now i have it for me effects mod :) now i go make some big fires for to see smoke effects ;D hmmm who shall i destroy ;D
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Thanks Slipper, I really appreciate the upload. Have added the link to the first post also :)
I look forward to checking out your compilation. I guess you're using the animated fires like in plutonium? They look great, but you can't fit as many of them on screen at once - If you bomb Ruzomberok including the factories like in my screenshot you will suffer from disappearing textures, which is why I don't use them.
Because I have changed so much it is a little complicated to add my smokes to those fires but I will look into it when I have time. If you want to have a go you will need the fire_smoke.eff files - simple enough to add those but for the building destruction effects it's not so easy. My tip would be to look for the files using lots of the "burnfire.mat" (64 particles?) and keep those because that's the animated fire. Swap everything else out for the stuff from the house folder of my compilation. Also you will need humofuegomotor1 as mentioned in my post to Manysh earlier.
With the missing fuel explosion I'm guessing you just get loads of shrapnel instead, right? If that's the case it's because the game classes hay bales as fuel so I was seeing exploding hay... until I changed the effect. Guess I'll have to change it back for V4.2 - hay does burn, after all. ::)
Finally the airplane smoke - nice and easy, that - just swap out the relevant blackheavy files from the aircraft folder in 3DO.
Thanks again for your uploading assistance!
Eleni - hope you like it, just don't hit Ruzomberok - they've suffered enough! ;D
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Actually Slipper, I had a brainwave while I was washing my bike, and here's your compilation back, but now with my smokes and building destruction effects. I also changed that fuel effect for you. You lucky people! ;D
http://www.gamefront.com/files/21443197/0000My_Gurner_Rev+and+Plutonium+Mixed.7z
Looks good with that fire, although I haven't tried pushing the game engine limits with it. Still not keen on your airplane smokes though... ;)
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Bloody nav lights! ;D
Ok, I can probably do that for you navlight people, but you will likely lose another effect. I have no idea what a nav light should look like so please tell me what you want. So far I have managed a flashing green light. Is that ok? Or must it be white? I can probably do white flashing with a constant background light (as stock) or possibly white flashing light on it's own, but I need to know which you would prefer and it wil take time. Unfortunately as I haven't learned how to edit classfiles I can only find and delete the relevant classfile which is why you will lose whatever else (if anything) that class file does.
Hi Gurner and thks to take this into consideration! It´s not however a question about personal taste: a flashing light in that rear position can only be white!
Best regards,
Gianluca
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Gurner
Thanks mate, have not got time to try it yet as I'm in work, but will give it a go tomorrow.
Really appreciate you doing this for me mate, as I was a bit in the dark knowing what files controlled building fires/smokes/damage effects.
I know what you mean about the plane damage smoke, but I personally prefer the engine fire effect in mine as it is a lot longer, the smoke could do with being a bit heavier, but I find the heavy damage smoke in yours a bit to much for me.
Cheers mate.
Slipper
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Ah yes, I know the fire you mean. It does look pretty cool but when I tried it it seemed to be coming out at a slightly funny angle, but that may have been down to the plane I was using. You can change the size of your smoke if you like in the .eff files - just go to where it says "size" and change the numbers. First number is initial size and second number is final size, unsurprisingly!
Nav light sticklers be ready - here it comes! ;D
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Ok, for those of you who require a white flashing tail light, here it is. Well, I say white, I'm actually a bit colour blind so I can't really tell, but my girlfriend says it's "white in the middle and sort of golden round the outside". Imagine how much fun we have at traffic lights... :-X
http://www.gamefront.com/files/21443819/%23DBW_1.71Gurner4.1+with+nav+light.zip
Hope it meets your requirements. I gave it a brief test and couldn't find any problems with it but please keep me informed how you get on with it. If it works for you and you say that's the way it was in WW2 then I will use it in 4.2
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Hi and thks Gurner, will try tomorrow and give feedback even though I can say this is only a modern feature; sure it was used on jets in the 60´ but sure not during WWII as well as during WWII military ac did not use nav lights at all.....
Best regards,
Gianluca
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Makes sense - easy to get shot down if you look like a flying Christmas tree! ;D
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For the invisible bomb, me i have no problem, it's just when i play with my squad so maybe no one saw this problem because other pilot dan't notice or don't pay attention to that.
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Thanks for these effects, really enjoying them :) very happy you included PAL reduced AAA smokes, imo one of the best mods ever!
A minor request ;) in plutonium the vehicle dust is changed to brown which seems much more natural in just about all circumstances than the original dark grey, i overwrite plutonium with your effects and get the brown dust :) seems to work with no ill effects, I am also of the preference for smoke replacing the gunshells, but this is a very minor thing
Also prefer a non flashing tail light ;)
Thanks for all the hard work
Cheers Dakpilot
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How to install this mod?
I'm running DBW 1.71.
Thanks.
Should I remove my Plutonium one then?
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BJ - do you have the same problem with plutonium? If you like you could fix it by removing one classfile at a time and testing online every time. Let me know if you track it down... If you don't have the problem with plutonium that would narrow it down somewhat.
Dak - thanks, and I agree with you about Pablo's mod - the AAA trails all over the place used to look really crap.
I'll have a look at the dust - thanks for pointing that out.
So what's the story with the shell casings? Seems quite a few people prefer smoke but surely that's less realistic and it doesn't effect my fps? In some AC I'm getting smoke and shells.
Looks like I'll have to keep both versions of tail light available then! Hope no one wants rotating blue lights, I definitely couldn't pull that out of the bag... ;D Did they have solid green lights pre-60s?
Zack - Easy, drop the compilation in JSGEMODS folder and activate using JSGME. If you have plutonium in your DBW folder you should remove that first. You can easily make plutonium switchable in JSGME by following the file structure of my mod pack, then you can switch between the two whenever you like.
Basically you just need a main folder called "#DBW plutonium" or whatever
With a "#DBW" folder in that,
And a "files" folder in the "#DBW" folder
And the 3D0, effects and class files in the "files" folder, see my pack for illustration.
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I like this version of the FX compilation! 8)
@Slipper: thanks for the Mediafire link. (Still no succes with the Gamefront link, at home and at work the same error occurs)
(http://i1217.photobucket.com/albums/dd389/Uufflakke10/4f752a85.jpg)
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Further test on HASFX 5.01 shows NO white smoke on the Fire.
Any solution?
TICI
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TICI
If you saw the previous black smoke there's no reason for it not to display the white smoke unless I somehow left the smoke files out. Can you bomb a city for me and post a screenshot? Also you could try removing this class file as it's the only thing I can think of that could cause your problem - B2761D242F3990A
Uufflakke
Thanks, nice shot! 8) Glad Slipper could help you out. I don't know why Mediafire has forsaken me - it never used to be a problem. >:( Out of interest why don't you use anti-aliasing? Some people say they prefer not to use anti-aliasing and I've always wondered why
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I also am just getting the fires with no white smoke?...I tried removing the class file you mentioned, but no changes... >:(
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Thats on DBW....also.... >:(
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Downloading one of these, 74?
NEW - V4.1
http://www.gamefront.com/files/21440844/%23DBW_1.71_V4.1Gurner+FX+comp.zip
Mediafire courtesy of Slipper - thanks mate:
https://www.mediafire.com/?zeuocycp6hdxvup
Should work fine unless you have some conflict with another mod. Remove other effects mods from #DBW folder and de-activate them in JSGME, then add them back until you find the problem.
Do the other effects work as they should?
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Hi there Gurner,
Awesome compilation!
One request - as You can see Your rear navi lights is green (should be white):
(https://www.sas1946.rocks/images/imageshit/img833/2789/fsscr000x.png)
How to change green into white? Somehow Plutonium makes this lights back to proper ones.
Thanks a lot.
Also - landing lights are unrealistic (what files are responsible for these)?
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Hi
Gurner you inspired me too create animated fire for building ;-) i have good results but I stuck with one >:(
Who knows what file creating this default shity fire effect for static object ? Please Help me ! :D
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
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Thanks Zack :)
Ok, for those of you who require a white flashing tail light, here it is. Well, I say white, I'm actually a bit colour blind so I can't really tell, but my girlfriend says it's "white in the middle and sort of golden round the outside". Imagine how much fun we have at traffic lights...
http://www.gamefront.com/files/21443819/%23DBW_1.71Gurner4.1+with+nav+light.zip
Hope it meets your requirements. I gave it a brief test and couldn't find any problems with it but please keep me informed how you get on with it. If it works for you and you say that's the way it was in WW2 then I will use it in 4.2
I've yet to receive any feedback on this, so let me know how you get on.
Can't say I have any problem with the landing light. Have you seen a different one somewhere else, and if so where? Screenshots?
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Will there be a version for 4.11 as well?
I would really love to have these effects in my game as well.. :'(
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I have the proper white light making the mod to load before anything else. _0_0_Gurner 4.1 instead of Files
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Hey Manysh, are you doing smoke for vehicles? That'd save me a job! ;D I guess you don't like that fire texture. I haven't looked at vehicles yet, but could it be Vagonarmour/smokeboiling2 or 3DO/effects/fireworks/tankburn? Or are they just for active vehicles?
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Thanks mate i will try, at the moment i did real fire for buildings :) i will share when i change fire for static objects
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
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Ahhhhh,
I am very sorry Gurner!
Landing light is correct, but I have problems with rear green navi light only....
How to change into white?
I am using also "Realistic Lights v1.5" mod.
Cheers.
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Chewaca - Have you tried the mod I posted specifically for flashing lights? Are you saying the original mod has white lights if used in #DBW folder instead of JSGME?
Panzerkeil - I have no plans for 4.11 now but you can have a go yourself. My starting point would be to take the class files from the 4.11 plutonium mod and overwrite the class files in my mod with them. Then you'd obviously have to change the file structure to make it load - put it in mods folder or whatever, getting rid of the #DBW folders. Worth a try i'd think. Let me know if you try.
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Hey Manysh, are you doing smoke for vehicles? That'd save me a job! ;D I guess you don't like that fire texture. I haven't looked at vehicles yet, but could it be Vagonarmour/smokeboiling2 or 3DO/effects/fireworks/tankburn? Or are they just for active vehicles?
No. Is not this one :( Help
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Zack - So the only light you have a problem with is the rear nav light? The mod in my quote was specifically made to change the rear nav light from solid green to flashing white. Are you saying it does not work? This mod is not tested with realistic lights mod - try it without.
Can I get some feedback from anyone else using the flashing light mod?
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Fire looks nice, Manysh. I made an animated fire mod for Slipper yesterday. I thought it would severely limit the amount of fires on screen, but it seemed ok. Certainly looked cool! 8) Have not heard back from him to see how he got on with testing it though. I only want animated fire if I can display a lot of it on screen at once.
Did you manage to change the smoke for stationary vehicles? What folder was that in?
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No i can't find it :-[
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Zack - So the only light you have a problem with is the rear nav light? The mod in my quote was specifically made to change the rear nav light from solid green to flashing white
Hi Gurner,
1. Is it possible to have "solid white" instead of "flashing white"? I like historical correctness.
2. What files are responsible for the heavy engine smoke? It is far too heavy and to intense for me, would like to change for one from Platinum mod.
Thanks a lot!
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Zack -
1. I understand they didn't use nav lights in ww2 so for historical accuracy you could just leave them off... But I'll look into it when I have time.
2. The files you need are the "blackheavy" ones in 3DO/effects/aircraft and their related MAT and TGA files. See extensive discussion with Slipper earlier in this thread.
Manysh - Sorry, I can't help you right now - it's time for bed! night!
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Zack -
1. I understand they didn't use nav lights in ww2 so for historical accuracy you could just leave them off... But I'll look into it when I have time.
No, no!
My point was there was no "flashing lights" /twinkle, sparkle(?)/ in ww2.
:D
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Manysh - Sorry, I can't help you right now - it's time for bed! night!
Ok no problem ;)
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Unfortunately I don't know how to post images but I can reassure you that I have NO WHITE SMOKE like in the pics posted, just black smoke, if I remove the file B27....... there is no difference. Again this is on HSFX 5.01.
TICI
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You need place HumoFuegoMotor1.mat and HumoFuegoMotor1.tga to .........Effects\Materials .............and go to...... Effects\Explodes\Objects .delete your "House" folder then paste "House" folder from Gurner FX mod And drop bomb on the city :D
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Chewaca - Have you tried the mod I posted specifically for flashing lights? Are you saying the original mod has white lights if used in #DBW folder instead of JSGME?
No, Gurner, I only say that changing the name of the folder from "Files" to "_0_0_Gurner FX" i don´t have any problem with the lights. I changed the name of the folder in JSGME and with that name appears in the #DBW folder. For information only, I have the "officials DBW mods" and Plutonium disabled
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Hi Gurner, as promised here is my feedback which is positive! Flashing light (white rear) working! Of coourse I would disable it in WWII scenario....
One more questiion: is this last (4.1) version supposed to have the flak bust effetc illuminating the cockpit?
Best regards and thks,
Gianluca
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Morning fellow pilots! :)
TICI - I'm sorry, I told you the wrong file to remove. That one was to do with the nav lights, which took control of my brain... So you can put that back in, unless you need flashing white lights, in which case remove it. Remove this instead: A1EB51AC0BFF8CAE.
I have checked and you have all the files needed for the fires. If removing the above file does not work, try the following:
This mod has the same name as your previous HSFX mod - move the previous one out of JSGME first.
Conflict with other mod. Get rid of other mods.
This mod is not being activated due to problem with file structure or something. Test some other new aspect of the mod (like contrails) to see if any of it is working.
Try this: Do as Manysh says and copy the files for the smoke from the new mod to the old mod. Remember to put the two humofuegomotor1 files in the effects/materials folder. If you do that and if the old mod fires worked for you it is IMPOSSIBLE for the new fires not to work unless the mod is not loading at all. But we know that the old mod loads because you used it before. Only problem is that this way you will lose the other new features.
I can see no reason if the old mod worked why the new one would not work apart from that class file, especially if the other elements of the new mod work. Drop a bomb - does it look right?
Lastly, it's easier to upload pics than you think - have a look at photobucket. It can be rewarding to post beautiful aviation images and receive the adulation of your peers!
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Gianluca - Excellent! I'm glad it works ;D Now I just have to make the solid green tail light white for ww2 scenarios!
The mod should and does have Sanka's illumination effect. I believe I even tested it with my plane flashing like a christmas tree to see if that was the trade-off for your flashing white light. Unless I dreamed it the flak effect and flashing light worked simultaneously.
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Chewaca - You're absolutely right about the flashing light, but for me at least, and for a reason that I don't yet understand, if I do that I lose the smoke from the fires and the explosion effects are missing some textures.
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Dear Gurner,
So - what to do to have white rear navi light, but not FLASHING?
Thank You!
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Manysh, I still don't know where to find that nasty fire texture. To be honest, I think the Force is probably stronger with you than it is with me, so if you can't find it I probably can't either! :D I'll keep looking, though
Zack - I understand you want a solid (not flashing) white tail light. I do not know how to do that yet, but I'll look into it. For now, leave your lights off - It'll make you harder for the enemy to spot. I'd hate for your last thought as you go down in flames to be "Well at least I died with a historically correct tail light illuminated" ;D
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Ok, thanks.
I have one more question - is it possible to add different heavy black engine smokes (which I prefer the most) to Your mod?
I mean - I prefer ones from Steppenwolf's "Lower particle effects" mod, but I don't know which files should I replace...?
Ii tried with: BlackHeavySPD.eff and Black HeavyTSPD.eff - but - no result.
Should I add something more?
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Manysh, I still don't know where to find that nasty fire texture. To be honest, I think the Force is probably stronger with you than it is with me, so if you can't find it I probably can't either! :D I'll keep looking, though
I can't find it too :-X
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Gurner
Tried the updated mod you sent me and it works fine mate, have not tried with a lot of destruction yet, so will let you know later. The fuel explosion for the largest fuel tanks still does not work mate? It goes straight to a black cloud, followed by a very small fire and black smoke column. the funny thing is that the smaller fuel tanks seem to work fine.
I was wondering if there could be some delay for the building fire effects, so that they do not start immediatley after building is destroyed, but appear a bit later?
Still can't find a set of plane/engine damage smoke effects i like, i do however prefer the fire effect for plane damage in the effects i sent you. Do you know what files are responsible for just the fire?
Socorrista made some effects here
http://ultrapack.tuttovola.org/index.php?topic=2691.0
Does one of them contain the static fire effect yourself and MANYSH are looking for?
cheers again mate
speak later
slipper
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Zack - you need the .MAT and .TGA files associated with the .EFF files. Open the .EFF file with notepad and it will mention for example "humofuegomotor1.mat". Find the .mat file (probably in a textures or materials folder somewhere) and look in it with notepad and it will mention a texture, for example "humofuegomotor1.tga". Copy both of these into the appropriate places in the mod you are trying to change and you should be good to go.
Thanks Slipper, I'll look at those effects.
For your fire try FireSPD in 3DO/effects/aircraft
Can you please post a picture of the fuel tank you are talking about (intact) and tell me the map and location of the fuel tank? I would like to destroy it and find out what it's problem is! >:(
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TICI - It's concievable that your problem is somehow related to what I saw when testing Chewaca's theory. However, I believe that if you saw smoke when using V2 you must also see smoke when using V4.1, all other things being equal.
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Thanks a lot Gurner,
I have tried, but I'm not able to find proper .eff file...
Should be:
EngineHeavySPD.eff, EngineHeavyTSPD.eff, BlackHeavySPD.eff, BlackHeavyTSPD.eff, BlackHeavyGND.eff, EngineSmokeTSPD.eff, EngineSmokeSPD.eff....?
I'm just lookin' the one responsible for black heavy engine smoke..and...got total mess...
Sorry for being importunate, but I'm trying to be more and more familiar with game structure...
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Zack - try blackheavyspd and blackheavytspd. Open them and find the mat and tga files also cos it won't work unless they match up.
TICI and for general information - it seems you will not get smoke and the bomb/crash effect will change if my mod loads BEFORE either phantom or FW-190 mod. Not sure which one or why at present...
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Thank you for your effort. I tried everything including installing via MOD or JSGME but there is no difference. After the explosion in the bombing of the city the smoke is black like before ( There is only a tiny grey in it ) and the difference between before and with ths new version is very minimal.
I will try testing when I have more time.
TICI
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Manysh - how about effects explodes wreckage burn?
TICI - all the other effects work fine? Have you removed that other class file? Have you tried moving the relevant files from v4.1 into v2? Do you have the Phantom and FW-190 mods?
It might help to see some screenshots so if you get on the case with photo bucket it could be advantageous
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Zack - try blackheavyspd and blackheavytspd. Open them and find the mat and tga files also cos it won't work unless they match up.
Thank You Gurner!
It works perfectly now- means Your mod is perfect for me!
The last (probably :D) question - is it possible to change rear navi light from green to white?
I don't know how but in Steppenwolf's mod everything was correct.
Must be easy then...?
Once again - BIG thanks for Your effort.
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Manysh - how about effects explodes wreckage burn?
This one is only for static plane, I give up ;)
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Every other effects work fine except the large white smoke over the city when bombed. I've done everything as described except the removal of the file A1EB5.........which it is NOT THERE so cannot be removed. I do not have the Phantom & FW-190 mods but the HSFX 5.01 install as follow:
JSGME activated: Hsfx history mod, Perfect map texture,Expert mode, Carrier Take off mod 5.4,Hakenkruz enabler,
Enable with tiger flyby's if using SAS modact, 02 West Front maps
in MOD folder : 0_Wolfighter_Gore4allPlanes V.1.4, Sound Dive, Tiger Flyby Patch for SAS Mod folder, 01_HolyGrail_Potenz_Animated Oil Blotch.Blood.Splatter, Advanced Damage FX4 Canopy V1.2, 6DOF NormalMouse PAL, FOV Mod, TurretFix+FasterTurret.
Everything works fine and well.
If I can only change the look of the big white smoke over the city on fire.
For the pictures I need help from some friend because I don't know how to post them.
Hopefully this would help.
Which files are responsible for the smoke in question ?.
TICI
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Tici
go here https://www.sas1946.rocks/images/imageshit/dead/dead.gif download this program, install. Then run the program and add pic, press upload. When it finish copy hotlink for forum 1 and paste too you post done ! ;)
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Or for photobucket click upload, then view your album, mouse over the image, click on the box of text next to where it says IMG CODE and paste into your post.
Remove all the other mods you have temporarily to make sure there is no conflict like the one I see with phantom or fw190. (which is only a problem if my mod loads first, by the way. No problem if it loads after.) You can put them back later.
The procedure for changing the smoke is described repeatedly in this thread - you need humofuegomotor1.mat and humofuegomotor1.tga from 3DO/effects/textures and you need the house folder from effects/explodes/objects
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Zack - you mean Steppenwolf's lower particle fx mod? Isn't that 4.09 only? Or are you only using the 3DO and Effects folders with plutonium classfiles, in which case yes, it would be easy once I find the right tga. Then hopefully we'll have all the types of lights covered. I never imagined I'd have so much trouble with nav lights! :o
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Or are you only using the 3DO and Effects folders with plutonium classfiles, in which case yes, it would be easy once I find the right tga.
Hi Gurner,
Yes - exacly like You said.
But now - I'm using Your mod. :D
With correct navi lights colour - it will be completed in my opinion.
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That's weird, because I just tried it and my rear light was green, and I can't find any lights in those folders.
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Hm..You're absolutely right Gurner...
Just went thru 3DO and Effects folders - found no "light/flare" files!
But when this mod is active - I have WHITE rear navi light, when I'm using Yours - got GREEN...
What the hell?
PS. I'm using also "Realistic Lights v1.5" mod, but it has no influence on colurs.
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Gurner
These are the fuel tanks i mean mate.
(http://i42.tinypic.com/30muzpg.jpg)
They are located on the Europe winter map in all the industrial areas of the towns and cities.
I was wondering for all the fuel tanks, wether it is possible to create a slow rising fireball effect?
cheers mate
slipper
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Hm..You're absolutely right Gurner...
Just went thru 3DO and Effects folders - found no "light/flare" files!
But when this mod is active - I have WHITE rear navi light, when I'm using Yours - got GREEN...
What the hell?
PS. I'm using also "Realistic Lights v1.5" mod, but it has no influence on colurs.
I kinda like it, makes it look like christmas lights
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Merry Christmas!
Zack - it could be that we have a green light in my mod because of something that is present rather than missing in my mod, and the reason you get white lights with LPFX mof is because the think that is making the lights green in my mod is not there! Testing...
Slipper - thanks for that, seems like it's using the smoke for the fuel effects, but the explosion from the building effects. No idea how or why...
Rising fireball like the explosion for the smaller tanks or you want me to design a special new fire effect?
How are you getting on with the animated fires? Any disappearing textures?
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(http://i42.tinypic.com/30muzpg.jpg)
I was wondering for all the fuel tanks, wether it is possible to create a slow rising fireball effect?
cheers mate
slipper
I Don't think so, For all this ground buildings is the same script, so if you create slow rising fireball effect it will be for all houses, fences trees, and fuel tanks . I am working on animated fire building, main problem is when you hit fence or tree is the same effect
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Actually Manysh, it might be possible - You can have totally different effects for "rock", 2 different types of "wood" and 2 types of "fuel" For example, in V4.1 I have fuel tanks that explode with a fireball effect, houses that explode with a cloud of dust and hay stacks that explode with shrapnel. Also, when you destroy fences like the ones on the Slovakia map (woodS) I have made it so that the fence just dissintegrates into a cloud of dust and does not burn because in real life fences and walls were usually just obliterated. Certainly looks better than having a compound surrounded by a square of tiny flames!
That big fuel tank that Slipper has posted seems to be the exception, as it does not follow the same rules as the other objects, and I don't know why! Yet...
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Zack - Here it is, as requested. Solid white tail light. Hope it brings you every happiness! ;D
http://www.gamefront.com/files/21453521/%23DBW_1.71Gurner4.1+white+solid.zip
Please test and let me know if everything is working as it should. Enjoy!
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I think I want to try this mod, and take out Plutoniums.
I am running DBW 1.71 and DCG beta 3.47.
I saw above that you can put the Plutoniums mod in the JSGME and this one as well, and swap between. Is hard to do for only a semi-smart person such as myself?
Thanks much for any suggestions, it is appreciated.
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Hi Gurner,
You are absolutely Wizard!
Many thanks for complete Your mod!
Isn't she lovely now?:
(https://www.sas1946.rocks/images/imageshit/img710/2789/fsscr000x.png)
Thank You once again!
PS. What was the reason of green tail light ?
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Lokitexas - My compilation is already switchable in JSGME - place it in JSGMEMODS folder - To do the same for Plutonium just
Remove plutonium mod from #DBW folder and make a backup (copy paste)
make a copy of my mod, rename it #DBW_Plutonium
then delete the class files, 3do and effects folders from the "files" folder in my renamed mod
then take the class files, 3do and effects folders from plutonium and place them in the newly empty "files" folder in the newly renamed #DBW_Plutonium mod.
Then place it in JSGMEmods folder and you can switch between them as you wish.
Make sense?
REMEMBER - remove the plutonium mod from the #DBW folder first!
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Zack - You're welcome. I see nav lights in my sleep now. ;D
Basically, I started with my V4.1 for those that want flashing white tail lights, and then replaced the flashing effect with a solid one. Took a while to figure it out but then it just came to me when I was watching a programme about medieval queens of England, weirdly. I used Santo's solid white light that was in that 1.5 light mod you mentioned.
One class file is diferent from the original V4.1 so let me know if you have any trouble with it.
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Gurner
Yeah mate i was thinking of an effect similar, but smaller, to the effect of one of the larger bombs exploding (e.g 4,000lb 'cookie'), where you get the fireball slowly rising before turning into a smoke column, is this possible maybe?
Also i was thinking, now we have the dynamic light in the cockpit from the flak bursts, do you think in theory that it would be possible to get a dynamic fire glow effect, from ground fires, burning engines etc. Similar to this
(http://i43.tinypic.com/108e3r9.jpg)
As regards the new fire effects, i do get some dissapearing of effects, but only when a large ammount of buildings are on fire. Will test somemore and let you know mate.
regards
slipper
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guys, how can I get this to work with a simple SAS Modact installation?
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k, first, hello everybody.
second, im a little tired because of a band trip to disneyworld and getting back at 2:30 yesterday morning, so dont get mad at me if i repeat this question.
i just installed this mod via jsmge and it works fine, but when an aircraft explodes in air or when i blow up a truck, there are these huge whiteish yellowish squares that come up around the explosion. is there a fix for this? if there is, please let me know because i think its just a tad bit off from realistic, wink wink.
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Have also noticed prop discs turning into squares at a few hundered meters distance.
Not sure it has much to do with this though...
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i have no problems with the propellers, or i do and havent noticed them yet. i just have problems with the fires coming from an explosion. gun port, exaust, engine, fuel tank, and any other fires work fine, just when something explodes does it happen.
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I've found some files which you may consider an improvement, the name says it all:
http://www.vpmedia.eu/il2/zip/better_debris.zip
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Thanks Istvan, you seem to have a vast library of cool tgas!
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50cal and cwmv - I think it's just you guys with these problems. Certainly I see no "artifacts" with my game. You could try re-downloading and disabling any other mods.
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Alex T - for sas modact d/l the sas modact version of V2 and then replace the classfiles and 3do and effects folders in v2 with those in v4.1. If you have a nav light preference check the last few pages for d/l links to flashing or solid white tail lights.
SLIPPER - Would be difficult to make an effect that complicated cos I only have one or maybe two spare effects to play with per "house" So for example the normal fuel fireballs take one effect file. To add smoke I would need another spare effect file which I think is not available. But I'll have a look of course.
The light effects you propose are beyond my limited abilities I'm afraid. I think I've seen it discussed before though, so someone may be working on it...
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After testing and testing I found the solution on the high withe smoke with fire in bombed city for HSFX 5.01
I downloaded your DBW 1,71 V.4.1 and I replaced all the classfiles with the previous classfiles for HSFX which I had been using with the game and now it works like your pics.
The issue it is not a conflict but something is missing from your version for HSFX 5.01.
Hopefully this will help you.
TICI
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Well done, TICI, glad you got it working. Sorry but I couldn't test it myself because I don't have HSFX. Hope you enjoy the effects :)
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50cal and cwmv - I think it's just you guys with these problems. Certainly I see no "artifacts" with my game. You could try re-downloading and disabling any other mods.
well, that figures. wooohooo! yeah, go meeee!
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I have that damn green tail light too but your update didn't solve the problem Gurner any other ways to solve this
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Thanks for this compilation. I just checked it out, and its staying put. :)
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Gurner
SLIPPER - Would be difficult to make an effect that complicated cos I only have one or maybe two spare effects to play with per "house" So for example the normal fuel fireballs take one effect file. To add smoke I would need another spare effect file which I think is not available. But I'll have a look of course.
The light effects you propose are beyond my limited abilities I'm afraid. I think I've seen it discussed before though, so someone may be working on it..
No worries mate just a few suggestions, i am more than happy with the great work you have done so far.
regards
slipper :)
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Hangman - Make sure you're using the correct version of my compilation "Gurnerv4.1 white solid" or something. Really it can only be a classfile conflict with another mod that causes you to have green tail light. Look for this class file - B27261D242F3990A in my mod and any other mods. If it is present it will probably be causing you problems. To reiterate - as far as I'm aware this can only be the wrong mod, or a conflict.
Thanks Slipper and Lokitexas :)
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ok, i deleted and reinstalled it on jsgme, but still getting squares. the squares seem to be the fire part of the explosion because the smoke is fine. it only happens on cars, trucks and planes though, bombs are working without flaws.
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If you look here you will see stefano had a similar problem with the realistic lights mod: https://www.sas1946.com/main/index.php/topic,3718.0.html Consensus seemed to be that the problem was with the video card driver. My gut feeling tells me it's more likely to be a conflict with another mod or maybe a problem with your main game install, but I've never seen anything like this before so I can only guess.
Actually, thinking about it I had a problem ages ago with square tree textures on one of the maps with DBW. Updating to a more recent version of DBW cured the problem.
First stop is to temporarily remove all other mods from jsgme and from DBW folder. Sorry I can't be any more help :(
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the only visual effects mod i had other than this one was the small effects collection, and the other mods active are the mission pro combo and forgotten countries full. updating isnt an option for me, alredy running 4.101 DBW 1.71.
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could i possibly run this with plutonium v2 together, or would that conflict?
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Certainly turn off little effects with JSGME, and do not try to use plutonium simultaneously. Make sure you have as little as possible in dbw folder.
Nothing else I can suggest really, apart from updating/rolling back video card drivers, unless someone else has any ideas. And do a search to see if anyone else with squares in mods like in the link I posted found a solution.
Bed time for me now, good night and good luck!
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not trying to keep you up late or anything, but i love your mod so much, especially the fuel tank smoke and fire, bomb and aircraft-ground impact explosions, and gun flashes so much i cant get rid of them! could you possibly tell me what and where to find those mods please?
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my explosion effects look like the ones in the picture in the FX revolution thread, page 14
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I have those weird squares to with old and updated ver. I love it even though I can't use it right now.
I have HD6870 1gig
E8500 to 4.2ghz
4 gigs corsair pc something or other.
Win7 Ult.
UPDATE, SEEMS TO BE FIXED, removed little effects mod, unapplied this mod in jmse and re applied and squares gone and all blower uppers looking great like. :P :P
I found after farting around all rainy day that Switching from anisotropic to trilinear stopped my square explosions, it also gave me 35-40 more fps.
Hope that helps somebody. :P
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I have that damn green tail light too but your update didn't solve the problem Gurner any other ways to solve this
Hangman - are You user of Heinz Guderian's "Smokes and Flashes" mod?
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No I'm not
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Hey guys, I think I've found a problem. The game runs fine and all the effects work, but as soon as I destroy a train wagon, the game crashes. Once I delete this mod's folder, I can destroiy trains again, so it has to be something with this mod. I'm running on UP3 with the plutonium pack and some plane mods installed. Any idea what file might cause the crash?
Other than that, great effects! The smoke really makes it look good. Just remember not to throw a nuke over a city... ;)
Hanzie
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In DBW 1.71 it works fine. Thanks a lot Gurner.
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So 50cal, check he162a's post for your solution
Hanzie - must be a conflict. Disable all mods including my compilation, then re-enable it.
Hangman - same goes for you - if it works for me it must work for you!
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I did that but the only way to stop getting a crash was to disable your mod. Maybe I'm missing something in my download, is that possible?
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I would say that's possible but unlikely. You say you're running plutonium. You'll have to remove that. And are you using the UP3 version of the mod? Because you'll obviously have problems if you're trying to use the dbw mod with UP3.
Ok, re-reading your post I guess you're using DBW mod with UP3. You have to d/l the up3 version, then take the 3do and effects folders from v4.1 and replace those in v2 for up3. And remove all other mods! You can then put them back one by one until you find a problem. But don't bother using plutonium simultaneously cos that's pointless.
And disable/re-enable my compilation in JSGME after making changes or the game won't register the change.
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Actually Manysh, it might be possible - You can have totally different effects for "rock", 2 different types of "wood" and 2 types of "fuel" For example, in V4.1 I have fuel tanks that explode with a fireball effect, houses that explode with a cloud of dust and hay stacks that explode with shrapnel. Also, when you destroy fences like the ones on the Slovakia map (woodS) I have made it so that the fence just dissintegrates into a cloud of dust and does not burn because in real life fences and walls were usually just obliterated. Certainly looks better than having a compound surrounded by a square of tiny flames!
That big fuel tank that Slipper has posted seems to be the exception, as it does not follow the same rules as the other objects, and I don't know why! Yet...
You right :) check folder "fuelS" ;)
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Hey guys, I think I've found a problem. The game runs fine and all the effects work, but as soon as I destroy a train wagon, the game crashes. Once I delete this mod's folder, I can destroiy trains again, so it has to be something with this mod. I'm running on UP3 with the plutonium pack and some plane mods installed. Any idea what file might cause the crash?
Other than that, great effects! The smoke really makes it look good. Just remember not to throw a nuke over a city... ;)
Hanzie
go here https://www.sas1946.com/main/index.php/topic,19849.0.html download Download IL-2 1946 Plutonium Universal Max Effects v2 for UP 3.0 unpack on your desktop, then copy all class files ( not folders !! ) and go to you game mod folder and paste ( if Windows ask , replace or not YES ) done! no more train crashes ;) Gurner is busy ,he always forgetting about something :D
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Gurner- I tried he162a's idea without success. could you give me a link to the ground explosions or your own files for it? sorry if i make this into a warzone or something, but i just dont know enough about modding to try any solutions myself.
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50cal - look back a few pages to find detailed explanation of how to take the house fires and use them elsewhere. Although there's no reason for this compilation not to work if you're not using any other mods if and there's nothing wrong with your main game install. Maybe try re-downloading or something.
Manysh - I'm so busy trying to sort out everyone's nav lights it's a wonder I have time to go to work! It's a weird one, but the fuelS folder doesn't solve the problem for the fuel tanks Slipper was talking about. That tank seems to use fire effects from more than one place. Dunno how! ???
Hanzie - I'd do what Manysh says but put the up class files (not folders) in my v4.1 instead, then it should be switchable in JSGME. And delete all the class files from my mod first, just in case. You will be missing one class file but don't worry about that now - let me know if you get it working and I'll sort out the missing class file for you.
Night all
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I know all this fire effect is mysterious story, I spend few days on that, and is a mess :D i lost my tank explosion effect and i can't fix that s!h$it. Effect for wood is silly! I made nice fire for trees, but i don't see fire from wooden buildings ( is too smal ) so if I make more fire for wooden buildings, trees looks bad ( too big ) oh !
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Hey guys, I think I've found a problem. The game runs fine and all the effects work, but as soon as I destroy a train wagon, the game crashes. Once I delete this mod's folder, I can destroiy trains again, so it has to be something with this mod. I'm running on UP3 with the plutonium pack and some plane mods installed. Any idea what file might cause the crash?
I used to have a crash to desktop also when destroying trainwagons. But as far as I can remember it had to do with the first release of this mod on DBW1.0 or so.
Now with the latest version on DBW 1.7 I can burn down every train without getting a CTD.
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but he run UP3 not DBW so he need swap classes I am sure Gurner will made this and upload for UP users soon ;)
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Thanks guys, after I swapped the class files, it works.
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Two questions,
Gurner, if it is possible could you please provide the animated fire effect you made available in the mod you uploaded for me as a separate download please mate?
I have changed my effects folder around again, and it is now mainly based on yours, but I do not know how to extract the animated fire effect from my old effects.
MANYSH, are you still working on a static vehicle fire mod at all please?
Thanks both for any replies
Regards
Slipper
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MANYSH, are you still working on a static vehicle fire mod at all please?
Yes i did nice fire static, but i lost explosion effect for tanks and trucks, and at the moment i don't know how to fix it, so i take break to reflesh my brain ;)
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Yeah, this is mindbending stuff sometimes! ???
Slipper - to get the animated fire take it from your gurner rev plutonium or whatever mod that I posted for you a few pages back. You just need to cut and paste one file - "baseboiling2" from the house folder. Not necessary to change fuel, fuelS etc - baseboiling2 will change them all.
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Ok cheers both for your replies and help.
Regards
Slipper
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Gurner, now that I've figured out how to make it work with HSFX 5.01. There is a way to add more black smoke to the white one so that the smoke is more intense?. I don't want to diminish the white smoke I just want to add black smoke like the previous version to the white smoke of this version . I think it will look even more realistic.
TICI
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What about altering the Flak bursts to more closely resemble those from the low particle effects pack?
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Good idea, TICI. If you want to try it, use the text in house/fuel/fire_smoke (open with notepad) and replace the text in house/rock/boiling and house/wood/boiling. Then work out how to use photobucket and show us what you have achieved!
CWMV - There seems to be a lot of love for that flak - I'll have a look
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Gurner
Slipper - to get the animated fire take it from your gurner rev plutonium or whatever mod that I posted for you a few pages back. You just need to cut and paste one file - "baseboiling2" from the house folder. Not necessary to change fuel, fuelS etc - baseboiling2 will change them all.
just tried this out mate, and the effect does not seem right. when a building is destroyed i now get no fire, but aswell as the normal smoke i get a reddish/brown smoke that emits in little puffs, (i assume this is the fire effect).
Also the file i have in my House folder is called _BaseBoiling2.eff, is this the right file?
If i remove _BaseBoiling2.eff, then i am back to your default fires mate, any ideas please?
regards
slipper
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Baseboiling2 IS the default fires, so if you've done it correctly there should be no fire if you remove that. Remember to disable and re-enable. Looks like the fire in your compilation is also baseboiling2, so just swap them over, no need to move the text.
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Ok thanks mate, will try and let you know how I get on. At the moment I have created two effect folders, one is yours untouched, the second is mine but with everything taken out except for files i am trialing.
The theory is mine loads first thereby overwriting a few of your files, maybe I have messed up somewhere, but I took _BaseBoiling2 out of the updated effects you sent me, and pasted it in my new effects folder (which loads first) . When I do this I get the strange smoke and no fire, if I remove it your default file loads in your effects folder, and I have the default fires.
Cheers mate
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Personally I'd just use one at a time to rule out them interfering with each other. I guess you have them in your DBW folder? Much quicker than turning them off and on in JSGME every time you change something.
I'm busy moving house at the moment, but maybe when I'm settled in I'll be able to start work on 4.2. Got some good ideas from people here and some nice textures from VPMedia. Guess I should probably be looking at smoke for ships and other vehicles really. This time I'll be able to have historically correct lights right from the start which'll be nice, and a flashing option for the jet boys and girls
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Hello Gurner, GREAT MOD!!! My squad has adopted your version for 4.101 SASMOD ACT. Is the newest version V4.1 available for a SAS install? or is that on the horizon...
Thanks again for all the awesome work!!!
S!
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Thanks Slider! :) I'm moving house at the moment so I'm a bit busy, but you can easily make 4.1 work with SAS modact by downloading V4.1 for DBW and then replacing the 4.1 class files with the class files from the mod you are currently using. Or alternatively replacing the 3DO and effects folders in your current mod with the ones from 4.1, whichever's easiest for you. Looks a whole helluva lot better when bombing cities!
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Any possibility to put the last patch on UP 3?
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Hey BJ-Bomber, I'm really busy right now, but if you look at page 18 you will see Manysh and me explain to Hanzie how to get v4.1 working with up3. Just follow those instructions and you too will be able to use this with up3
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I ve got the sas mod activator 2.72....what sort of version of your download I must try?
Thanks.
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Alesio, I think this should work for you, although you will not get the beautiful smokes unless you copy some files from v4.1 as described above :
DBW without AI mod and 4.10 modact- https://www.mediafire.com/?db0tt05vqcqlfab
Sorry I'm only fully supporting DBW at the moment, too busy to make other versions. They will come in time. But you can make it work yourself as described above...!
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Hi Gurner, I'm having a weird effect with this last version: with I-16 green tracers the tracers themselves protrude over the wings and behind for 1 or two metres (looking from outside). Back to Plutonium v2 this does not happen...
Gianluca
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Thanks Gianluca. I'm using Pablo's tracers, which are not in Plutonium. Try it without this classfile, and let me know if things improve or not - A1EB51AC0BFF8CAE
Is this with the game paused or in motion or both?
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Hi Gurner and thks for answering!
Tried with the game in motion only.
just one remark if this could help: together vwith Plutonium I have, as always 'cause I love them, the tracers frm Pablo enabled and the two perfectly working together.
Anyway, this evening I'll try your tipp and let you know!
Cheers,
Gianluca
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Hi i am new and i have il2 with 4.11 patch and I usually fly online, how I can install this amazing mod?
thanks for advance !!!
:D
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Hello and welcome, Jean! :D
My mod is for 4.101, I have not made a 4.11 version, and do not have a 4.11 install...
However, you could try to make it work in 4.11 if you like by going here https://www.sas1946.com/main/index.php/topic,21276.0.html
and downloading that mod. Then download my v4.1 compilation (http://www.gamefront.com/files/21440844/%23DBW_1.71_V4.1Gurner+FX+comp.zip or (NOT AND) https://www.mediafire.com/?zeuocycp6hdxvup) so you have both 4.11 mod and mine.
Then replace the 3do and effects folders in the 4.11 mod with the ones from mine.
Then you hopefully will have a 4.11 mod with the same effects that I am using.
Good luck, and please let me know if it works! Test by bombing a city - smoke should rise much higher than usual and be lighter in colour.
Edit: although I probably should, I do not play online and have not tested this online
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Hi Gurner, sorry to say the trick did not work... Tonight I'll try some experiments by myself and then let you know!
Bets regards,
Gianluca
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Gurner could you tell me a file name of the smoke which came from burning houses I tried to find it by myself but can't find it. I want try to make it little bit 'ATI friendlier' for my own use I got good results with napalm no huge lags anymore when dropping them :)
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Yeah Hangman, it's fairly self explanitory when you know where to look - effects/explodes/objects/house/rock/fire_smoke. You will also need to change the smoke in fuel, fuelS and wood
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Ok thank's Gurner
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Thanks again Gurner for all the work you have done to make these great effects packs :) they bring so much more realism to IL-2.
I have however, come across a small ingame incompatibilty that crops up with some missions/campaigns old and new, I cant do without your packs now, so I hope there is a way to address this in future versions :) pics are better than words so here you go..
(http://i1074.photobucket.com/albums/w414/Dakpilot/0704201212-53-17.jpg)
Mission 10 railyards at Rangoon Flying Tigers Campaign by Monty27
(http://i1074.photobucket.com/albums/w414/Dakpilot/0704201212-15-14.jpg)
The same mission with stock plutonium (all in DBW1.71)
I know this is not a problem with your effects but an incompatibility with "placed" fire objects, although your fire/smoke is convincing enough ater a few bombs have been dopped, to make these "placed" effects unecessary (imho), not everyone will use these better effects, whether a solution can be had with mission makers or simply edit out the placed fire objects? Or maybe a replacement pack of objects that are in line with new effects for DBW (a lot has moved on in 10 years ;))
Anyway thought I'd throw this out here to see what ideas there may be
Cheers Dakpilot
P.S. my crap sceenshots are in no way a reflection of Monty27's superb Flying Tigers campaign just to show the effect :-[
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Wow, that's mental! ??? I don't know the relationship between the fire/smoke objects and the effects pack. I guess I'll have to look into it. I'm pretty sure that nothing I have created looks like that... If anyone knows what files the fire/smoke objects use please let me know. Must have some relationship to the house fires
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Guys, those are not default effect placed fire objects in that mission. In fact just one object generated those fires, its 'Fire' from C&C V2 by CY6 and spawns in response to the bombers above. Clearly we have a conflict here and I'm quite happy to lose this particular function for the benefit of Gurner's superior looking effects. So the missions can easily be changed and a patch uploaded.
I will firstly have test the other C&C V2 effects, because GNR/SPR/Aimpoint/GCI/Random AI/Dynamic Weather/AFAC/RESCAP etc cannot be compromised on. But not all of these generate a visual effect so it should be OK to work out how the two MODs work most effectively together and get the best of both worlds.
Thanks for these effects Gurner. Its an important step, personally have been looking for a better way to illustrate big fires and city destruction for; The London Blitz, Valetta Harbour, Stalingrad and Berlin, so it will be very interesting to see what we can generate here. Thanks also for packing them in an easy to use JSGME pack, makes it quick to install and test.
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I tested the fire/smoke static objects and they look ok to me, size is changed but they're still appropriate.
here's a list of which eff files is used from the technics.ini
[Smokes]
Smoke1:Mesh 3do/Arms/Null/mono.sim
Smoke1:Effect Effects/Smokes/SmokeShipMedium.eff
Smoke2:Mesh 3do/Arms/Null/mono.sim
Smoke2:Effect Effects/Smokes/SmokeShipEnormous.eff
Smoke3:Mesh 3do/Arms/Null/mono.sim
Smoke3:Effect Effects/Smokes/SmokeBoiling.eff
Smoke4:Mesh 3do/Arms/Null/mono.sim
Smoke4:Effect Effects/Smokes/SmokeBoilingBig.eff
Smoke5:Mesh 3do/Arms/Null/mono.sim
Smoke5:Effect Effects/Smokes/SmokeBlack_plane.eff
Smoke6:Mesh 3do/Arms/Null/mono.sim
Smoke6:Effect Effects/Smokes/SmokeBlackToWhite.eff
Smoke7:Mesh 3do/Arms/Null/mono.sim
Smoke7:Effect Effects/Smokes/SmokeWhite.eff
Smoke8:Mesh 3do/Arms/Null/mono.sim
Smoke8:Effect Effects/Smokes/FireBoiling.eff
Smoke9:Mesh 3do/Arms/Null/mono.sim
Smoke9:Effect Effects/Smokes/FireBoilingBig.eff
Smoke10:Mesh 3do/Arms/Null/mono.sim
Smoke10:Effect Effects/Smokes/SmokeFire_plane.eff
Smoke11:Mesh 3do/Arms/Null/mono.sim
Smoke11:Effect Effects/Smokes/SmokeFireSmall.eff
Smoke12:Mesh 3do/Arms/Null/mono.sim
Smoke12:Effect 3DO/Effects/Fireworks/FlareWhite.eff
Smoke13:Mesh 3do/Arms/Null/mono.sim
Smoke13:Effect 3DO/Effects/Fireworks/FlareRed.eff
Smoke14:Mesh 3do/Arms/Null/mono.sim
Smoke14:Effect 3DO/Effects/Fireworks/FlareGreen.eff
Smoke15:Mesh 3do/Arms/Null/mono.sim
Smoke15:Effect 3DO/Effects/Fireworks/FlareWhiteWide.eff
You could make these two things (effects mod & static objects) independent from each other by making dedicated eff files for each static smoke or simply extract the stock eff files and rename them and edit technics.ini.
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Thanks again Gurner for all the work you have done to make these great effects packs :) they bring so much more realism to IL-2.
I have however, come across a small ingame incompatibilty that crops up with some missions/campaigns old and new, I cant do without your packs now, so I hope there is a way to address this in future versions :) pics are better than words so here you go..
[]http://i1074.photobucket.com/albums/w414/Dakpilot/0704201212-53-17.jpg[]
Mission 10 railyards at Rangoon Flying Tigers Campaign by Monty27
....
other problem I noticed on your screens is that you got no 3d trees at all on your map
check if forrest=3 is present in your conf.ini's [OpenGL] section.
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That area of the map is for some reason just a bit sparse on trees :) I have Forrest=3 and just out of shot they are there ;)
Thanks for the interest :)
Cheers Dakpilot
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I also had this problem that Dakpilot refers to when I was helping to test the C&C 2.0 mod for CY6. It worked fine on his install, but on mine certain fire effects gave this long flare effect, I think the same happens for sputnikshocks FIDO mod. I think it was tracked down to a file called fire boiling.eff ( not 100% sure on the name, but it was definately something boiling.eff). I think as a workaround I had to install a .eff file from another pack, it then worked fine. Will check later and let you know, it was only one file though that needs to be changed.
Regards
Slipper
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Well guys, this is weird. After I swapped those classfiles the game worked. No crashes at all. However, for some reason the game now CTD when I destroy a tank. It worked before and I didn't change anything but now the game crashes. Any ideas what might cause this? Should I try reinstalling it? Once I deactivate this mod, the game works again and I can destroy tanks, but those bigger smoke and fire effects are just way too cool to make me want to not use them. :-\
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Right checked my sent pm's and the C&C 2.0 mod fires ( as well as the incendiary mod, and I think the FIDO mod) use as part of the effects a file called SmokeBoiling.eff. I believe this is the one that causes the massive flare like fires, as CY6 was using a personal modified game, the effects looked fine for him.
I swapped SmokeBoiling.eff for anther one and it remedied the problem. Maybe Gurner could have a look at it for us, as I do not know what else relies on the .eff file, and so by changing it you affect any other effects.
Cheers
Slipper
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Hmmmm, I tried to use plutonium instead (just so I could hunt for tanks) and that seems to have the same problem. Once I destroy a tank: CTD. No idea why. It worked before, so why wouldn't it now?
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Thanks everyone for looking into the crazy columns of fire! I don't use smokeboiling.eff but I may have changed it during experimentation. I'm surprised it shows red and yellow like that though, because the tga it uses is whitesmoke. If plutonium works ok with c&c we should be able to just change it back to whatever it was in plutonium, and everything should be fine. I'd be interested to know what else is affected by those four .eff files in the house folder, cos I only use one of them. God knows what else I've unknowingly altered by messing around with them... Might explain the large fuel tank issue we discussed earlier.
Hanzie - download latest plutonium for up3. If that works ok put those classfiles in my mod (delete mine first). If you still have tank problem with latest plutonium that would suggest that the tank problem is caused by a different mod that you have installed, not plutonium or gurner
Thanks again everybody :)
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Ok gents, having briefly looked into it I can say that I don't know why I put that file there but I believe you can delete it safely...
Istvan - Thanks for posting that info about the static objects - it'll be useful. I'm interested in trying the muzzle flash effect you posted, but it has many more files than the one I'm using now. Can I just delete the current effect and replace it, or would it be more complicated than that to get it working?
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Gurner,
Sorry mate, i just re-read my posts to you, i might have given you the wrong impression. I have not tried taking the FireBoiling.eff from your mod to see if it is the problem.
When i was helping CY6 test his C&C2.0 mod a while back, i encountered the same problem as Dakpilot when certain effects happened. It was found eventually to be the FireBoiling.eff file that was causing the difference between what CY6 saw to what i saw. At the time i was running a compilation effects mod and i changed this file in my compilation for another one ( can't remember from where, may have been Plutonium), which solved the problem.
So this may have the same solution for your effects package but i have not tried it yet. Could someone give it a go? i am unable to at the moment, and probably will not be able to try for a day or two.
regards
slipper
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You mean effects/explodes/objects/house/smokeboiling, right?
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As far as I remember, there was only one FireBoiling.eff file mate, so I suppose that must be it. Check and see if there are any more, sorry I can't be of more help at the moment, give me a day or two if you don't have it sorted.
Cheers mate
Slipper
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So is it smokeboiling or fireboiling?! :P If it's the former, then it appears in a few different places in the mod. The only one I think I changed though, is the one in the house folder, which I think I must have added by mistake...
Anyway, I don't use c&c although it does look really good. I'm spending too much time on effects to get into that right now. If anyone tries it with smokeboiling removed from the house folder please let me know how you get on
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So is it smokeboiling or fireboiling?! :P If it's the former, then it appears in a few different places in the mod. The only one I think I changed though, is the one in the house folder, which I think I must have added by mistake...
Anyway, I don't use c&c although it does look really good. I'm spending too much time on effects to get into that right now. If anyone tries it with smokeboiling removed from the house folder please let me know how you get on
effects/explodes/objects/house/smokeboiling.eff. Tested the mission with this effect deleted as suggested. - Wierd fire plumes still present.
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Hi Gurner,
Thank you for your wonderful effects that you have put together for us!
I have a older system that gets black screened when the flak burst occur and also when a plane blows up in midair.
I was wondering if I can tone down a value somewhere in a specific location or if I could swap the files for the older plutonium effects that worked OK. I wish my system could handle all of your package but it is unable to. Everything else looks and works great.
Thank you again for all of your efforts.
Railer
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Thanks Monty, guess we'll have to keep looking.
Railer - I'm currently using the same midair explosion effects and flak as plutonium v2 so if that works for you then this should too. Are you using the correct version for your install? Maybe your download of my compilation is corrupted - you could try re-downloading. You could also try changing the effects value in the conf.ini if you think they need toning down. it goes from 0 to 2 i believe.
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Hi Gurner,
Thank you for your wonderful effects that you have put together for us!
I have a older system that gets black screened when the flak burst occur and also when a plane blows up in midair.
I was wondering if I can tone down a value somewhere in a specific location or if I could swap the files for the older plutonium effects that worked OK. I wish my system could handle all of your package but it is unable to. Everything else looks and works great.
Thank you again for all of your efforts.
Railer
I agree that its a conf.ini issue, there are few system nowdays wich are unable to run this old game even with new fx. Gurner what about posting your conf.ini's opengl section so people could check their settings ( it would spare you lot of error reports).
These are the settings I'm using:
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0
TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1
HardwareShaders=1
Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3
Sky=2
Forest=3
LandShading=3
LandDetails=2
LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1
VideoSetupId=17
Water=3
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
Shall I post my nvidia control panel settings too?
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Gurner,
Sorry mate, it was SmokeBoiling.eff I was refering to. You said there were a few of these? Maybe try swapping them one by one, it does not necessarily have to be one of the files you edited causing the problem, like I said CY6 was using a different effects pack to me.
Sorry I can't be more help at the moment, but I do not have access to my gaming computer.
If all else fails you could try contacting CY6, I think he is still active from time to time at il2freemodding, he should be able to tell you what effects files are called on.
Regards
Slipper
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Good idea Istvan. By the way, is there any more info you can give me about your muzzle flashes? I don't think they're working for me. I've put all the files in the relevant folders, do you have an .eff file to go with them?
Also, does anyone know which files affect the damage effects for trains? I'm working on ships, cars and tanks at the moment but can't find damage for trains...
My open gl conf.ini:
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0
TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1
HardwareShaders=1
Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3
Sky=2
Forest=3
LandShading=3
LandDetails=2
LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1
VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0
Thanks Slipper. I'm too busy with 4.2 right now to start poking around in the c&c mod but if anyone does find the file in question please get in touch
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Good idea Istvan. By the way, is there any more info you can give me about your muzzle flashes? I don't think they're working for me. I've put all the files in the relevant folders, do you have an .eff file to go with them?
Also, does anyone know which files affect the damage effects for trains? I'm working on ships, cars and tanks at the moment but can't find damage for trains...
My open gl conf.ini:
[Render_OpenGL]
TexQual=3
...
Thanks Slipper. I'm too busy with 4.2 right now to start poking around in the c&c mod but if anyone does find the file in question please get in touch
The muzzle flash mod is just a texture replacement it uses the stock eff files from fb3do.sfs. I'm still using it with your mod without any problem (but i deleted the muzzle flash files you provided). Your conf.ini is absolutely correct.
I've found two small issues, maybe conflict with DBW 1.71 + C&C mod, need testing:
#DBW_1_71_V4_1_Gurner_FX_comp\3DO\Effects\Aircraft\BlackMediumTSPD.eff
had GasResist 1.0 which resulted in small smoke clouds jumping around in front of the plane when flying an F-4E Phantom II with afterburner, i would assume the error is present with other fast jets, soultion was to correct the value to 0.05, can you test this?
#DBW\#DBW_1_71_V4_1_Gurner_FX_comp\Effects\Smokes\SmokeBlack_Locomotive.eff
makes the exploded trucks emit a flat white smoke for a short period, deleting the file solves the problem
(http://www.vpmedia.eu/il2/zip/wsmoke.jpg)
Cheers
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Cheers Istvan. So did you delete the .txl file as well? I've got your flashes in my test version but it looks almost identical to the previous effect, and according to the txl file some of your TGAs are not used.
I've never noticed the problem with the phantom, but if it has no ill effects I can change the gas resist value anyway, just to be on the safe side.
But does deleting the smokeblack_locamotive file produce console errors? I imagine it would start bitching about "smokeblack_locomotive.eff not found". Nevermind, I can probably use that as a spare effect for some funky visuals!
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If you deactivate your GunFire and GunFireDay folders by adding a '-' in front of their names the muzzleflash mod should work, but its a more simple version than the one you got included (I've checked out the files) except the animation detail.
The wrapper will read the SmokeBlack_Locomotive.eff from stock sfs file if I delete it from the #DBW folder so no console error. Do you get these white smokes or its a mod conflic on my side perhaps?
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I'm not at my gaming pc right now, but I remember seeing the same thing when destroying stationary a/c so I would think it's related to my compilation rather than a conflict. Maybe a conflict with the phantom because I've never seen that.
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Hi guys is there any Effect mods that works with stock 4.11 to fly online?
Thanks for advance.
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You should ask this in the lounge, rather than in every effects thread.
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Hi Gurner and VP,
Thank you for your responses. I checked the config and I tried to see if it helped going from 1 to 0 in the effects but it was still the same with the flak burst. There is now a fire ball before the smoke and I am sure that is what is making the screen go black in spots for a moment. The effects that came with the last DBW worked fine with the same setting. I was hoping there was a file that could be changed / substituted or a value that could get lowered. It also happens when a plane blows up. Great job with the complilation and everyone who made the effects.
Thank you for your time.
Railer
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Railer, try replacing the open gl section in your conf.ini with one of ours. Unless there is a problem with your download/install, or a conflict, or your computer is some coal-fired thing from the stone age there's no real reason for you to experience problems with this. I reiterate that the effects you are talking about are currently the same as plutonium so if that works this has to also.
Are you using opengl, not directx?
Maybe update your GPU drivers. What system do you have?
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One last question than I wont bother you for a while :): do you know which eff file is responsible for the aircraft mid air explosion fire & the fire of the exploded parts perhaps? is there some guide to help with such issues?
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It's no bother, Istvan - your input is valuable :D
Just tested the phantom and I can confirm no strange smoke issues with afterburner, at least with phantom E. Looks perfect.
I wish there was a guide, but if there is I'm unfortunately not aware of it. We'd have to ask the original authors of Plutonium, I suppose. I use trial and error, which would take forever if I didn't have an SSD. Without testing I can tell you that my best guess is that the .eff files you're looking for are 3do/effects/fireworks/tank_burn and tank_sparks.
By the way, this is what I'm working on at the moment - does anyone have any constructive feedback?
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_04_10_22_16_19_269.jpg)
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_04_10_22_20_34_884.jpg)
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looks awsome! the straight angles in the smoke might need to be ironed out, but thats because its a wip probably. umm... transparency, or lack of it, looks good. ship smoke always looks thick and opaque in the documentaries. maybe have the expansion of the smoke be slower, at least closer to the ship, and maybe have the smoke drift a bit higher. looks amazing now though.
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Smokes too thick. Even watching oil/fuel trucks burn there is a sense that its still smoke, just really really thick. What you have there looks solid!
Its hard to match the ethereal nature of real life smoke in IL2 I know, but that stuff is just a little bit over the top.
This looks much like the Cinema effects smoke soccorista(sp?) had for movie makers. The thick aircraft crash smoke, or something like it, would be more appropriate.
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I have to agree with CWMV on that, the smoke looks too thick, if that is from damage it would be very hard to target that ship again as well :)
In general although the smoke from burning towns/trees now looks fantastic and better than anything before, i still think it is a bit heavy, same with the actual fires
Sometimes less is more :)
Thanks again for your outstanding works on effects
Cheers Dakpilot
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Thanks for your comments :)
There are a number of difficulties, and there is always a trade-off with these effects.
The aircraft crash smoke for example actually uses two smoke effects on top of each other, which would make my work here much easier, but unfortunately I only have one effect to play with in this case.
The problem I have with the burning buildings is that if you bomb one house the smoke is too thin, but if there are six buildings next to each other that get destroyed it is too thick. So the challenge is to find the right compromise between the two. Unfortunately I cannot tell the game to vary the smoke according to the number of buildings destroyed in close proximity to each other.
I will certainly try thinning the smoke out, but IRL it was generally pretty thick:
(http://i1207.photobucket.com/albums/bb480/luketastic/la013.jpg)
Don't worry, Dak - this smoke is from sinking ships. There is no need to target the ship again, it's already game over for them! ;D
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Gurner
I agree with CWMV and Dakpilot mate, looks far to thick for me, needs to be more transparent. Also i suppose it is not easy to achieve, but the smoke needs to thin out more gradually, which would also result in a longer smoke plume.
Just my thoughts
great work though
regards
slipper
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Hi Gurner
I wanted to thank you for your imput. My config was almost exactly like yours. I have had IL@ since the day it came out. The rig is from 2005 +/-.
My system AMD 3700 with Radeon X800XT with 2 gigs of ram. The frame rate is ok, it is something in the flakbust that freezes the screen and the top have turns black. It never did that before with the effects in DBW 1.71. I will be getting a new rig in the near future. Every time I think of getting one a new chipset or graphics card comes out. With the new gear that is out there is know way to go wrong. I will be spending about 2K for all the parts.
Thank you again for all of your efforts on all fronts they are appreciated.
Railer
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I think a lot of what were seeing in those photos are shadows and flat, 2d effect from being printed in such a medium.
Thick is one thing, and ya tanker fires make righteously thick smoke, but its still smoke, it isn't a solid.
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Thanks Railer :) Reading your post makes me think your issue is related to something in your game rather than your system, although it is pretty outdated. Still, if you get a new system you'll re-install the game anyway, so hopefully that'll cure your problem.
2k is a helluva lot of money! You'll have the latest greatest components and presumably liquid cooling for that! And I thought my rig was pretty good... I guess you'll be getting an SSD with a price tag like that? It revolutionised my computing experience, and i've only got a 20gb one set up for caching...
Today's smoke looks like this. It is improved by thinning I think, although you don't really notice the animated smoke effect as much. Of course, you don't notice it at all in a screenshot... ;D
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_04_12_11_08_39_424.jpg)
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_04_12_11_06_56_854.jpg)
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Very nice!
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Well after reading this entire thread, I must say.... fricken awesome! Bravo!
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I think you should include both if you release this. I like the the thicker smoke and others may as well but I can understand the want for something as realalistic as possible.
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Gurner,
Quick question. This may be in the 24 pages on here somewhere but can you tell me if this can be loaded with Plutonium Universal Effects to work in conjunction with that MOD or is it a complete replacement?
Thanks
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Bomsaway - Realism is my goal but I'll certainly provide a thicker option for you :D
peters - This compilation is based on Plutonium. Every effect that is in Plutonium can be found here, but I have altered the plutonium effects to suit my idea of how the game should look. It would therefore be pointless to try and run both mods at the same time. Just use whichever you prefer, or mix and match using the plutonium class files as a framework
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I think you should include both if you release this. I like the the thicker smoke and others may as well but I can understand the want for something as realalistic as possible.
+1
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Hi Gurner,
I'm new to the IL-2 modding. I prefer to run my game using 'modact' and a few mods. Do you have a "DBW without AI mod and 4.10 modact" v4.1 available? I only see v2 for this type. Am I missing something?
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I have the same question to Gurner, "DBW without AI mod and 4.10 modact" v4.1?
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I am busy with 4.2 right now, but you can do these yourselves. You will find the information on earlier pages in this topic. Basically, delete all class files in v4.2, download v2 no ai for modact and take all the class files out of v2 and put them in v4.1. Done.
I will upload packs to support all versions when I have completed 4.2. Apologies for the current lack of support :-[
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I am busy with 4.2 right now, but you can do these yourselves. You will find the information on earlier pages in this topic. Basically, delete all class files in v4.2, download v2 no ai for modact and take all the class files out of v2 and put them in v4.1. Done.
Gurner, thanks for the quick reply! Sorry, I'm a newb at this stuff so just to confirm, when you say 'class files' are you referring to the files with a bunch of numbers and letters in them with no file extenson that are NOT in the 3DO and EFFECTS directory? There are 80 in total for v2 of the modact mod version. Just move all those files into the v4.1 mod after deleting originals first?
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That is exactlt correct :D Edit: You'll obviously have to use the correct folder structure - no good leaving it as a DBW mod activated through JSGME! Actually, see MilanTarik's post - use the modact version, and swap the 3do and effects folders with the ones from v4.1
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I didnt post in this topic yet, and I am just wondering why :o This is THE effect compilation for Il2 IMO, I'm having so much fun with it ;)
So, a big thank you and well done from me :D
btw, as I only use the DBW version right now, is there a 4.1 for UP3 available ? Does the HSFX version work maybe ? Or should I just download b2 for UP3 and replace the folders with the ones from 4.1 ?
ATB
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Thanks MilanTarik, glad you're enjoying the effects. :) You're exactly right about making a version for up - use the class files from v2
Hopefully in the next week v4.2 will be out. This will have improvements across the board, with burning tanks, cars, ships and hopefully trains all looking much better. Also due to popular demand the fireballs in the explosions will be replaced with a flash to make them more realistic, and fireballs may be moved to destroyed buildings to represent secondarys. I've also just finished working on the bomb1000 effect for larger bombs - this is now looking much more realistic, with a large flash followed by a mushroom cloud and large dirt spray effect based on videos of 1000lb bombs.
I just love blowing stuff up ;D
This will have historically correct nav lights and hopefully support for most versions of the game, although there are currently limitations with plutonium, which is the framework for this pack
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Thanks Gurner, will do that.
Looking forward to v 4.2 ;)
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That is exactlt correct :D Edit: You'll obviously have to use the correct folder structure - no good leaving it as a DBW mod activated through JSGME! Actually, see MilanTarik's post - use the modact version, and swap the 3do and effects folders with the ones from v4.1
Thanks Gurner. Updated modact to v4.1 and everything seems to be working. Looking forward to v4.2! 8)
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it is possible to increase distance from which smoke is visible? I think now It is about 4-5 km, there was mod somewhere that increased this distance to 25 km. it created very great atmosphere when I was flying in plane and saw cities burning and smoking from distance. now the smoke just pop up.
another thing I want to ask is: it is possible to add bomb explosions from fx revolution mod?
look at screens from fx revolution I had on 4.09 UP
(http://i394.photobucket.com/albums/pp29/Dudok22/0201201112-14-47.jpg)
(http://i394.photobucket.com/albums/pp29/Dudok22/1001201121-21-08.jpg)
;)
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Do you have a link to the distance mod?
It's easy to use those explosions - just replace my bomb250 and bomb1000 folders with the ones from revolution. But although they look great in stills I personally find them unrealistic when in motion, especially the dirt spray texture.
Edit - there might be some problem with the way fx revolution works (or doesn't) with 4.10, because I just tested it and it looks nothing like as good as those screenies! Awsome pics, though 8)
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http://allaircraftsimulations.com/forum/viewtopic.php?t=14459
this is thread I found it two years ago but download link does not work and I dont have it anymore
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For some reason I can't contact anyone at AAA to activate my account.
I have increased the value for the view distance but dunno if it works yet...
By the way:
Testing... 8)
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_04_21_19_23_22_602.jpg)
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Hi is this mod to work on a version to v4.09 ?
It is on the UP 3 RC or on the Stock game ?
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V4.1 is currently for 4.10 dbw1.71
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It's 4.2 day! 8)
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_04_24_17_20_03_101.jpg)
Go here to download - https://www.sas1946.com/main/index.php/topic,20929.0.html
All versions supported
Historically correct nav lights
Mediafire thinks I'm not connected to the internet for some reason... Would someone kindly upload to mediafire and post links for those that can't use gamefront?
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Hi Gurner,
Is white flashing light dedicated for all planes or jets only?
Thanks a lot for new effects!
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You're welcome, Zack
If you use the flashing light it'll effect all a/c. I think I'll change first post to be more specific...
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Will check over weekend :) You did truck and car explosion ??
Btw Your Libya map need update from Beta to finall :)
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Don't think you'll find any console errors this time! ;D
I did truck and car fire and smoke, but left explosion with standard plutonium effect, as it looks pretty good anyway imo. Didn't bother looking for stationary vehicle smoke (apart from a/c) as you couldn't find it. It seems quite a lot of random stuff comes under vags, vagonarmour and vagonfuel, though, so might be in there. Stationary a/c and train cars were in there.
EDIT - just tested the stationary vehicles and they work fine - I went through all the folders replacing all old unknown smoke effects with new ones that I knew would look good, so I don't know for sure which file effects the stationary stuff. My guess is it's somewhere in the three vag folders if it's not in the carfire and carsmoke folders.
You must have made quite a significant change to your map if you can see the difference from those screenshots. I look forward to bombing it! ;D
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So would this work with 4.09?
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this is a little off topic but where was that LOVELY F-4 in one of the screenshots gotten from?
Also, this install is just a drag & drop into the JSGMEmods folder right?
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Havent fired it up yet, but did you consider the low particle effects flak?
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So would this work with 4.09?
For 4.10
Having said that, you could try downloading plutonium for 4.09 and replacing the 3d0 and effects folders with the ones from this pack.
You would also need the following class files from this pack: A1EB51AC0BFF8CAE and 8D6CE2FE0EE939B2, although they may prevent it from working in 4.09, in which case you'll have to remove them and put up with the crazy AA smoke trails and lack of ricochets.
This may or may not work, and I cannot test it as I do not have a 4.09 install. Good luck! :)
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where was that LOVELY F-4 in one of the screenshots gotten from?
I assume you mean the Phantom, as the 109 is an E-4. Here it is, and it does rock:
https://www.sas1946.com/main/index.php/topic,21682.0/topicseen.html
And yes, put the mod straight in the jsgmemods folder. And activate it. ;)
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CWMV - I did indeed. You were right - very realistic :D
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Thanks Gurner, i'll try it...
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Hi Gurner,Thanx for this impressive effects pack. This is getting better and better with any new release.
Works very fine in my DBW 1.71.
cheers
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Gurner
Great effects package mate, have not tried everything yet but what i have tried is very good. One small thing ::) would it be possible to have a delay before the buildings catch fire after they are destroyed? or better still to start as a small fire and develop into a larger fire as time passes?
Building fires take time to develop after a fire has started in them, i do not think a building would be engulfed in flames the moment a bomb is dropped on it, but more likely there would be an initial explosion followed by a fire which gradually grows, unless it is extinguished, untill it burns the whole building down or burns itself out.
cheers again mate
slipper
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Hello Slipper
You're right, but I do not know how feasible it would be to delay the fires. In fact, I think that may be something that I cannot achieve.
Can you help me out with something? Can you upload 4.2 to mediafire for me? Mediafire hates me for some reason! ::)
I'd greatly appreciate it :D
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Gurner did as you told me, just avoided the two class files and everithing seems to work just fine on my 4.09 install... just out of curiosity what are those two files supposed to do? ciao
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Hey when ever a fuel truck like the ones at Crimea (In quick mission builder, Ailled team, airbase target, near the end of the dirt runway) explodes the game crashes, its extremely annoying and its pissing me off, anyone know whats up?
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Excellent news! Does it look awesome? Let me know if you find any problems. If not I can provide support for 4.09 which would be good as I know a few people still use it.
The class file beginning with A alters the cannon smoketrails according to altitude and most importanly removes the smoke trails from anti aircraft fire which is very unrealistic as stock. Also improves fps. That mod is by Pablo.
Class file beginning with 8 is for ricochets. I believe this was converted for 4.10 by Ton, so there should be a 4.09 version.
Try these class files. If they do not work, remove them and look for 4.09 versions, then put the 4.09 class files in my V4.2 pack.
Enjoy :)
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Supercrapnstuff - what version of the mod are you using and what version of the game are you playing? What other mods do you have activated?
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V4.2 of the mod, 4.10 game, and only other mod is UP3 RC4
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So you're using v4.2 for up3, right? Because if you're using for example the version 4.2 for modact with up3 you will have problems. I think there is an issue with one version but I thought that was related to trains. That was not fixed last time I checked - problem with plutonium that is beyond my limited skills.
To re-iterate, if you are using UP3 you need this version: http://www.gamefront.com/files/21608586/%23UP%23_GurnerfxV4.2_UP3.zip
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CWMV - I did indeed. You were right - very realistic :D
Good!
Now I haven't seen the star bursts yet, but Ill keep looking!
Oops, forgot to add that I really love this pack. Thanks so much!
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Hi Gurner,
I am unable to get to the link on gamefront for the DBW 4.2 version. I would like to see your new version.
Thank you again for all of your efforts.
Railer
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Found something interesting here.
Playing on Manysh's repaint of the Libya map, campaign "Battleaxe I, flying the BF 109E"
Had these pop up:
(https://www.sas1946.rocks/images/imageshit/img811/8407/11981680.png)
Whats more is that the smoke columns themselves seemed to run out, then after a few seconds would begin to generate smoke again.
Would the mission file be helpful in determining which objects needed delt with?
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In my old AAA install there was a mod which increased smoke view distance but I can remember the exact details only that it was called whitesmoke.mat (there are several of those) and you had to increase the VisibleDistanceFar parameter.
Thanks for 4.2, I havent tried it yet but will do so soon...
Cheers
Istvan
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I am unable to get to the link on gamefront for the DBW 4.2 version. I would like to see your new version.
Can anyone do me a favour and upload it to mediafire and post it here?
On the subject of uploading, yes CWMV, it would be helpful to upload the mission file, and also please tell me where on the map that weirdness can be found. I've not seen that in testing, and I've bombed pretty much every object in the game on that map! You're not using the c&c mod are you?
The starburst is there, but only for a split second. I haven't bothered playing around with the timings yet. I'd say it's less dramatic but more realistic than standard plutonium. I should probably look at revolution and battle sights, see what they had going on.
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Istvan - You're right, there are a lot of whitesmoke.mat's, and all kinds of other mat files relating to smoke but it seems that no matter how high I set the view distance parameter the smoke still dissappears after about 5km. Would be awesome to be able to see burning cities from 10 or 20 or 50 km away!
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My favourite effects pack so far - thank you, Gurner!
One small request: the German R4M rockets still have that ugly thick grey 2D-smoke while in the meantime we are spoiled with other rockets 3d-smoke.
Would a change be possible fpr 4.3?
Thanks again and have a nice day, Gurner.
tacheles07
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Gurner
Here are some mediafire links mate.
https://www.mediafire.com/file/7zg3q45j2d30yid/0_GurnerFX_V4.2_modact_4.10.zip
https://www.mediafire.com/file/pwivrmaq91cpzr1/0_0_GurnerFX_V4.2_HSFX.zip
https://www.mediafire.com/file/64g897xx252lzns/#UP#_GurnerfxV4.2_UP3.zip
https://www.mediafire.com/file/44no670kapi9x1e/#DBW_1.71_V4.2Gurner_FX_comp.zip
hope this helps mate, soory to hear the fire delay can not be implemented.
regards
slipper
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I'll certainly look into those R4Ms for you Tacheles. I don't use them so I didn't know they were below par.
Thanks for the links Slipper, very helpful once again. KeyGirl PM'd me some links as well so now I've got links coming out of my arse! I'll give the fires some thought, but preliminary thinking has not yielded good results!
CWMV - Might those be smokes from the stationary objects list in FMB? If so I dunno what I'll be able to do because I've got no idea how or why plutonium effects those... effects ;D
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I'm certain they are actually.
Would be interesting to see why they aren't effected.
I'll pm the .mis your way.
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Thanks for the PM. I don't see anything in there that is obviously a static smoke, though. If you uploaded the mission itself with the location of the problem I could see it for myself and have an idea of how much of a problem it is and where to start looking... ;)
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Thank you Gurner for 4.2 DBW 1.71 it works perfectly on my machine including the flak. also Slipper for the link and VP Media for the new plane damage. You guys all rock.
Railer
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Happy to be of service :)
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Thanks for the update, all seems to work fine :) like the new fire animation but the smoke from destroyed vehicles seems a little "heavy" is it easy to turn down the volume and height? after taking out a medium convoy there would appear to be more smoke than is realistic. love the effect though, and am only nit-picking ;) not complaining! ;) taking out a Kubelwagen at an airport gives more result than a burning JU-52 :)
On another note (and i know nothing about the difficulties) how are the "static smoke and fires generated? so many older (and newer) campaigns use these placed objects, and now with your fantastic and realistic smokes/fires they stick out like the proverbial Dogs ball
A complete replacement set of stationary smokes and fires textures/effects would be a great upgrade, improving hundreds of earlier, but still very relevant and enjoyable missions/campains
Thankyou for your continued work on this great mod.
And on yet another note--
"The Fire objects from C&Cv2 increase the draw distance to make city fires visible over long distances at night (Semor's campaign?), but this also seems to drop the frame rate by half on my set up, which maybe stands to reason... I put these in experimentally at the last minute (for Blitz fires in London), but taking them out of the mission templates (and generating a new campaign) seems to improve things. Delete these from the mission templates (BoB7, BoB8a, etc.) to increase frame rates."
Taken from this thread- https://www.sas1946.com/main/index.php/topic,17630.48.html
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although there seem to be some issues, perhaps there is a hint at how to get longer draw distances for smoke, in the code used in that mod?
Cheers Dakpilot
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You're right, Dak - I concentrated on improving the look of the smokes but didn't really how they would look in comparison to each other.
I don't understand the static object fires yet. They look different in my pack when compared to plutonium, so the mod must effect them, but I don't know how. I thought I'd replaced pretty much all the smokes, but I guess not.
Thanks for the info on c&cv2, I'll have a look into that.
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I saw the starbursts!
Gurner, you f**king nailed it.
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Well, actually Steppenwolf nailed that one, but thanks all the same!
On another note, if you use this mod: @edit: Dead link removed in conjunction with my pack it will increase the view distance of smokes almost indefinitely
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Gurner
However, there have been a few reports in this thread of compatibility issues with c&c, so I don't know how how viable an option it will be. Worth a go while I search for a simpler solution though.
Do you think it would be possible to work on a complete solution to the compatability issues with C&C 2.0 please mate? i play a lot of night missions and C&C2.0 is essential to me. Issues i have noticed are :-
1) The very large fires when using the "fire" object in C&C2.0, as posted earlier, (the solution i posted does not work :-[ ). I think the same issue occurs with Sputnikshocks Realistic Airfield Lighting mod here.
https://www.sas1946.com/main/index.php/topic,23695.0.html
The fires look the same, so i am not sure if it is the same files causing this. They both look ok under standard Plutonium.
2) If using Target indicators (TI's) in game or from CY6's Fire Bombs and Flares mod
https://www.sas1946.com/main/index.php/topic,18601.msg199770.html#msg199770
they do not illuminate, and so are not visible when using your effects mod, again they show with Plutonium.
would be great if you could find a solution to these conflicts mate, i can't play without either mod, and have had no luck trying to find a solution yet.
regards
slipper
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I made a mod which restores the original static smoke and fire effects which can be placed in missions via FMB.
It also makes them independent from other ingame smoke effects so future changes in any effects mod wont screw up your static fx. Visibility distance of effects was increased to 30000 from 3000m.
Restored effects:
(http://www.vpmedia.eu/il2/zip/vp_Independent static smoke and fire2.jpg)
Download:
http://www.vpmedia.eu/il2/zip/vp_Independent static smoke and fire.zip (http://www.vpmedia.eu/il2/zip/vp_Independent static smoke and fire.zip)
Replace first part of smokes section of technics.ini with this text:
//======================================================================
// Smokes
//======================================================================
[Smokes]
Smoke1:Mesh 3do/Arms/Null/mono.sim
Smoke1:Effect Effects/Smokes/old_SmokeShipMedium.eff
Smoke2:Mesh 3do/Arms/Null/mono.sim
Smoke2:Effect Effects/Smokes/old_SmokeShipEnormous.eff
Smoke3:Mesh 3do/Arms/Null/mono.sim
Smoke3:Effect Effects/Smokes/old_SmokeBoiling.eff
Smoke4:Mesh 3do/Arms/Null/mono.sim
Smoke4:Effect Effects/Smokes/old_SmokeBoilingBig.eff
Smoke5:Mesh 3do/Arms/Null/mono.sim
Smoke5:Effect Effects/Smokes/old_SmokeBlack_plane.eff
Smoke6:Mesh 3do/Arms/Null/mono.sim
Smoke6:Effect Effects/Smokes/old_SmokeBlackToWhite.eff
Smoke7:Mesh 3do/Arms/Null/mono.sim
Smoke7:Effect Effects/Smokes/old_SmokeWhite.eff
Smoke8:Mesh 3do/Arms/Null/mono.sim
Smoke8:Effect Effects/Smokes/old_FireBoiling.eff
Smoke9:Mesh 3do/Arms/Null/mono.sim
Smoke9:Effect Effects/Smokes/old_FireBoilingBig.eff
Smoke10:Mesh 3do/Arms/Null/mono.sim
Smoke10:Effect Effects/Smokes/old_SmokeFire_plane.eff
Smoke11:Mesh 3do/Arms/Null/mono.sim
Smoke11:Effect Effects/Smokes/old_SmokeFireSmall.eff
Gurner you'd be welcome to update these effects with better ones, this is just a quick fix.
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Found something interesting here.
Playing on Manysh's repaint of the Libya map, campaign "Battleaxe I, flying the BF 109E"
Had these pop up:
[]https://www.sas1946.rocks/images/imageshit/dead/dead.gif]
Whats more is that the smoke columns themselves seemed to run out, then after a few seconds would begin to generate smoke again.
Would the mission file be helpful in determining which objects needed delt with?
my mod will fix these problems too
but I'm not sure about the C&C mod problems, that needs further investigation
edit:
I suspect that CY6 used the stock smoke effects as the basis of his work with Command and Control mod.
If he did so then you can edit the eff files after you installed my mod.
Make a backup of the files you editing.
look for a file called ...\Effects\Smokes\CityFire.eff in you C&C folder
inside change
'SmokeBoiling.eff'
to
'old_SmokeBoiling.eff'
in file Marksmoke.eff
MatName ..\Materials\WhiteSmoke.mat
to
MatName ..\Materials\old_WhiteSmoke.mat
in file WPsmoke.eff
MatName ..\Materials\WhiteSmoke.mat
to
MatName ..\Materials\old_WhiteSmoke.mat
in file Yellowsmoke.eff
MatName ..\Materials\WhiteSmoke.mat
to
MatName ..\Materials\old_WhiteSmoke.mat
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Wow, thanks VPMedia! 8) It seems you have special powers! I've never even considered looking at the technics.ini. Makes me wonder what else can be done that I'm not aware of. I think I'll have to start learning about editing class files soon...
However, I should point out that your mod will not increase the view distance unless combined with class files that have that effect
Thanks again
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you must change max effect distance in classfiles I think. but this was done before but all links are dead and I cant find it anymore. :(
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I disagree...try to lower the VisibleDistanceFar parameter in the file old_burnfire0.mat and zoom in and out in FMB (preferably before and after) and you'll see the difference...I did this test in a mission (Balaton map, pic below) where I placed all 11 stock static effects...yellow circle is stock view distance, red is the increased (3000->30000)
http://www.vpmedia.eu/il2/zip/distance.jpg
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Gurner
May have found a solution for the missing TI effect, try this and let me know mate.
I can confirm the Target Indicators still do not work with your mod mate, but maybe have a solution for them ;)
Regards the Target Indicators, these have never worked in DBW, so i did a bit of digging about in my old mods and found some files in the old Mosquito BMk XVI mod that seem to control T.I's. Drop this file into your #DBW mods folder and let me know if it works, seems to work for me
https://www.mediafire.com/?zz0j0dilcygoags
It could do with a bit of improvement, for example the TI's look good close up but as distance increases they look less realistic untill they look like one big 'blob', also they could do with being scaled down so that only three or four points of light are visible instead of the 30 or 40 in these files.
Do you think it would be possible to reduce the visible distance of TI's to about 5 - 10 km?
let me know if it works, for you all.
regards
slipper
hopefully they can all be integrated as one mod if they work. Fingers crossed
regards
slipper :)
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I would love to have the increased distance for all these effects. Please, mod it. It's not realistic to see smokes at only 3000m from our planes/cockpits....
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@Gurner
Hi...about smoke's visibility distance, check your PM
Cheers!
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VPMedia - I'm afraid to say that after testing I can confirm that class files are definitely required to increase the view distance beyond 5000m. Altering the parameter above that figure has no effect, at least in my install
Thanks Slipper, where's that quote from? Does that work for you as a solution?
Willy - this will definitely be resolved soon, just hang on...
Hguderian - thanks a lot for that. Unfortunately I've already tried it thanks to Bombsaway and it doesn't work, probably because it's 4.09. :( I'm going to teach myself how to work with class files, though, and then this issue will be resolved. I know it can be done because CY6's fire and flare mod increases the visibility distance almost as good as indefinitely
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Looks like another breakthrough is on the horizon :) :) love it when a bit of teamwork/input brings results!
hope it doesn't turn out to be a Fps hog ;) am just getting used to my setup working properly for the first time :) ???
Cheers Dakpilot
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Gurner
Sorry mate, it came from a post i made at vp's independant static smoke and fire discussion, here
https://www.sas1946.com/main/index.php/topic,25268.0.html
it looks as though vp's mod cures the problem with C&C 2.0's 'fire' objects, (some file editing required) and i think also with sputnikshocks FIDO object in his realistic lights mod. Have not tested that yet but the files and structure seem similar.
The only thing vp's mod did not 'fix' was the Target Indicators dropped by some British Bombers. With CY6's Fire Bombs and Flares mod, here
https://www.sas1946.com/main/index.php/topic,18601.msg199770.html#msg199770
The dropping of TI's acts as a reference point for following bombers to drop their bombs, its really very good, but under DBW i do not believe the TI's have ever functioned properly, they deploy as they should but with no illumination. Now using the files i posted earlier from an old Mosquito B.MK XVI mod you can get the TI's to show as they should.
The only thing that maybe needs fixing is the reduction in the number of coloured flares associated with each TI, as they are a bit of a fps killer, (CY6's mod partly addresses this, but could also maybe do with a few less). And also maybe the visibility distance for TI's needs to be decreased a little, as when dropped they look quite realistic but the further you get from them they look more and more unrealistic and turn into a big 'blob'. In my opinion it would be better to have the TI's dissapear at about 5-10 km.
Try them out mate, you may need to make sure they load quite near the top of your mods folder, and see what you think.
regards
slipper
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Gurner
Think i have managed to adjust the view distance of the TI's, down to about 9km, which means they still look fairly good at this distance.
Noted another anomaly with C&C 2.0, the 'barrage' object that places a box barrage around a 1km radius of enemy aircraft, does not generate the illuminating flak effect. Probably as this is classed as a stationary object and not artillery do you think?
Getting close to having quite a good effect at night, will post my findings after a bit more testing.
a further thing i would like to see is the visibility of the searchlight beam increased in height and viewable distance, not sure if it is possible though.
regards
slipper
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Sounds like you're making good progress with the flares, Slipper. Unfortunately I can't get involved right now as I'm trying to teach myself how to use Java files. It seems you need about six different utilities and getting them is hard enough, let alone using them!
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Ok, here it is!
Now you can see the smoke from burning buildings from miles away! ;D
http://www.gamefront.com/files/21654695/gurner%27s+distance.zip
Take the files OUT of the containing folder and put them in with the other hashed class files in gurner4.2
Or you could probably just stick the folder in your #DBW folder
Thanks to the following in no order who kindly guided me in the ways of Java (which is an absolute pain in the arse, if anybody's wondering, and I still know almost nothing...!)
Bombsaway, Verhangis, MilanTarik, Kazegami, Manysh, Epervier, Hguderian. Thanks guys. 8)
Sorry - UP3 not currently supported!
(http://i1207.photobucket.com/albums/bb480/luketastic/il2fb_2012_05_04_22_56_53_682.jpg)
You may experience framerate issues, I'm afraid. Will post a less extreme version tomorrow
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Thank You Gurner!
I've tested those files on DBW...and obviously work fine!
But since I've installed them I'm experiencing heavy FPS losses (from 60 to 40-25)...and this just in flight without any smoke effect going on.
it is also your case?
Regards
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Looking good :)
hguderian, same for me :-\ I thought it was the atomic bomb that was dropped that caused this :D
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No issues for me FPS wise, but my pc's an i5 2500k with loads of ram and a gtx560.
I have unnecessarily overdone the view distance - one of the parameters goes up to 50kms!
I'll post a shorter one tomorrow.
Can I have some opinions about how far out you think it's necessary to be able to see?
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It's only my opinion, but I think it could be max 25 Km...this to obtain a good mix of visual effect and performance. Bi the way I don't know which values are in those hash files.
Cheers
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This will be very useful on online CAS support missions, easy to find the target^^.
25km should be ok, if you are farther away then that smoke wouldnt interest you anyway :P
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These are not the same files that you pm'd me Hguderian (thanks again for those btw) - they were for 4.09 and didn't work in 4.10.
I learned how to resolve, edit and hash class files thanks to some very helpful people in order to edit some 4.10 compatible files.
I did use the same values though, by the logic that if it worked for someone else in the past it should work for me now.
The values I used are:
public static float MaxVisualDistance = 35000F;
public static float MaxStaticVisualDistance = 20000F;
public static float MaxLongVisualDistance = 50000F;
public static float MaxPlateVisualDistance = 30000F;
If it wasn't for your PM (and Bombsaway - he sent me a different version of the same mod) I wouldn't have known where to look, so thanks again for that :)
I'll post a 25 km version tomorrow, hopefully that'll be easier on our PCs!
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Glad to have been helpful.
I'll download the new version for sure tomorrow!!
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Actually that slow down was due to my A-Bomb, with normal bombs all is fine, only slight drop, from 60 to 50, and no drop at all without smoke. I wouldnt notice it without fraps anyway :)
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This works very well.
No noticeable slow down here.
Excellent stuff! Everything seems much more natural now.
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Today's version. Dropped it to 20kms, let me know if that's far enough
http://www.gamefront.com/files/21656380/gurner%27s+distance2.zip
By the way, does anyone have any idea why my computer might hate mediafire? It takes ages just to load the site, and that doesn't always work. It's certainly impossible to upload to it. You think my ISP could be blocking it or something?
Sorry, UP3 currently not supported!
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Hey Gurner, I love your mod man! It really gives a whole new look to the game! I have two things I would like to recommend you:
1) some time ago I found this fantastic wingtip stall trails on here and it's the most realistic ever! I have it on a zipfile but can't seem to find the original thread here anymore, if you want to have a look at it give me a shout!
2) are you planning on doing something for the hit effect of bullets? JapanCat was developing a very good effect system with sparks (which were there a lot, especially with bigger calibers) and impact smoke, you can see what he did here https://www.sas1946.com/main/index.php/topic,18816.0.html
I really love the new flak effect, with the spiky clouds in the middle, I just wonder why they're only visible from very close distance though :(
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Thanks, man! ;D
By all means PM me the stall trails. You don't like the ones here?
I think there is already sparks from bullets and impact smoke from cannon in this pack, isn't there? I had a look at JCs but prefer the ones here.
The flak effect is Steppenwolfs, I just brought it from a 4.09 to a 4.101 environment. I noticed the spiky clouds don't appear often but I haven't got around to looking into it yet. So many effects, so little time!
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Today's version. Dropped it to 20kms, let me know if that's far enough
http://www.gamefront.com/files/21656380/gurner%27s+distance2.zip
Do you tested this with UP ?? I tried it this morning and game load to 45% and i have this:
https://www.sas1946.rocks/images/imageshit/dead/dead.gif :D
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WOW!
That's psychadelic! ;D
Not tested with UP, but I can't see why it would make a difference - the class file I edited was a standard 4.101 file.
I imagine if it works with DBW and not UP that would mean the 4.10 file was modified for UP and then put back to standard for DBW, which seems unlikely. Doesn't it? My knowledge is limited!
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It's working perfectly in HSFX 5.1. Thank you.
I never understood why modpacks reduced the distance view for effects... Same with some textures, etc.
People with low PC,s could be interested, but it should be optional for ppl with top or high end PC,s.
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I am able to use this in my UP3 without any problems.
If you are not able then you must eb doing sth wrong.
S!
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Same as Manysh here in UP3, 45%CTD :-\ no funny effects though.
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
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Same as Manysh here in UP3, 45%CTD :-\ no funny effects though.
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
Do not get me wrong, but I am glad you have the same problem :D I been check all IL2 installation all seem to be ok
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Gurner
Another great addition mate, looks really immersive i like it a lot.
I wanted to ask you something though, when playing night missions there can be a bit of slow down (with any effects package, not just yours) with a large ammount of buildings burning, searchlights, flares, TI's etc. Now most of these are essential to get an immersive feel to night missions, but one area that maybe could be adjusted to give better fps is getting rid of all non essential smoke, things like building smoke, aircraft fire smoke, stuff you cannot see at night.
So i know this flys against everything you are trying to achieve, but how simple would it be to remove the above mentioned smokes, just for night missions?
Thanks again mate
slipper
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Downloads of the mod for DBW 1.71 just do no seem to start at all at the download links :( :(
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Hi Gurner
I am sorry to be a pain in the rear but I am unable to download from the link again.
Thanks for the new version it looks really good.
Railer
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Second long distance version works okay here with just a little frame rate loss Gurner thanks.I think you could even knock the viewing distance down to 15 or 10km and it still would look good,I mean if I'm 10 miles away from the target after dropping my bombs and heading home I'm not looking back at the target anyway,I'm checking my six for bandits. ;D
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I think you could even knock the viewing distance down to 15 or 10km and it still would look good.
+1 to 15km distance view.
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(http://oi47.tinypic.com/5l1761.jpg)
Thanks for the great effects Gurner ;D
And with your long view mod I can now see entire cities burning ;)
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Fantastic:
(http://i45.tinypic.com/d8qp2.jpg)
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It's not working in UP3 for me either. I really must remember to do more testing in future ;D
Which begs the question of Diving Hawk - How the hell did you manage to get it to work in your install?!
Now, how do I edit Class files again? :D ;)
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Gurner, if you are talking about the distance mod not working in UP3, your right, it causes my install to crash at 40% load, I remove it and it all works fine. It looks amazing in DBW, thanks.
Hoss
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I am sorry.
I was refering to the effects. I do not use the distance mod as the other guys said already.
Sorry I missed the anouncement for teh distance mod ???
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Now it makes more sense!
Anyway, it seems that the class in question was different from stock in UP3, then reverted back to stock in DBW for some reason, hense it not working in UP3.
Unfortunately it is not as "simple" ;) to change the UP3 class as it is the DBW class.
Hopefully we'll have it working in UP3 soon, but for now I'm afraid the distance mod is not working in UP3 :(
Watch this space!
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I definitely would like to see a 10km version,just to see what the frame rate loss would be compared to the 20km version.
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It's getting better and better, Gurner! Thank you for your support.
Btw - I would be grateful if you would take a look into the R4M-classfiles - still a weak point of the game in my opinion. :(
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I think you could even knock the viewing distance down to 15 or 10km and it still would look good.
+1 to 15km distance view.
Gurner,
I agree with Willy. I searched the internet and under clear conditions they say that rescue smoke can be seen in the air for about 10 miles (16 km). I think 15 km would probably be a good distance for our smoke visibility. Unbelieveably, I found that a person was spotted and rescued using a mirror at a record distance of 105 miles (169 km)!!! I had no idea a mirror was better than smoke. Learn something new everyday ;)
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Watch this space!
If you fix this I signs up for tutoring :)
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Hello Gurner,
I really like this effects compilation, especially the smokes. However, as you stated in the description, the smoke effects are not exactly FPS-friendly. They cause considerable stutter in my game. My game version is DBW 1.71. My operating system is Windows 7 Ultimate 64bit. Processor: AMD Phenom II X6 1090 3.20 GHz; 8 GB Ram; GTX 580 graphics card. I thought that this system would be able to easily handle IL-2 1946 at maximum graphics settings, even with your smoke effects. Is there perhaps something I need to change in the graphics card control panel, or in config. ini to make the game run more smoothly without sacrificing visual quality? I combed this thread for an answer, but didn't find it.
Thanks for your help,
FW
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very strange.
Im running an i7 2600K, not OC'd...yet/8gigs ram/GTX580 and I have no issues. I mean yes I notice a few stutters and some slowdown, but that is due to the inherent limits of the game, no way around it.
But really if I took Vsync off my FPS would never drop below 300, regardless of smokes.
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Hello Gurner,
I really like this effects compilation, especially the smokes. However, as you stated in the description, the smoke effects are not exactly FPS-friendly. They cause considerable stutter in my game. My game version is DBW 1.71. My operating system is Windows 7 Ultimate 64bit. Processor: AMD Phenom II X6 1090 3.20 GHz; 8 GB Ram; GTX 580 graphics card. I thought that this system would be able to easily handle IL-2 1946 at maximum graphics settings, even with your smoke effects. Is there perhaps something I need to change in the graphics card control panel, or in config. ini to make the game run more smoothly without sacrificing visual quality? I combed this thread for an answer, but didn't find it.
Thanks for your help,
FW
Check in conf.ini:
If Effects=2 --> Cause your stutters and problems with smokes.
Change it to:
Effects=1 or Effects=0
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If you fix this I signs up for tutoring
Oh dear. I was going to ask you how to do it! ;D ;)
Tacheles - I'll have a look at those rockets at some point. It's hard keeping track of all the stuff that wants doing!
Slipper - It would be easy to cut the smokes out, but it wouldn't automatically change when night falls. You'd need one mod for the day, and one for the night. Well, it might be possible with class files, but that's beyond my capabilities I'm afraid. Which smokes/effects are you talking about specifically?
Is anyone against reducing the visibility range? If not I'll reduce it further for framerate purposes.
Can someone please upload the distance mod to mediafire for Railer and others who can't use gamefront?
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Can someone please upload the distance mod to mediafire for Railer and others who can't use gamefront?
Here is: https://www.mediafire.com/?id4uwj5oqc16zob
Regards
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Thanks Willy, appreciate it! :)
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Hey Gurner did you get my PM? :)
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I'd like to see a 10km version.
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Oh yeah, Alex - that was one of the things I need to keep track of! I haven't had a chance to look at it yet, but I will. Who's is it?
Looks like everyone wants to downsize the view distance...
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Why not just upload the distance mod with all versions and leave the user to pick the distance he or she likes ?
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Actually I rather like it the way it is.
Yes I have a beefy machine, but even with the first far distance mod I had no noticable drop in FPS.
If it aint broke...
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any chance to have this mod working on plutonium for 4.09? :)
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The 20 km version i'm using looks fantastic .
@shardana
Did I read that right ? Your still using 4.09 ? Why ?
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Shardana - I assume you mean the distance mod?
Here it is for 4.09, uploaded by Hguderian and Bombsaway. Put ONLY the class files in with all your other Plutonium class files. Do NOT use the effects folder that comes with this dl. https://www.mediafire.com/?kxv30taiqhju7gv
Untested, but should work in theory.
Toranamadman - you're right - I'll put up one medium and one shorter range version.
BTW Alex T - how do you get on with "mailbigfile"? I need an alternative to mediafire. You think mbf would be any good?
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@toranamadman becouse i can't fly without tiger's fly byes sound... :)
thank you Gurner i'll check this later! :)
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Can't blame you . Great sound pack . I'm waiting for the 4.10 version .
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gurner where is it? I can't see any download link in your post related to your statement: "Here it is for 4.09, uploaded by Hguderian and Bombsaway."
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Oops, sorry - here it is: https://www.mediafire.com/?kxv30taiqhju7gv
Let me know if it works
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Great addition to UP3! Thanks for sharing with us.
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Gurner no need to be sorry, just checked and it works flawlessy!!! thanks mate!
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Hello Gurner,
I really like this effects compilation, especially the smokes. However, as you stated in the description, the smoke effects are not exactly FPS-friendly. They cause considerable stutter in my game. My game version is DBW 1.71. My operating system is Windows 7 Ultimate 64bit. Processor: AMD Phenom II X6 1090 3.20 GHz; 8 GB Ram; GTX 580 graphics card. I thought that this system would be able to easily handle IL-2 1946 at maximum graphics settings, even with your smoke effects. Is there perhaps something I need to change in the graphics card control panel, or in config. ini to make the game run more smoothly without sacrificing visual quality? I combed this thread for an answer, but didn't find it.
Thanks for your help,
FW
Check in conf.ini:
If Effects=2 --> Cause your stutters and problems with smokes.
Change it to:
Effects=1 or Effects=0
Thanks, PA_Willy,
That was it! I changed the Effects-entry in config.ini from "2" to "0" and now everything runs smooth as silk. :)
Cheers,
FW
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Nice distance effect!
(https://lh5.googleusercontent.com/-_W7Qed9XbQ4/T6fohcUkqPI/AAAAAAAACgU/4acaH4u3F5E/s1024/06.05.jpg)
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Gurner which SFS you extract to get this class files for distance mod ?
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Hey Manysh.
I didn't extract them, I took them from here: http://www.fusionpack.net/stuff/
The one I changed was com/il-2/ai/world but the up3 world class looks different from the 4101 world class for some reason, and when I compile it after editing I get 36 errors.
As I hadn't even seen Java script till a few days ago I have no idea what to do about the errors! :-[
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I been trying to find this class files in UP3 but I have no time to extract all SFS archives :) I we can find them, we can change them :) If I'm right :)
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Gurner are we still going to see a 10km version?
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Well the world file is there if you click on the link - up-3rc4 classes, ready for download.
But when I compile it I get errors that I don't understand.
You think we have to extract it ourselves, that there's a problem with the up3rc4 dl? There's two up3rc4 dl's there, but they're both the same.
Could try a different compiler, I suppose - I've been looking around the forums and it seems sometimes one compiler succeeds where another fails, but I'm a total newb at this so I dunno...
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Gurner are we still going to see a 10km version?
Gumpy,
Why do you want a 10 km (6 miles) version? Just don't use the DISTANCE MOD at all. (Key word here being distance) That is such a short distance we almost get that by default. No use adding an additional MOD for such little gain especially if your setup has trouble keeping up. Just wondering...
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Nevertheless, here it is: http://www.gamefront.com/files/21669235/Gurner%27s_distance10k+%282%29.zip
10kms is double the standard distance.
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Gurner are we still going to see a 10km version?
Gumpy,
Why do you want a 10 km (6 miles) version? Just don't use the DISTANCE MOD at all. (Key word here being distance) That is such a short distance we almost get that by default. No use adding an additional MOD for such little gain especially if your setup has trouble keeping up. Just wondering...
I believe you answered your own question when you said (we almost get that). Go build a big bonfire then get in your car and drive 6 miles away and see if you can see the smoke.I think default viewing distance is only 2 to 3 miles.Big thanks Gurner.
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Hi Gumpy,
sorry, you're wrong! Every day I can see smoke and steam from "Bayer Leverkusen"!
The "Bayer" Factory in Leverkusen (near cologne/ germany) is 15 Km's away from my home...!
Regards, Gerhard
Hallo Gurner, thank you very much for this wonderful mod!
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Gurner are we still going to see a 10km version?
Gumpy,
Why do you want a 10 km (6 miles) version? Just don't use the DISTANCE MOD at all. (Key word here being distance) That is such a short distance we almost get that by default. No use adding an additional MOD for such little gain especially if your setup has trouble keeping up. Just wondering...
I believe you answered your own question when you said (we almost get that). Go build a big bonfire then get in your car and drive 6 miles away and see if you can see the smoke.I think default viewing distance is only 2 to 3 miles.Big thanks Gurner.
Gumpy,
Hey, no problem. I just wasn't sure those extra 2-3 miles was worth the slow down you experienced that's all... I don't really see any slow down even with the 20 km version but I saw that you were having some problems. Hope it works better for you.
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Now it's working great dpeters95. 8)
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These are not the same files that you pm'd me Hguderian (thanks again for those btw) - they were for 4.09 and didn't work in 4.10.
I learned how to resolve, edit and hash class files thanks to some very helpful people in order to edit some 4.10 compatible files.
I did use the same values though, by the logic that if it worked for someone else in the past it should work for me now.
The values I used are:
public static float MaxVisualDistance = 35000F;
public static float MaxStaticVisualDistance = 20000F;
public static float MaxLongVisualDistance = 50000F;
public static float MaxPlateVisualDistance = 30000F;
If it wasn't for your PM (and Bombsaway - he sent me a different version of the same mod) I wouldn't have known where to look, so thanks again for that :)
I'll post a 25 km version tomorrow, hopefully that'll be easier on our PCs!
As you can see the distance in the game is setted for some specifics type:
Which are them in the specifics?
MaxVisualDistance = 35000F << for planes and moving objects?
MaxStaticVisualDistance = 20000F << for stationary and statics?
MaxLongVisualDistance = 50000F << for landscape?
MaxPlateVisualDistance = 30000F << for airfields?
I think that setting different value can influence the frame rate , the longest shauld be the landscape to avoid the pop up of mountains , then airfields and after static and dynamic objects....
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Guys,
Should I just add classfiles from "Long distance effect" mod into main folder with "Gurner's compilation" to make it work?
Thanks a lot.
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Morning!
You should put the class files in with the class files you already have in 4.2
Or you should be able to just put the whole folder (as long as you aren't using the 4.09 version) into your DBW folder. Be aware that you'll only see long distance smokes if my mod is also enabled. This might be easier if you want to change between the distance mods to see which is best for your system.
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I love this mod, been blowing up a whole town with industrial areas and WHOW the fire and smoke from distance up to 20 km is spectacular! No fpsdrop!
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I love this mod, been blowing up a whole town with industrial areas and WHOW the fire and smoke from distance up to 20 km is spectacular! No fpsdrop!
Same here, running on an average system, smooth as silk... ;)
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I love this mod, been blowing up a whole town with industrial areas and WHOW the fire and smoke from distance up to 20 km is spectacular! No fpsdrop!
+2
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Now it's working great dpeters95. 8)
Excellent news Gumpy!
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Ok, here's the UP3 version https://rapidshare.com/files/1375470365/Gurner_sUP3Distance.zip
Sorry for the delay, it was what I would describe as a pain in the arse!
Put the folder in your #UP# folder or put the class files in with the class files already in your 4.2 compilation.
I only tested this by flying away from Bastogne for 5 mins while it was being bombed, so please test and let me know if you have any issues. Distance is 15 km.
I'm trying rapidshare as I can't upload to mediafire (I can barely even download from it, dunno why it hates me so much!! >:() and some people can't dl from gamefront. I think you click on Download under "Download to my computer", and then click "free download". Let me know if anyone has problems with rapidshare
Enjoy 8)
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Yesterday DL and installed, looks fantastic :o
Thanks a lot for that great MOD!!
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Where is everybody? Is nobody playing UP3 anymore? ??? ;D
Anyway, time to tie up the loose ends that accumulated while I was working on the distance mod:
Alex T - thanks for the stall effect, it's very pretty but I prefer the one we have now as I think it looks more realistic - more like vapour. You know how to replace the plutonium effect with yours so you can use it in this compilation, right?
Tacheles - the R4Ms and x4s will be fixed in version 4.3, which isn't far off.
Slipper - If you've changed the visible distance of the ti's it sounds like you're becoming a bit of a modder! If those TIs you uploaded are working fine for you I'll include them in V4.3. You think 9km is a good visible distance for them?
Also I'll do that night time mod for you. Night time use only though, I'm afraid
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Gurner
Slipper - If you've changed the visible distance of the ti's it sounds like you're becoming a bit of a modder! If those TIs you uploaded are working fine for you I'll include them in V4.3. You think 9km is a good visible distance for them?
Also I'll do that night time mod for you. Night time use only though, I'm afraid
Sorry i have not replied earlier mate, been busy with work and that. Sounds great about the night time mod mate, really just wanted to get rid of any effects you would not see at night so mainly all the smoke i suppose to save some fps. No problem that it is a separate mod as i have made a jsgme pack that loads all my planes/effects etc just for night missions, so it will fit in perfectly :).
As regards the TI's you can change the distance if you want by adjusting the value, VisibleDistanceFar 50000.0 (default) in the fcircle.Mat contained in the Target Indicator folder i uploaded.
I found round about 9-10km gives quite a good effect, as TI's were not visible over large distances but were used mainly over the target area to try and mark the aimpoint, so the Bomber would still need to find their own way to the target, and not be guided there by the TI's.
Thanks again mate for your continued support of a great mod
regards
slipper
p.s One more thing i wondered, now you are a classfiles expert ;), was do you think it would be possible to add a flare effect to the illumination flares that can be dropped by some bombers? The flare effect is available in sputniks brilliant realistic lighting mod, see here
https://www.sas1946.com/main/index.php/topic,23695.0.html
This adds a really good flare effect which is visible for miles, but has no illumination effect.
Whilst the paraflares, see here for an example
https://www.sas1946.com/main/index.php/topic,4415.0.html
give a really good illumination effect, but the actual flare it self does not shine, which makes it hard to see unless very close, or the paraflare is close to the ground.
ideally the paraflares would keep there illumination effect, but the flare itself would be visible like in sputnikshocks realistic lighting.
cheers mate
slipper
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@ Gurner: yeah man, I already use the effect. Wingtip vortexes are a vaporous condensation, but the textures used now are like little steamy clouds, which is not correct. The one I sent you are the most realistic I've ever seen (and I'm not talking about the sim, I'm talking in real life, I fly with high performance propeller aircraft and I have seen them in real life), especially cos they're irregular and break, but hey' that's your mod, so it's your choice.
Anyway, do you think you could implement them for propeller tips like we see on helicopters here already? They were quite a common view on aircraft carriers for instance, because of the high humidity of the air.
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Gurner,
First off, love your work mate, great effects. The only recommendation I would make (if I may be so bold) is to suggest that the flak "smoke" post explosion should remain a bit longer; it seems to disappear somewhat too quickly.
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Hey Alex T, can you shoot me those textures you speak of?
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Slipper - I don't think my skills extend that far yet!
Wesmar - Thanks! :) You're right, but the quicker they disappear the less potential problems we have with java limits and FPS. I'll look into it, though.
Alex T - Yeah, I like the way it breaks, but the vapour trail is just a solid while line! Maybe I'll look into combining the two for V4.3. Unfortunately vapour from the propellers Is beyond my abilities, I think. It would look awesome, but would be especially difficult because you'd have to make it change according to altitude and weather conditions and location and all sorts, which would be very complicated!
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Gurner i do not tested but i am glad you did it :) respect :)
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Thanks Manysh :) I'll PM you how I did it, in case it's useful to you some day
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Hi Gurner,
Thanks for the mod and distance add-on for UP3.
I have also been having a similar problem to wesmar the flak "smoke" post explosion should remain a bit longer; it seems to disappear somewhat too quickly.
The ack puffs I get are very small, look like standard explosions and sometimes kind of flickery.
Also, some of the squad members that I fly with are experiencing 'Blocky' looking fires and smoke. Has anybody else had this occur?
I hope this does not come across as being ungrateful or picky, as I think the work you have done compiling and editing all these effects is brilliant, and has added greatly to the game experience.
Cheers.
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With respect to the FLAK, I believe the effect itself is excellent, just the duration needs to be increased.
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Deadstick and Wesmar - Flak will be slightly alterred for V4.3. Also will remain visible slightly longer but only a couple of seconds cos I don't want to compromise FPS or the other effects too much.
With blocky textures a guy who has posted in this topic a few times called 50cal had a similar problem - you could PM him and ask if he fixed it.
A quick search suggests your squadmates may need to update their GPU drivers, but I would also suspect there could be a problem with their download - I once had a problem with square trees on a map, which went away when I re-downloaded it. I have not personally tested this mod online
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Slipper - here's that night time version for you. Smokes removed, size of fires slightly increased. Includes the TIs that you provided a link for. Compatible with, but does not include the distance mod. When combined with distance mod fires should be visible for 15 kilometres.
For DBW, put in jsgmemods folder, activate in JSGME
Enjoy :)
https://rapidshare.com/files/1035986002/_DBW_1.71_Gurner_Night_FX.zip
Your PMs are full, BTW
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Also Deadstick, I just saw a post in another topic saying lines typed incorrectly in the load.ini can cause squares instead of textures
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Gurner thanks a lot mate, really appreciate this.
regards, a very happy :) :)
slipper
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Welcome. Presented with the following problem. I have it with any mods either on UP3.0 and if the DBW 1.7.1. I do not know what it really is. Please solution. Deal with that already the fifth Month. So please help. This thing is taking place all the time, I repeat all the time. Since I only have v4.10.1 and UP3.0 or DBW 1.7.1. Various mods under the RPS JSGME 5.0 etc as well as compilation and Gurner FX 4.1, 4.2. I do not know what the charge is 20% the game crashes to the desktop and automatically reduces the resolution to 1024x960. I also like to UP3.0 RPS 5.0 In this example, the thing that was different then crashing or is hung. It was always 5% charge and 20% load >:(
I wrote on another forum IL2 Polish. Nobody could tell what it is exactly. I have Win 7th Perhaps I have a broken-installing the game. Because of v4.09 was all beautiful and nice. But the DBW and UP3.0 v4.10.1 full of problems I have with mods, and especially with this;/
Same foam and realistic mods do not work :-[
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Thanks for making me feel welcome! ;D
Can't really understand the problem you have - maybe the non-english language board can help?
Anyway, try this:
1. disable everything including up3 in JSGME
2. select DBW in IL-2 Selector 2.2.2
Can you play IL-2 now? If NO, install again IL-2 and patch up to DBW 1.71. If YES see the following:
3. activate gurner 4.2 in JSGME
Can you play IL-2 now? If NO, download again Gurner 4.2. If still NO install again IL-2 and patch up to DBW1.71. If YES see the following:
4. activate other mods that you want but DO NOT activate rps5.0 or gurner 4.1. Try to play IL-2 after every mod is activated. When IL-2 crashes, remove that mod that caused crash.
Good luck!
Na zdrowie ;D
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This means it is possible that as the installation of the game going into Polish then something might be wrong? So I choose English? IL 2 Reinstalowa??m more than once with wzgl?u for such a thing. It was the same with the fashions of UP3.0 and DBW1.7.1 and DBW DBW is 1.6 I think. In one selector. And I have to choose from. I reinstalled, I flew over. I still do the same. It is possible that has a bad-installing? Jes original game to V4.08 patch ... :(
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GrechuxD send me PM with your problem, I speak polish :) I may try to help you :)
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I did what you said the message to Gurner. Nothing works. I reinstalled it more than once from scratch. NWM myself really what is. Never with such a problem is not met and met with you.
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Gurner ignore his last post, I have chat with him on PM ;)
Na zdrowie ;D
I am impressed :D
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Thanks Manysh.
I hope Manysh can help you, GrechuxD. Unfortunately I cannot speak any Polish apart from czesc, jak sie masz and na zdrowie. And kurwa, of course. The Polish guys at work insert that word into every sentence... ;D
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You are right :D
This is national disease, I say kurwa when I see java code :)
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Yeah - "Now I'll just compile the class file... 2354 errors? Kurwa mac!!!" >:( ;D
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yep have the same problem :)
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Gurner this is awesome !!! Been havin a blast with this for the last week, Great job! I just have one little glitch...everything works perfect except mid air explosions, they go blocky. very blocky. like atari. Been reading but can't figure it out. I'm on a amd 6670HD, win7/64, i7 2600 12 gb. Anyone out there with a similar issue? If anyones found the prob please feel free to PM or reply here. THNX.
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OK, I checked the midair.mat in 3do/effects /textures and added tfTranspBorder 1 like so:
[ClassInfo]
ClassName TMaterial
[General]
tfDoubleSide 1
tfShouldSort 1
tfGameTimer 1
tfDropShadow 0
tfMotionBlur 0
[LightParams]
Ambient 0.00
Diffuse 0.00
Specular 0.0
SpecularPow 0
Shine 1.0
[Layer0]
TextureName MidAir.tga
PaletteName
Frame 0.0
VisibleDistanceNear 0.0
VisibleDistanceFar 50000.0
TextureCoordScale 0.0 0.0 1.0 1.0
ColorScale 1.0 1.0 1.0 1.0
tfWrapX 1
tfWrapY 1
tfMinLinear 1
tfMagLinear 1
tfMipMap 0
tfBlend 1
tfBlendAdd 1
tfTestA 1
tfTestZ 1
tfTranspBorder 1
tfNoWriteZ 1
tfUpDateClear 0
tfModulate 1
tfNoTexture 0
tfAnimatePalette 1
tfAnimateSkippedFrames 1
tfImageResident 0
SubPictures 0
Then went and blew up some '52 s and still had the square explosions.....
Did I do that right? anyway thanks for your quick reply FLY!
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Glad you like the effects, Freya! :)
Unfortunately I don't know for sure how to help you because I can't replicate your problem. Did you disable then re-enable the mod in JSGME after you made the alteration you mentioned? Because you would have to do that for the game to register that you changed it.
Other possible issues are problem with your GPU driver or problem with your download. Check your driver and re-download my modpack.
Good luck :D
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I m very sorry but it seems my prob had nothing to do with gurners effects at all. After some testing (trial and error) I've found it to be a conf.ini thing. In particular, the entry TexMipFilter. I had mine at =3 when it should have been at =2. So if anyone runs across this I hope it helps. It helps me. Now the bad guys blow up real good. Just to clarify, I'm using amd 6670HD /win64/i7-2600. I used to be an Nvidia guy, so I'm still working out some "tweaks".........
Cheers,
Freya
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Thanks for letting us know, Freya :)
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Thanks again for all your work on these effects! Just a thought on the Brown dust for vehicles from plutonium (sorry to repeat myself ;))
The Long view distance mod is a huge step forward, and a great addition to more immersive gameplay! smokes popping out of view was always a real killer.
Maybe there is a similar trick that can be done to trees and some buildings just to reduce the pop-up in some circumstances without killing FPS?
I have found myself going back to version 4.1 because of the vehicle smoke, after taking out a convoy of vehicles, for example easily seen by watching "The Back Death" there just seems to be too much similar huge smoke columns and also a bit of an FPS hit, whereas your city/building smoke is outstanding, the vehicles just dont seem as convincing. If there was a way to reduce the height and size it would be a great improvement (only in my eyes :) maybe, this is only a very personal view and not a critism!! ;D)
Thanks again for your continued contribution to Such improved effects to IL-2
Cheers Dakpilot
Cheers Dakpilot
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Cheers cheers yourself! ;D
What's that about the brown dust? I don't remember any mention of the brown dust. I don't really have any problem with the dust, personally.
Vehicle smoke will be changed for 4.3, but it's difficult because what looks like too much smoke when you destroy 6 vehicles looks like too little when you destroy one.
I'd love to increase the visibility distance for buildings and trees but I don't have time at the moment to read all the Java code till I find the file that needs editing... If anyone knows which class file needs to be edited or even has an old visibility mod that doesn't work in 4.10 that'd show me what to edit... Any information greatfully received. Mods that alter the effects view distance are no good though, because that has no effect on the building pop-up. I tried.
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More dust mate :D i just swap to your effect completely and is cool :)
but :D
tank and desert dust,........ MORE :D
Flak explosion is nice but need more fire and i have some strange grey cloud after explosion :-\
static fire is cool but to fast i will slow this down a bit
static smoke to thick
you reduce 100kg bomb explosion ?
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Hey, thanks Manysh ;D
Yeah, dusty desert tank dust looks great, but not so much when the tanks are on mud or tarmac... And I can't make the game tell the difference. Yet.
I quite like the flak. Isn't there supposed to be smoke cloud? I had some people complaining earlier that the smoke didn't last long enough. You can't please all of the people all of the time... :D
You mean flames or smoke from burning static vehicle is too fast?
Don't think I reduced 100kg bomb explosion. I'm only aware of bomb 10, 250, and 1000kg. Which effect do you mean?
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I quite like the flak. Isn't there supposed to be smoke cloud? I had some people complaining earlier that the smoke didn't last long enough. You can't please all of the people all of the time... :D
No no no flak is fine but after explosion with no fire, i have small gray cloud appears for the moment i think is a bug :)
I will try to do screenshot you will see what i mean
You mean flames or smoke from burning static vehicle is too fast?
ignore that :) I think i like it now :D
Don't think I reduced 100kg bomb explosion. I'm only aware of bomb 10, 250, and 1000kg. Which effect do you mean?
when i drop 100Kb bomb there is no explosion but something like that
http://www.youtube.com/watch?v=r7Ic1FvDS0w
:D
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But which bomb are you refering to? I am not aware of any 100 kg bombs in IL-2.
I have changed
10kg :)
250 kg :D
1000 kg ;D
Where can I find the mysterious 100 kg bomb? ???
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I took some screenshots of the Brown tank dust from plutonium but they dont really do it justice,(so I haven't posted) however the brown/biege? colour is just a lot more natural/more realistic than Grey dust in 99% of situations, also makes spotting ground targets a tiny bit easier ;)
It is no biggie I just overwrite plutonium with yours and the brown dust remains ;) For Deserts I have a Desert tank and Aircraft dust combined that I just enable via JSGME when needed
Cheers Dakpilot
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There are 100kg bombs on US wildcat, Brit Martlet and Swordfish And RU FAB100 on many aircraft plus JAP 100kg on BN5 etc. :) ;)
Cheers Dakpilot
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Ah yes, now I see what we are talking about.
I get a flash followed by a small dirt spray. Could look a bit more destructive I guess but I don't know what it looked like before and I don't know which files to look at...
I'm not getting much fire with the flak either, so I'll look at increasing that for 4.3. Smoke looks fine for me though.
That desert dust does look awesome. I'll have a look at the brown dust you're talking about. I wasn't aware mine was grey, actually.
Cheers! :D
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Smoke is great, just make it last longer......
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Which smoke are you refering to, Wesmar? As far as I'm aware my smoke lasts forever.
And ever.
And ever.
And ever.
And ever.
And ever.
And ever.
Etc.
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But which bomb are you refering to? I am not aware of any 100 kg bombs in IL-2.
I have changed
10kg :)
250 kg :D
1000 kg ;D
Where can I find the mysterious 100 kg bomb? ???
i am not talking about effect folders, many planes and bombers have 100kg bombs . I notice 800kg bomb have the same problem.
Ups ;)
I will keep you busy :D
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I think 10 kg or maybe rocket effects will change 100 kg. Does 800kg look exactly the same as 100 kg?
There is always something more to do! :D
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I think 10 kg or maybe rocket effects will change 100 kg. Does 800kg look exactly the same as 100 kg?
Yes
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Thanks Manysh, I'll look into it
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Gurner what about blue engine flames for P-51 and spitfire, missing ?? Or i mess up something....
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Blue flames present and correct here. You've broken my fx pack! :'(
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Sorry mate :)
you can always rely on me :)
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I am using this mod in my HSFX 5.0.1 install. I'm liking what I see except for the 3D issues on my P-38J and P-38L stock versions (see screenshot). Look at the engine cowlings. They have become 'unattached' from the main body.
*I'm using your HSFX version from the Mediafire link provided by KeyGirl.
**EDIT: I deleted the Engine1_D0.msh and Engine2_D0.msh files from these P-38 folders and that seemed to resolve the issue. However, I still see some issues with two left-engine spinners and some seperated 'seams' in the booms on some P-38 models. This all seems to be related somehow to HSFX, as I don't see any of these 3D issues in UP3. (I know that the spinners in HSFX have been 'rounded' while the ones in UP3 have not, so maybe that could be where the solution can be found.)
Even when I completely remove this mod, I see some 3D issues on several P-38 models where certain areas (mostly the engine/spinner area) do not 'fit' correctly. There are spaces/gaps or general misalignment on some models while others seem ok. In UP3 I don't see any of these issues at all. Again, this seems to point to something in HSFX.
(https://www.sas1946.rocks/images/imageshit/img43/1074/gurner42.jpg)
Aviar
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Hi friends,
I am using DBW 1.71 with Gurner effect. It is all ok, but there are no pieces detaching from the airplane that I am shooting. Somebody can tell me the reason and what to modify?
Thanks
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You mean rudders and ailerons don't detach? Or little debris particles are not visible?
There are no little debris particles in this pack.
You could try using this mod: https://www.sas1946.com/main/index.php/topic,16790.0.html From the video it looks like all kinds of stuff falls off the plane!
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Thanks Gurner, I intended the little debris particles that I see in stock 4.11.1. So I tought that I did something wrong meanwhile, as you say, there are not debris particles in the pack and it is normal that I do not see them.
Thanks again
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Hi Gurner,
if there is a 4.3 of your great mod and you find the time - please take care of the infamous stock R4M-rocket trails. They are so ugly and don't fit to the rest of the effects.
Thanks and take care,
tacheles 07
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Hey Tacheles - I'm on it! r4ms and x-4s are corrected., along with many other improvements.
Coming soon...
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Gurner
Wondering if you had chance to have a look at the tracer visibility mate? It was mentioned here
https://www.sas1946.com/main/index.php/topic,25916.msg269786.html#msg269786
if possible would like it tuned down a lot for daytime use, and maybe have a bit more visibility for night time, even if it means changing a few files to obtain both.
Thought of maybe 1 km day 5 km night, as a trial.
Was also wondering if the flak explosion could have a bit of a larger initial 'flash' associated with it? to make it more visible and also visible from a larger distance at night?
Cheers mate, looking forward to the new release
p.s Could you please maybe do me a Gurner effects night version of your new effects like you did with the last?
cheers mate
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Hi, it turns out it's not as simple as I thought to reduce the tracer visibility range. There seems to be a seperate underlying tracer effect that cannot be altered in the normal way. I'm currently trawling through the class files looking for a way to change the distance but no luck as yet. I'm afraid it may prove to be impossible :(
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Gurner
Benitomuso made a mod here mate
https://www.sas1946.com/main/index.php/topic,12198.0.html
look at the one called PAL SmokeTrail and Tracers V1.1
It works fine mate, but i do not seem to get any smoke associated with it at all, don't know if its any good for you?
cheers mate
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I like your thinking :) I'll look into it.
You should have no trouble with smoketrails since that mod is in my modpack, and and I definitely have cannon smoketrails. They even vary according to altitude thanks to Benitomuso's clever programming.
Perhaps in your case it's conflicting with the version you already have in my compilation?
Edit: Can't see anything in there pertaining to visible distance unfortunately, and I lack the skill to add anything myself.
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You need to set something in your conf.ini :) Just look into benitomuso's readme.
Here are my settings:
PALNoTracers=0
PALNoSmoketrails=0
that should give you your tracers and smokes ;)
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That's a good point. Although I didn't change my conf.ini and I see tracers and smoke trails no problem
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Gurner
One last thing mate, something that has bothered me for a while, but i kept forgetting about it.
The smoke generated by RATO/JATO units and any rocket propelled plane, just does not seem right and kind of a 'greenish' colour.
See here for some footage of a real Me-163, and for what it would be good to replicate in some way
http://www.youtube.com/watch?v=dLelTbeXA4g
and RATO
http://www.youtube.com/watch?v=ebsf769P2O4
What do you think mate?
regards
slipper
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I don't have an f100 in my install. Do we have any other planes with rato jato units? I can look into changing the shape of the smoke on the 163 but I can't change the colour cos it looks perfectly grey to my eyes!
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Thanks for the reply mate, yeah should have said the colour on the Me-163 is ok, its more on the RATO units.
A few planes have them, you should have the Arado 234, I think it comes as standard in most installs, I think they are loaded as standard when planes first waypoint is the runway. The thunderjet and new P- 80's have them to mate.
Cheers mate
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Those who were asking about visibility distance of tracers, check this out - https://www.sas1946.com/main/index.php/topic,26166.0.html
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Thanks mate for the heads up.
I don't know what effects package Santobr is using but i like the engine smoke on his video.
Few more links for Me-163 and RATO mate if interested
see here at about 4.20
http://www.youtube.com/watch?v=a5a69PQ88KQ
here
http://www.youtube.com/watch?v=wnwQcr8tnAw&feature=related
http://www.youtube.com/watch?v=EcNC9hWvMik&feature=related
Good one here after about 0.30 of the RATO on a Ar-234
http://www.youtube.com/watch?v=h0JsVXr2KAo
and here about 2.20
http://www.youtube.com/watch?v=o6oxQYECkgQ&feature=related
cheers mate
slipper
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Gurner
Watching santobrs video in his new tracer mod here
http://youtu.be/IYgIE9TqOOo
I must say i was impressed by some of the smoke effects. Was wondering if it may be possible to include the heavy engine smoke visible after about 7 secs in the video, think it is plutonium. And also the blue engine smoke, visible after about 4.22?
in my opinion they both add that little bit more to the effects, not really a fan of the real heavy engine smoke we have at the moment.
Thanks mate once again for a superb effects package
regards
slipper
Cheers mate
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Think the smoke is Santo's own. I believe the smoke I use is pretty much straight from plutonium. I've cut down the thickness of the smoke for 4.3, so you may prefer that, or you can put Santo's mod in your mods folder when he releases it and it should overwrite my smoke.
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Thanks for the reply mate
Just read that santo is releasing his mod, so look forward to trying that, really a big fan of your effects except for the really thick engine smoke mate, so looking forward to trying the reduced thickness in your 4.3 mod.
Thanks again
regards
slipper
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I got the mod to work fine with UP3. But when I added the 3 files for the "Awesome Long view distance mod", it CTD at 45%. I had gotten it to work before on an older install of my game (that I deleted because of problems with a mod). I made sure to de-activate the mod before adding the files but it still doesn't work. HELP!
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Sounds like you're using the wrong long distance mod. This is the one that works with UP3: https://rapidshare.com/files/1375470365/Gurner_sUP3Distance.zip
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Thank you for the link it didn't CTD this time. However, I don't seem to be getting the smoke effects like in the picture. The smoke just goes straight up from the burning building, not spread out. I don't know what I may be doing wrong.
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Newbie,I dont think you did something wrong. the smoke effect that you mention comes from one of the static smokes,this can be placed like a normal objects on the map via FMB.
Maybe Gurner can give this Smokes a little mor "dynamic touch" in the next version of his Pack.
BTW: Very cool work Gurner.The Effects & distance mod are outstandig! 8)
Greets.
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Oh well that's ok. Perhaps that is the 10km version of the smoke that wouldn't work for me. Thank a lot Gurner, these effect are beast!
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If you don't see the white/grey smoke when you bomb buildings (black when you bomb fuel tanks) the mod is not working. In this case you should download the correct version again and use it with JSGME
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Hey Gurner, no offense, but I personally like dark thick, long lasting engine smoke like this one: https://www.sas1946.com/main/index.php/topic,24507.0.html . I was wondering, is there a way to remove the engine smoke in your mod and have this other mod work parallel to it? I have tried putting the other mod to load first, merge it with your mod, but to no avail.
BTW, I have gotten this other smoke mod to work with Plutonium max effects v2.
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Yeah, just find the files in my pack with the same name as those in Hangman's mod and overwrite them
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Hi Gurner – thanks for compilation of wonderful effects – the long distance smoke is awesome and adds immensely to the realism & emersion factor ;)
I was wondering how to get back the phosphorus bomb effect with the old Plutonium effects mod, it was in place of the napalm. Wrong effect for napalm – but looks so cool! 8)
Could I copy the napalm files (tga’s) across & replace in your mod or are there class files as well and possible conflicts? Thanks in advance.
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I thought I was already using plutonium napalm? :-\
Anyway, you're right - just copy and replace the files relating to napalm. You probably won't need the tga and mat files - they're almost certainly already present. Just the eff files should do.
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Wow Gurner thanks for your fast reply.
I was meaning this effect – was it from Plutonium?
(http://i1050.photobucket.com/albums/s417/ggrewe/il2fb2010-07-1520-32-34-04.jpg)
Hope you can see pic?
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Nice pic! Never napalmed a ship before... ;D
I thought that was from plutonium. Whatever, just replace those files and you're good to go.
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I tried that before, tried it again, and even experimented by deleting some other files, but Hangman's mod still doesn't work. However, this other smoke mod https://www.sas1946.com/main/index.php/topic,24754.0.html made by Hangman works fine. No big deal. Thank again Gurner!
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Strange - works fine for me!
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Dont know if you planned this Gurner but the smoke has a shadow on the water and when a ship is hit, it looks like an oil slick. I think its very cool. Thanks you. :)
(http://i632.photobucket.com/albums/uu48/Bombsaway_67/2006201222-02-56-001.jpg)
The distance works good too.
(http://i632.photobucket.com/albums/uu48/Bombsaway_67/2006201222-05-04-001.jpg)
(http://i632.photobucket.com/albums/uu48/Bombsaway_67/2006201222-05-30-001.jpg)
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Glad you like it! :D
It's just intended as a shadow, but you're right - it does look like a slick as well. Maybe I should look into making oil slicks... Not sure how possible that would be though, and if you're close to shore it might end up on land
Love the last pic - it's great being able to see stuff burning in the distance, makes it a lot more immersive imo
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Hi Gurner.
Maybe it is possible to make your Effects Pack compatible with socorrista´s Desert tank dust mod?
http://ultrapack.tuttovola.org/index.php/topic,2691.0.html
(http://i1247.photobucket.com/albums/gg632/chiefrogger76/Screenshots/deserttankdustpost.jpg)
It`s great for desert scenarios but it seems I cant get it to work even if I rename the desert dust and load it before your FX compilation.
Thanks in advance. :)
Semor
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I'm using that mod with 4.1 version which doesnt included any TankDust.eff file.
You could do a filesearch for "TankDust.eff" and deactivate duplicates.
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I just added socorrista´s airfield dust to Gurners effects by taking socorrista´s files out of thier folders and placing them in Gurners folders. Just follow the paths to put them in thier correct folder. I have done the same with Hangmans egine fire smoke. I like BIG effects :)
Next I'll see if I can get the tank dust in and let you know.
Here is the airfield dust pics....
(http://i632.photobucket.com/albums/uu48/Bombsaway_67/2106201216-55-21.jpg)
(http://i632.photobucket.com/albums/uu48/Bombsaway_67/2106201216-55-34.jpg)
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No luck. He's right. I tried but no luck. All I see behind the tanks is black/grey smoke. I looked in the folders but there is no tank dust effects. Any ideas?
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Thank you guys. I`ve try the same way with the tank dust as Bombsaway but with the same result.
:-X
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Hi all,
you need this: https://www.mediafire.com/?quxbms59x9m330z
It's "00 @ HG_Smokes&Flashes_DBW_v2" mod made by Hguderin.
Now put the "TankDust.eff" mod in:
00 @ HG_Smokes&Flashes_DBW_v2/ Effects/ Smokes. Thats all.
The dust is not so fat but much better than without this mod.
Regards, Gerhard
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The dust is not so fat but much better than without this mod.
I'm sorry! I explained for the first (old) "TankDust.eff". Here you only need the ".eff"-file for "not so fat" dust.
For the "Desert tank dust New" mod you have to put all three files in:
#DBW/ 00 @ HG_Smokes&Flashes_DBW_v2/ Effects/ Smokes...!
For me it's run perfect with DBW 1.71
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No luck. He's right. I tried but no luck. All I see behind the tanks is black/grey smoke. I looked in the folders but there is no tank dust effects. Any ideas?
Hey Bombsaway go to Effects\Smokes
create file in notepad paste this :
[ClassInfo]
ClassName TSmokeSpiralParams
[General]
MatName ..\Materials\WhiteSmoke.mat
Color0 0.912 0.772 0.616 0.5
Color1 0.980 0.984 0.772 0.001
nParticles 200
FinishTime -1.0
MaxR 30
PhiN 0.0
PsiN 1.0
LiveTime 100.0
TranspTransitionTime 1.0f
EmitVelocity 5.0 0.0
EmitFrq 3.0
Wind 2.5
Size 8.0 50.0
GasResist 0.09
VertAccel 0.001
Rnd 0.3
EmitTheta 0.0 0.0
save as TankDust and change file extension from TXT to eff you will have the same smoke like from your plane :)
BTW you may try my fix 88 Flak effect, for Gurner fx just overwrite air folder all rest is the same, so just Effects\Explodes AIR :)
https://www.mediafire.com/?l9nbtcj7nrnt64r
Sorry Gurner we ruin your compilation again ;)
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Hi Manysh,
just testet yours in DBW - no chance, no dust...
regards, Gerhard
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Thank you guys. will try both options ASAP. ..and the Fix for the 88´s too.
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It is working for me , using UP3
#UP#\Files\Effects\Smokes\TankDust.eff
https://www.mediafire.com/?1de2xz64a4ev828
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Hi Semor,
You need the "Desert tank dust New" mod for UP3 or DBW?
For UP3 look at Manysh, for DBW look my post...
good luck, Gerhard
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Yup. thanx Gerhard. will try it after the football match.. Tschechien vs. Portugal !!! ;) :)
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Whoa! Tank dust-tastic!
It's quite easy - I did it the other day. Just take all the files from the tank dust mod and put them in the correct places, like Bombsaway and Manysh said.
I know Bombs said it doesn't work, but it actually does!
Just take the three files and put them in the smokes folder of my pack, overwriting or disabling the tankdust file that's already there (if there is one)
I know this works because I did it the other day.
If you're using JSGME remember to disable and reenable it or your changes will not be registered
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Hi Semor,
You need the "Desert tank dust New" mod for UP3 or DBW?
For UP3 look at Manysh, for DBW look my post...
good luck, Gerhard
Thank you. I use the Desert Tank Dust "new" from your post. This is a huge imersion burner...you can see the tank & supply collums from nearly 3000m above. The attack point is now much closer to reality,cause of the huge dust clouds behind the vehicles.
Gruß Jörg
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Whoa! Tank dust-tastic!
It's quite easy - I did it the other day. Just take all the files from the tank dust mod and put them in the correct places, like Bombsaway and Manysh said.
I know Bombs said it doesn't work, but it actually does!
Just take the three files and put them in the smokes folder of my pack, overwriting or disabling the tankdust file that's already there (if there is one)
I know this works because I did it the other day.
If you're using JSGME remember to disable and reenable it or your changes will not be registered
Hey Gurner~~ Could U make a compare version for HSFX 6.0 ~ Plz~~~~~
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the hsfx version does not work with hsfx 6?
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Yup. sad,but true. Your Fx pack for HSFX 5 work only without the class files in HSFX 6 !
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Bloody hell, what have they gone and done? ::) ;D
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Bloody hell, what have they gone and done? ::) ;D
4.11.1 as basis.
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I got it working as well and I like the effect.
(http://i632.photobucket.com/albums/uu48/Bombsaway_67/2306201216-45-02.jpg)
It may be a little much from a higher view but I dont mind. Its easier to find them. :)
(http://i632.photobucket.com/albums/uu48/Bombsaway_67/2306201217-11-30.jpg)
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Nice pics! 8) I agree, the tank dust looks awesome on the desert maps, glad you got it working
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How did you do that?? I try both versions,the one for HSFX,and the DBW version,but after hitting "fly" I get a CTD...
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It just works. I'm sorry I dont know why you would get a CTD unless its too much on your computer.
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hmmm,strange.I have the modact exe installed and I´ve try it with different RAM settings but without luck. :-[ and of course,my PC is strong enough to handle it. I can run my heavy modded DBW with Gurners effect pack,and many more.
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How did you do that?? I try both versions,the one for HSFX,and the DBW version,but after hitting "fly" I get a CTD...
It's not working in HSFX 6.0 (4.11.1 modded). They are playing 4.10.
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Did you take the desert tank dust files from the desert tank dust new mod and place them in gurners smokes folder?
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Did you take the desert tank dust files from the desert tank dust new mod and place them in gurners smokes folder?
No..I downloaded a fresh version for HSFX ,a few minutes ago. I think the point is,why does it work for Bombsaway and not for me ??
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Because I'm the Bomb. :P Ok, thats not funny. :-[ Read back through the last few pages. Maybe you missed a step or placed something in the wrong folder. Also do like Gurner said and deactivate then reactivate his mod in JSGME
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Ok guys...I come to the end of my knowlege...LOL :D
I cant get this to work.
HSFX 6 install over a clean 4.11.1 - OK
Created a MODS folder inside - OK
Remove the original exe files,and copy the two that comes with the 3.06 Modact - OK
Fire up the Game...runs perfect -OK
Take Gurners Effect Pack,create the Files subfolder inside,and pack the 3do,effects etc. inside -OK
Enable the pack via JSGME -OK
Start the game,start a quick mission and then...... Kaboooomm!! at 30% loading, CTD..
maybe you´re right bombsaway,and I miss a step,but wich one??
..this starts to drive me nuts :P :D
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Did you delete the class files?
I think there are two effects that will not work if you delete the class files: the light at night inside cockpit when the flak explodes and the long view distance.
Everything else will work because the HSFX is based in the Plutonium effects.
santobr.
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There you go, Semor - remove the class files.
You can try adding them back in one by one once you get it working, and see which one(s) cause the crash. I haven't tested it but the distance mod may work if you're lucky. I personally wouldn't be interested in playing without that any more.
Let me know if the distance mod doesn't work - I should be able to get it working for HSFX 6 as it's pretty simple
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Ok,short report. sorry to say that,but the distance mod does not work. no luck. :-X
Tomorrow,I continue with the rest.
cheers,Semor
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I've tried enabling the distance mod as a standalone in hsfx 6 and can confirm it's not working.
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Plz~~~~ :) Make a compare version ~ I really like Ur MOD!~~~
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Swat007 - use the hsfx version with all classfiles (like this: A1EB51AC0BFF8CAE) removed. Santobr says those files are already in hsfx6 so you do not need them
Thanks for testing the long view mod guys, I'll look into making one for hsfx6
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Swat007 - use the hsfx version with all classfiles (like this: A1EB51AC0BFF8CAE) removed. Santobr says those files are already in hsfx6 so you do not need them
Thanks for testing the long view mod guys, I'll look into making one for hsfx6
THX!! Ur MOD really awesome!!!
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Swat007 - use the hsfx version with all classfiles (like this: A1EB51AC0BFF8CAE) removed. Santobr says those files are already in hsfx6 so you do not need them
Thanks for testing the long view mod guys, I'll look into making one for hsfx6
OK.. I tried to do that, but still had some problem , etc...Train smoke wrong no bounce tracers...
Plz~~ fixed it ~
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Try adding the clas files back in one by one until you find the one that is causing the problem, then just leave that one/s out
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It's not working correctly in HSFX 6.0
We need a new version. Classfiles from 4.10 are not valid for 4.11.1 (HSFX 6.0). Deleting classfiles, effects are far from original 4.2 mod. Grey smoke columns instead black, several smokes/shadows wrong, long distance mod not working either...
Your mod is one of the best. I enjoy it very much in HSFX 5.0 but it's not possible in 6.0. Testing the first 10 classfiles, I detected at least 3 errors. There are 84 classfiles in this mod...
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Oh dear :(
Still, most of it should work if plutonium is included in HSFX6...
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and I just found some effects lost in UP3 RC4, most like car explosion ,its the Original from UP3 , not looks like HSFX version in HSFX 5.0 with ur mod ,, sorry for my bad english :P
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Well 4.2 was working fine in UP3 last time I checked.
Anyway, here's the distance mod for HSFX6, for testing. I haven't tested it cos I don't have HSFX6.
https://www.mediafire.com/?94p75ap8y782ubb
Finally, after 3 months, mediafire has started working again for me!! Thank f@ck! :) ;D :D
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YES! New distance mod is working in HSFX 6.0.
Is this the 50km version?
Thank you Gurner.
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That's 25km. should be enough. I'm using 30 km with 4.3 because the smoke columns are higher. Hopefully I'll get around to releasing it at some point!
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Thanx for the update. 8)
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Hi!
I instaled your packs everything is working except the smokes? When I drop the bombs on buildings there are no burning buildings.. Flames and smokes are gone after half second...
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What version of the game are you using?
I would try deleting whatever you downloaded and download it again, making sure you have the right version.
Also try disabling other mods first to rule out a conflict
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I'm using the UP3 RC4
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That should work fine, so you should do the following:
delete your copy of Gurners fx for UP3v4.2
download 4.2 for UP3 again.
Put it in jsgmemods folder
deactivate all other mods (apart from UP3, obviously!)
remove other mods from UP# folder
Activate gurners 4.2
test that it works
re-activate your other mods one by one, testing each time until you find the problem
Good luck! :)
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WoW!!!!!
Thanks man a lot!
Now it works!
You did a great job!
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Excellent :D
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Is any one knows is there a bug fix for damaged airplane going down? Instead going down in spins shot down airplane goes sometimes left - right, right-left..
It's really annoying bug..
Sorry for my bad english::
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There is a way that you can make your beautifull mod working with HSFX 6.0 ?. I tested it without class files but you lose the effects. I also hope that the modders are able to make the mods good for HSFX 5.01 to work for HSFX 6.0. So far I tested them and none I use on HSFX 5.01 work on HSFX 6.0 .
TICI
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Sorry, I don't know much about HSFX. Santobr said it incorporates plutonium, which means most of the effects should work. Then you could put the class file for ricochets in and test that, and the class file for the pal smoketrails mod, etc. But I understand a lot of the class files crash the game.
What's the advantage of HSFX over DBW, BTW? Is it worth getting into?
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The AI. :D
Guncam tracers, Ricochet and HGuderian_Weaponsmoke are working. ;)
santobr.
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Ah yes, 4.11. I haven't even tried it yet! ;D
Good news about the ricochets and everything - I think most of the other effects are based on plutonium, so most things should be working ok, right?
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Well, sorry about it, I thought that everything was working, but some explosions, smokes and fire on the ground are not working.
Maybe some classfiles are not from plutonium unfortunatelly. :-[
santobr.
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I think most of the other effects are based on plutonium, so most things should be working ok, right?
No. It's not working. Without class files you lose the most of effects.
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Sorry guys, I'm afraid I don't have the skill to fix that at the moment! :(
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;) no ~~ the mods great , u done very well :)
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The old AircraftState class file conflict. ;D
santobr.
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dunno what you all have guys ? :-\
for me GurnerFX V4.2 HSFX works very well in HSFX 6, okay had to do some stuff for make it working.
let me explain this:
Make in your IL 2 HSFX installation in the root a Mods folder , inside Mods folder make a Mapmods folder ... copy inside the "maps" Folder from HSFX Files and finally create in the new maps folder an empty "_Tex" folder.
(i do this all if I wish in future to add Mods to HSFX)
Then make a "STD" inside the "Mods" folder there you copy in the "com" and the "i18n" from the HSFX Files folder.
Okay and finally unzip GurnerFX V4.2 HSFX and put it in the "jsgmemods" (my folder structure looks like this: "#GurnerFX_V4.2_HSFX\MODS\0_0_GurnerFX_V4.2_HSFX"
IMPORTANT !!!! there is a Java Class that will cause HSFX 6 not starting
search inside the GurnerFX V4.2 HSFX folder for "B27261D242F3990A" and disable it like this: -B27261D242F3990A
enable GurnerFX V4.2 HSFX in JSGME.
for me that worked !
have fun
I/JG78_maquez
Can anyone clarify this? It's extremely confusing. No clue what is trying to be explained here...I get lost at "copy inside the "maps" Folder from HSFX Files and finally create in the new maps folder an empty "_Tex" folder."
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How to make GurnerFX V4.2 HSFX working in HSFX 6
- make a "MODS" folder in your IL 2 HSFX installation (root)
- make a "MAPMODS" folder inside the new created MODS folder
- copy from HSFX "FILES" the "maps" folder to "MODS\MAPMODS"
- open MAPMODS\maps and create there an empty folder named "_Tex"
- make a "STD" folder inside the MODS folder
- copy from HSFX "FILES" the "com" and "i18n" to the MODS\STD folder
Okay and finally unzip GurnerFX V4.2 HSFX and copy it in the "jsgmemods" folder
(my folder structure looks then like this: "jsgmemods\#GurnerFX_V4.2_HSFX\MODS\0_0_GurnerFX_V4.2_HSFX")
IMPORTANT !!!! there is a Java Class that will cause HSFX 6 not starting
search inside the GurnerFX V4.2 HSFX folder for "B27261D242F3990A" and disable it like this: -B27261D242F3990A
enable GurnerFX V4.2 HSFX in JSGME.
PS:
for anybody which is this still to complicated .... copy the extracted "0_0_GurnerFX_V4.2_HSFX" from the 0_0_GurnerFX_V4.2_HSFX.zip
to the MODS folder and start HSFX 6
have fun !
I/JG78_maquez
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Hey, where did you guys come from?! ;D
AbortedMan - he's saying copy the maps folder from the HSFX "files" into the mapmods folder that you created, and then create a "tex" folder in the maps folder that you just moved, I believe.
To create a folder you right click, hover over "New..." and then click "folder" from the drop down box. Then name it as specified.
Don't bother with Jsgmemods - just put the GurnersFX folder in the mods folder you created.
Maquez - can you link to where that info was originally post please? And thanks for posting here :)
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that solution where postet nowhere so no link ^^
found it out by myself :D
I/JG78_maquez
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I don't doubt that you found it out yourself, but AbortedMan posted it before you did, so he must have cut and pasted it from a post you made somewhere else, right?
I mean, who are the guys that you refer to?! dunno what you all have guys
Oh, maybe you posted here and deleted your original post
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yes i deleted my first post ... that english was really a bit confusing :D :D
sorry i'm not native english, so sometimes ....
so long
I/JG78_maquez
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Yeah, no problem. :)
So do you see smoke and fire when you bomb buildings, like in the pic at the beginning of this thread? That's missing for the other guys.
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Thanks for this great mod !
I have a problem Im running in HSFX 6.0, with a driver ati 12.4.
The smoke work great but the explosions is just white triangles...and with no textures.
The mod is in my mod folder and the classfile-B27261D242F3990A modified.
Anyone has the same problem ?Thank you !
Edit:
TexMipFilter=3 to TexMipFilter=2 work for me !!!
Thanks
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Yes, I think Maquez is right. I have tested your mod only disabling the B27261D242F3990A Java file and all is aparently, working well.
You don't need to do all he comments (folders and subfolders, etc). It's enough disabling the class file mentioned with "-".
I need to try more in the new version (HSFX 6.0) to see if any effect, smoke, explosion or flame is lost in any situation, without that java-class file.
Thank you Maquez.
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as far i see there are no noticable effects missing
smoke, fire when bombing is all working
even the flak flashing in cockpit during night works
let me thank you for this beautiful mod
it is awesome
I/JG78_maquez
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Yes, it's working for me and I just disable the B27blablabla class file, I did not make any folder structure. ;)
santobr.
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This effects pack is awesome but for some reason I'm getting the stock effects for 70/ 50 SC in the He - 111.
I don't have any other effects installed.
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Just wanted to say that i really LOVE this effects pack. Works like a charm! And it's much, much easier to get "ground action smoke" with this one. Super job - thanks!!! ;D
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For anyone interested I have done some test on HSFX 6.0 on what works and what doens't:
In MODS folder Works:
Gurner 4,2( removing only the file B2726....)
FOV
Wolfighet Gore4all
HoligrailPotenz animated oil blotch
AdvanceCanopy FX4
What doesn't work in MOD folder:
6DOF NormaMousePal ( It freezes)
in JSGME folder :Enable with Tiger Flyby if using SAS Modact ( In order to fix the aircaft view to small ) It freeze when you drop a bomb
Hopefully somebody will have a solution on what doen't wok.
TICI
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the flashing tail light's link is dead :(
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Sorry, here you go: https://www.mediafire.com/?pspd48k93mkmco8
Doze - what does "70/ 50 SC" mean?
The old AircraftState class file conflict.
Exactly. That's caused problems before? Think I pulled it from other versions to get the nav lights to work properly, but it must have snuck back into the HSFX version somehow!
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Thanks Gurner ! ;D
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Doze - what does "70/ 50 SC" mean?
They are the smallest german bombs ;) "Sprengkörper Cylindrisch 50KG/70KG" is the complete name IIRC.
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Ah, thanks Milan. Manysh pointed out a while ago that the effects for the small bombs are crap. They have been fixed for 4.3, which has been almost ready for some time, but I'm having trouble finding time to put the finishing touches on it...
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Sorry, here you go: https://www.mediafire.com/?pspd48k93mkmco8
Doze - what does "70/ 50 SC" mean?
The old AircraftState class file conflict.
Exactly. That's caused problems before? Think I pulled it from other versions to get the nav lights to work properly, but it must have snuck back into the HSFX version somehow!
The german He 111 bombs, the 50 SC and the 70 SC (General Porpose)
Their explosion is just stock, I'm not sure if this is sopoused to happend.
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Thanks, please see the above two posts ;)
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Thanks, please see the above two posts ;)
Sorry, didn't noticed, can't wait for 4.3, this fx pack is my favorite.
I know it's not sopoused to be fps friendly but this runs just fine even in my laptop
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Exactly. That's caused problems before? Think I pulled it from other versions to get the nav lights to work properly, but it must have snuck back into the HSFX version somehow!
Yes, this class file was the main reason of Plutonium not become a standard.
Fortunatelly, it looks like they kept the AircraftState class file from Plutonium or some version of it. :)
I noticed that because my blue oil smoke does not work without AircraftState from Plutonium or something based on it.
Well, I think all the effects are there now. 8)
santobr
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Gurner, not sure if you know but the american 100 lbs bombs also don't have any effect.
Just wanted to make sure you knew.
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Yeah I know, thanks - none of the smaller bombs have good effects, all will be improved soon :D
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Tested under HSFX 6.0 : Unfortunately, it seems to freeze the game after a few seconds on some missions ... (probably a problem with a static smoke object ?)
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New 4.3 version now available for download!
Slipper - I couldn't change the ME163 rocket effect so I put it back to stock, which I think looks better. Couldn't see any rato/jato effect on any planes either...
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Hi Mate :) I like the idea to update Folders only :)
Any description ? what is new ? :)
;)
Edit
Oh I am blind :) Found description sorry
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Many thanx Gurner. The first good news here on SAS since 2 days! :P
Downloading!
Cheers.
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Thanks you so much.
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Thank you very much for 4.3 version for HSFX 6.0
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ooooops...dont want to be the guy that bring the bad news,but I get a CTD in HSFX6 when I hit the Fly button! Maybe a classfile conflict?
Edit: I dont use Tigers sound mod! (deleted this morning...)
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The HSFX6 version should at least load! Other people have reported it as working with those class files
Manysh - loads of improvements, including the small bombs that you pointed out a while back. Cheers! :D
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The HSFX6 version should at least load! Other people have reported it as working with those class files
Manysh - loads of improvements, including the small bombs that you pointed out a while back. Cheers! :D
The new bomb effect looks cool, I also tried out the smoke visibility distance mod and it works fine too. Thanks !!! :D
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Tested on HSFX 6.0 and it works. I installed the entire new download without removing and replacing the effects and 3do from 4.2, but you have to install it BEFORE any other mod on the MOD folder including the UV3 folder otherwise I found out that the tracers of the antiaircraft freezes in the sky. I installed first and the problem was gone. Will keep you posted with other tests.
TICI
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Oh Gurner,
every two or three days here by SAS I have to celebrate Xmas.
Since three or four weeks, afternoon downloadings, installs at the evening and flying at the night...
thank you very much for v4.3, all looks so fantastic! :D
Regards, Gerhard
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Yeah, definitely use the dedicated hsfx6 version - old hsfx version will not work with 6.
Turns out I'm gonna have to re-upload all the class files after all, cos there's now redundant exhaust flame ones in there. If you want full throttle exhaust flames I urge you guys to use Crazyflak's mod. I'll upload new sets of class files tomorrow.
Tiger's UV3 mod, while it sounds simply amazing, is not stable at the moment IMO, and not quite ready for gaming with. Certainly not compatible with Plutonium class files, sadly. :(
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Yeah, definitely use the dedicated hsfx6 version - old hsfx version will not work with 6.
Turns out I'm gonna have to re-upload all the class files after all, cos there's now redundant exhaust flame ones in there. If you want full throttle exhaust flames I urge you guys to use Crazyflak's mod. I'll upload new sets of class files tomorrow.
Tiger's UV3 mod, while it sounds simply amazing, is not stable at the moment IMO, and not quite ready for gaming with. Certainly not compatible with Plutonium class files, sadly. :(
I'm using JTSM and it's a nice replacement of Tiger 33's one and it's compatible with this fx pack
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Ok,Ok..it works,my fault...no problem.
Another question Gurner.I want to tweak the Desert tank dust effect from Manysh on page 44 to simulate the massive dust from collums on the eastern front. If I open the eff.file I can see two rows of numbers:
Color0 0.912 0.772 0.616 0.5
Color1 0.980 0.984 0.772 0.001
I want to cange the dust color to a more dark/medium brownish.
Do you know the colour code for this?
Regards,Semor
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hi Gurner just tried out your latest and its very impressive thank you for a great effects pack i have just thrown out my own effects pack and will be keeping yours
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...i have just thrown out my own effects pack and will be keeping yours
I did the same, he is FX Boss :)
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Thanks Semor, glad you got it working.
In my imagination you wouldn't see clouds of dust on the eastern front because mud is quite heavy...
Anyway, changing those values is a little complicated because the colour is determined by the TGA which kind of acts as a starting point. So I could easily google the decimal RGB value for brown, but it probably wouldn't work in this case because the tga may already be brown, or black or whatever, if you know what I mean.
However, I can tell you that lowering that value will likely make it darker, and as the effect is presumably currently a kind of very light brown, I would lower the values one point at a time each, keeping them in proportion, and try it out. So for example:
Color0 0.812 0.672 0.516 0.5
Color1 0.880 0.884 0.672 0.001
Colour 0 is the initial colour, colour1 is the colour just before it dissapears. The last numbers (0.5 and 0.001) control how transparent the tga is, 1 being fully opache, 0 being invisible
Thanks Manysh and Barnesy, my plan to take over the world is nearing completion! ;D
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UPDATE
3do and Effects folders download has been re-uploaded due to a minor graphical imperfection.
All class file downloads have also been modified, HSFX 6 version now comes in two seperate downloads, same as the others.
Please grab the new downloads.
Sorry for the inconvenience :-[
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Thanks Semor, glad you got it working.
In my imagination you wouldn't see clouds of dust on the eastern front because mud is quite heavy...
It was very dusty at Eastern Front.We all know the images of tanks stuck in the mud and horses trying to pull them out for instance but during summer it can be very dry and Geman equipment suffered a lot from dust getting in every part of the engine. Another problem was the lack of roads and when there were roads they were unpaved.
So lots of clouds of dust when columns passed by over the fields and unpaved roads.
Maybe the dry area at Eastern Front was more in the south like Ukrain/ Crimea. Not sure though...
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ahhhh...Uufflakke,you was faster typing than I :D
I agree with you.There was of course much dust in russian summer times and I read in serval books that the stuka pilots for example must only search for the heavy dust clouds from the tanks & LKW´s to find their targets. I want to re-create this with the desert tank dust,so many thanks to gurner for your explanation how to do this. I will play a bit with the values and post the results.
cheers.
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Dust it is, then! :D
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Gurner, I'm little bit confuse. I installed the HSFX 6.0 versione yesterday and it works fine, now you have the new class files today for HSFX 6.0 .Do we need to install these files replacing the ones in the installation from yesterday? What changed in these files?.
TICI
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To be honest, it depends on your connection. You probably won't notice the difference, so if it takes ages for you to download I wouldn't bother. If it takes a few seconds you might as well grab the new version.
In that case you would delete your current version and download both the class files and the 3do and Effects downloads, and put the 3do and Effects folders (taking them out of their containing folder) into the class files folder. Then put that in your mods folder, obviously.
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Stopped using the UV3, fire effects are gone, and tracers freeze in the air. Didn't much like it anyway, I don't play the game hitting F3 all the time. Would rather have the effects, and yes I do have the latest version of your game installed in all of my installs.
Try watching ntrks with both mods activated..... not pretty, disable UV3 and all is good again.
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I have a "perfect" set of efx mods set up in jsgme and things are working. Only thing is, I wish in my set, the fires burn the length of time that Gurner's FX does. Unfortunately, when I tried Gurner's FX, as good as it is (and it is good Gurner!), it crashes my IL2 DBW 171 a minute or two into gameplay.
So my question is this: Is/Are there java class files that control the length of time that fires burn and which are they (that I may try activating just these)?
If this is a silly question, then just please tell me so! ;D
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If your game is crashing you've probably got a class file conflict somewhere, so remove all other mods apart from gurners and then put them back one by one, playing each time until you find the one that crashes the game, then leave that out.
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thanks for the reply Gurner!
yes, I'll try that.
For my learning: so there's no class file that controls the length of time that fires burn or controls only the fires?
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It's in the eff files, but the class files may have an effect, depending on what class files are in your other mod
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Gurner, you the man!, your favorite effects mods. are fabulous to say the least. I just tried your latest 4.3 HSFX6 version in Il-2_4.11.1HSFX6 and it rocks, very cool, thanks for all your work and effort........ ;)
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I am preatty sure this will be added in next DBW buildt. Your work is so important
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I am preatty sure this will be added in next DBW buildt. Your work is so important
+1
Strafing and bombing is so much more fun now. :P
And not demanding at all on my average system (Windows XP). :)
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Would be an honour, of course. After all, I'm nearly satisfied with it, now. Nearly...
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I am preatty sure this will be added in next DBW buildt. Your work is so important
+100!!!
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Gunner,
Excellent mod. Thanks for the hard work.
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Gurner, you absolutly Rock my friend, nice fuckin work dude!
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Aw, thanks guys! :D
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Sorry guys, those 3do and effects folders were missing a mat file, so I re-uploaded them. Class files remain the same, so you just need the 3do and effects folders. Link on first post also updated.
If you prefer you can just change the mat file referenced in 3do/effects/fireworks/NapalmSmokes from "Smoke" to "DamageSmoke"
Or grab this: https://www.mediafire.com/?p13cz0bmdcxkedl
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Hi Gurner. the new Effects and 3DO just released ( 4.3) are good also for HSFX 5.01 without changing the classfiles ?. I tested them on the HSFX 6.0 and works very well. I wonder if i can change just the two folders on the HSFX 5.01 if it is ok. I have both install in my PC.
TICI
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Hi Gurner. the new Effects and 3DO just released ( 4.3) are good also for HSFX 5.01 without changing the classfiles ?. I tested them on the HSFX 6.0 and works very well. I wonder if i can change just the two folders on the HSFX 5.01 if it is ok. I have both install in my PC.
TICI
No tracers FREEZE?
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I removed, as posted, from the UV3 the file BD3EFCO6ODE9938 and so far no flack tracer freeze. I know that this is a temporary fix and they are working on it. I also noticed a difference between the 4.2 on the HSFX 5.01 and the 4.3 on HSFX 6.0. Bombing a town with a B24 with 16 x 500 bombs the 4.2 on HSFX 5.01 give me more realistic, fuller and intense smoke that the 4.3 on HSFX 6.0.
TICI
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Gurner
Excellent effort mate, a real top job done, your work on this is really appreciated. I did find one small thing dont know if you can do anything about it, but small destroyable objects like haystacks,fences etc give off a tremendous ammount of smoke when destroyed, could this be toned down for small objects?
thanks again mate
slipper
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TICI - you should use the hsfx 6 classfiles in hsfx 5 - should work fine
Slipper - unfortunately that's down to the objects themselves. The haystacks describe themselves as fuel for some reason. If I toned down the smoke for haystacks you'd also see less smoke for fuel. And as you'll spend more time blowing up fuel dumps than haystacks I think what we currently have is the best compromise.
With most wooden fences I've set it up so that the fence is just obliterated with no fire or smoke, but unfortunately brick walls/fences have to have fire and smoke because if they didn't neither would any of the brick buildings. Again, it's a question of choosing the best compromise.
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Work ,,, NO tracers FREZEE!!! wow
Original POST >>> https://www.sas1946.com/main/index.php/topic,3258.504.html """"by MICK""""
-----------------------------------------
Fix for ALL UV3 versions :
Here is a fix for those who had static tracers in the sky + heavy lag/freezes and log.lst
Replace the original buggy class (BD3EFC060DE09938) by this modified one :
Instructions for use :
1) First deactivate UV3 through jsgme
2) In jsgme folder find the faulty class "BD3EFC060DE09938" and replace it with the new (unzipped of course) one
http://www.checksix-forums.com/attachment.php?attachmentid=28570&d=1341520042
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I think you are in wrong tread mate :) This is Gurner FX have more then nothing to do with any sound mod : 8)
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Seems to me he is trying to offer a solution of conflict between the 2 ;)
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I think you are in wrong tread mate :) This is Gurner FX have more then nothing to do with any sound mod : 8)
I know when to activate FX after UV3 game was giving Freeze, freeze, and now this tracer Good!
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Yeah, the new BD3EFC060DE09938 improved things a lot for me. It ain't perfect, but some things about that mod are really cool, like the flybys (obviously) and the difference between open and closed cockpit.
I haven't tested for total compatibility, but I just flew a few "scramble" missions with no obvious problems apart from the odd miss-timed or missing sound.
Thanks for the input, zona, and I wouldn't necessarily describe you as a pita... ;)
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I had the same miss timed sounds on fly-by and also some missing sounds, then changed my sound settings in my ingame audio settings, as specified in the "read-me" with the mod. and this fixed it all.....very cool now...... ;)
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I set it up as per the readme before I even tested it, and I still have some machine gun sounds going on for too long, brake sound doesn't work with the canopy open, and if a plane flys overhead by the time the flyby sound kicks in the planes already receding into the distance...
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I would like to ask about the dust The low dust is awesome on the europian airfields, but what about the Balkans and desert and pacific airfields? You would have to get more dust at take off mainly on the desert maps, I read that they couldn't see normally at take off. I just asking it! Othervise your big mod pack is just great! Your fire effect must be the best ! ;D
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Here you go then: https://www.mediafire.com/?tab1otp0dd90953
My suggestion would be to make it activatable with JSGME by following the JSGME file structure for whatever version(s) of Gurners you're using. Name it so it loads before Gurners. That way you can switch it on easily whenever you're going desert flying
Or you can just stick it as is into your mods/#dbw/#up# folder. Should work.
Edit: This was made by Socorrista
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THANKS FOR IT!! ;D
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the dust mod what you linked is just great except when you flying low altitude above water the engines makes dust on thesurface of the water. Can you repair that bug?
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Sadly no. That's not a bug, that's just the way it is. It's the reason I don't include it as part of the pack, that and the fact that when you take off from tarmac you get great clouds of non-existant dust rising from the tarmac!
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;D ;D I understand :)
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Hi Gurner!
Could be possible to have an HSFX's LongDistanceMod set to 10 Km?
Regards
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It shall be done... :)
Untested, but it should work if my memory serves me correctly... https://www.mediafire.com/?8ol2q3w5ru9n2zj
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Hi Gurner!
Could be possible to have an HSFX's LongDistanceMod set to 10 Km?
I agree. It appears that the smoke distance in 4.3 was decreased, compared to 4.2. Personally, I liked the distance in 4.2 better. I think 10km might be a good setting. A 'custom' setting in the conf file would be the best option but this may not even be possible.
Aviar
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It shall be done... :)
:) ...no sooner said than done!
Thank you!!!!
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Hello Guys,
How to install version 4.3 on DBW 1.71?
Previous version - just put to jgsme, activate and = voila!
Now - there are two different folders IIRC?
Thank You.
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Zack -
Gonna do things a little differently from now on. As the class files usually remain the same and only the 3do and Effects folders change, new versions will only comprise those 3do and Effects folders for you to replace your old ones with. That said, this time the class files did change, so please grab them below and combine them with the new 4.3 3do and effects folders. Also check out new 30k distance mod below if you have a decent pc.
So for beginners:
Download the appropriate 4.3 class files for your install.
Download the new 4.3 3do and Effects folders.
Remove the new 3do and Effects folders from their containing folder and place them in with all the class files. (#UP_Gurnerfx/#UP#/files, for example)
If using DBW or UP, place the whole lot in your JSGME folder and activate it.
Blow shit up.
Aviar - 10k is actually less than the standard HSFX6 distance mod. The distance mod is not included in the fx mod - you have to dl it from the link further down the first post
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Finally the R4M-rockets in 3d - like promised. Thanks Gurner!
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With 4.3, I appear in flight with engine stop and on the ground without the landing gear.
I use UP 3.0 RC4
Any solution ?
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that happened with me once, but just once, now everything is fine. I throught that it was just a little bug, is this always happening with you?
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Thank You Gurner,
Everything works like a charm now!
One more question - is it possible to put yours "distance mod" folder into "main" effects folder? Will it work then?
Once again - thanks for Your hard work Mate!
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Gurner
Don't know if it something you can do mate, but CY6's C&C mod, here
https://www.sas1946.com/main/index.php/topic,26654.0.html
contains a "Box" object, which produces a box barrage around a set point. This is great for giving the impression of many Flak guns engaging planes, however it does not share the same effects or the dynamic light (that lights up the cockpit of the plane), as the regular flak which uses yours.
Would it be possible at all to give the "box" object the same effects as the regular flak in your effects please?
cheers mate
slipper
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it would be nice!
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BJ-Bomber - You need to find the mod that is causing that conflict and remove it.
Zack - you can either put the whole folder in the #up/#dbw/mods folder or remove the classfiles from the folder and put them in with all the 4.3 class files
Slipper - how about you just place a load of flak guns at that point? It's not something I know how to do right now. Sanka created that effect and I think CY6 is the guy to ask anyway, seeing as it's his mod ;)
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Hi Gurner
May I ask something about the dust mod? Exactly I don't know how these mods become to life I just ask about it.
At university I learnt programinf in C# and C++ not much just a little, I'm learning mechanical engineer, so IS there any way to upgrade your dust mod to sense the terrain beneath the aircraft?
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The programming for these mods is done in Java.
I've done almost nothing with Java, apart from the distance mod which is really quite simple. The Java files that make my effects work are taken mainly from plutonium: https://www.sas1946.com/main/index.php/topic,19849.0.html
The dust mod is just eff, mat and tga files - no real programming. The Java code that makes it work may be part of plutonium, or maybe part of the stock game. I have not looked into this.
In theory there must be a way to detect some difference between terrain, as the dust currently appears white if it is over water (mimicking spray), or white on a winter map for snow etc, or brown on an ETO map.
So - there is a way to make this distinction, and it is probably relatively simple to change the effect accordingly from big desert style dust to smaller grass strip style dust.
However, I imagine it would be much more complicated or maybe impossible to tell the difference between, for example, sand and tarmac, ie different types of surface on a map.
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Hi all.. I believe I followed the instructions and it loads and runs fine, but on HSFX6 using the deathtrack as a test, some of the explosions of vehicles gives squares for smoke... anybody using it successfully with HSFX6? I notice some effects work fine, some give me the squares....
Thanks.
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Aviar - 10k is actually less than the standard HSFX6 distance mod. The distance mod is not included in the fx mod - you have to dl it from the link further down the first post
I know that. I tried the 30km Distance Mod but it cut my frame rate in half. I assume the 20km and the 10km versions may be less of a hit on the frame rate but those mods are uploaded to Gamefront and my computer cannot open that site. Otherwise, I would have tried the 10km version.
I just tested the smoke in HSFX 6 and it disappears at approximately 5 1/2 km. Personally, I would like it to be a greater distance, so this is why I was in favor of increasing it to 10 km.
Aviar
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Spinetti - hopefully your solution can be found here - https://www.sas1946.com/main/index.php/topic,26167.msg273589.html#msg273589
Could be a corrupted download, so might be worth downloading the modpack again first to preclude that as an issue
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Spinetti - hopefully your solution can be found here - https://www.sas1946.com/main/index.php/topic,26167.msg273589.html#msg273589
Could be a corrupted download, so might be worth downloading the modpack again first to preclude that as an issue
K, thanks.. I'll give it another go. For the bits that were working right, looks great....
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For the apparition without landing gear and the motor stop for the in flight take off, the problem just solved himself.
I play on a dogfight server and the problem disappear
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Noticed one piece. In all fashions of effects mentioning trasser, in all existing, there is one mistake. Trassera of German guns which by default dark blue if any fashions them changes, in are far and close under a certain corner of the review all the same remain dark blue as were. It is possible as that it to celebrate?
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I'm guessing that's fairly pedantic, and probably not a cause for celebration... :-\ ;)
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@Gurner
Hi!
Do you know (and could you tell me) which .eff file rule those flashing sparkles shown when shooting at houses?
Seems I can't find it through the folders...
Thanks in advance!
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I'd be looking in effects /explodes /cannon/object if I were you ;)
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Noooo! :)
I've tried firstly to change sparks.eff in that folder (../cannon)...but no joy. Whatever .tga I try to use in game it's shown always the old one sparkle.
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Ok, how about 3do/effects/ fireworks/12mmpluff, 20_sparks, 37_sparks etc?
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Just got a new pc and have started to move il2 over to it..
but now, with HSFX6, and your v3 effects mod at the highest priority, the ground fires/explosions stop burning/smoking after a short amount of time. The effects are there and new, but stop being generated quickly. What file controls this so I can check if I have done something wrong? Also, but are all types of aircraft weapons supposed to show the water impacts from far away? Only a few do for me, and I think I remember it working for them all. Worst is that I deleted my old installation so I can't just copy over the mod and have it working as it was.
thanks
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Ok, how about 3do/effects/ fireworks/12mmpluff, 20_sparks, 37_sparks etc?
Solved! It's in .../cannon/object
Thank you Gurner!
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Andqui - for starters you need V4.3 and the distance mod for hsfx 6. Put it in mods folder. How far do you mean for the water? You may not see bullets hit the water if you fire down from quite high
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Sorry I meant 4.3. I had that and the distance mod installed on my old computer, and everything worked magnificently. Now with the new one, I downloaded that and the distance mod again for HSFX 6, and while the effects are all there (explosions/flames/smoke/etc) the burning tanks and buildings and vehicles only burn/smoke for 5 seconds or so.
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Were you using it with hsfx 6 before?
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Yes- I redownloaded and installed again, and now everything works. I guess something got corrupted before. Great mod, sorry for the bother.
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Found something too look into for HSFX and this mod along with perhaps UV3. Seem that when in combat, ammo stores fall to only about a second of burst time before guns/cannons are empty. However, when not in combat (immediate airstart of quick mission), I can fire off full ammo complement with no problem. Issue seems to relate to combat action (perhaps production smoke, etc effects) and ammo count/store. Not sure of the cause, but it may be a conflict between this mod and UV3 in HSFX6.
Though next test is use of only this mod and HSFX6 to see if I can repeat issue.
However, if anyone else has experienced lack of ammo when in combat running this mod in HSFX with/without UV3, please reply with any findings. Of course if you found the solution, that would be awesome!
~S~
wind
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Have this mod installed in HSFX6.01 but I'm not getting the effects as shown on the first page in this thread, target that I destroy, the effects ie. smoke fire and such only stay for about 30 seconds or so, hit on a/c don't show at all, and yes I'm hitting them, just wondering if it's a setting or something, last but not least I can only see smoke from a plane shoot down or trains burning from about 3-4 k, thats it, I have the 30K patch installed. Thanks TC
PS, hope this makes sense.
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Wind - sorry, I haven't tested this yet.
Too-cool - It sounds like none of your effects are working. Check again that you have the correct distance mod in the correct place, and the same with the main mod itself. If the fire is disappearing after 30 secs it suggests you are not using my files, as my files are set to smoke for an infinite amount of time.
See the similar problem Andqui had above. Yes- I redownloaded and installed again, and now everything works. I guess something got corrupted before. Great mod, sorry for the bother
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Wind - sorry, I haven't tested this yet.
Too-cool - It sounds like none of your effects are working. Check again that you have the correct distance mod in the correct place, and the same with the main mod itself. If the fire is disappearing after 30 secs it suggests you are not using my files, as my files are set to smoke for an infinite amount of time.
See the similar problem Andqui had above. Yes- I redownloaded and installed again, and now everything works. I guess something got corrupted before. Great mod, sorry for the bother
Re-downloaded and installed, all good now but I have a question, is the 30k distance mod only for DBW or will it work in HSFX6.01? Thanks TC
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You have to look just a little further down, and you will find the HSFX6 version. The DBW version will not work with HSFX6
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Gurner
out of interest mate, which .eff files control the house fires/smokes and the flak explosions please mate?
regards
slipper
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Hi, Slipper
effects/explodes/objects/house and effects/explodes/air/zenitka
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You have to look just a little further down, and you will find the HSFX6 version. The DBW version will not work with HSFX6
Got it, thanks Gurner. TC
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Any news on the bomb bay doors incompatibility?
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No change, I'm afraid
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No change, I'm afraid
What was the fix for the suspended tracers in the air? TC
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Tiger's UV3 Sound mod, nothing related to Gurner's mod.
There is already a fix there.
santobr.
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Hi Gurner, a quick question regarding v4.3. I have got this mod running in DBW1.71 and HSFX6 but for the life of me cannot get it running in SAS Modact 3.06 JetWar. I have just ploughed through all 59 pages to find an answer (the probable one being the mod is not compatable) and am now my brain hurts. I have no other effects mods in JetWar. Any advice much appreciated
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Gurner, should have mentioned JetWar v1.2. in last post
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I've never used modact jetwar, but see no reason why at least some of my compilation wouldn't be compatible, unless it comes with it's own effects package.
Are you using the Gurner modact class files?
Download the effects again in case your download is corrupted?
Put Gurnerfx in the MODS folder?
Name it to load first?
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Hi Gurner, thanks for reply. I have d/l'd v4.3 for modact and modact class files. Have put Gurnerfx in #SAS folder (#SAS/GurnerFX_ModAct_4.10), tried to activate with jsgmemods and also tried to activate using a separate MODS folder in main game folder, all to no avail. MODS required to run JetWar are 000_1956_core_v12 and 00000_SAS_AI_engine_hotkeys_carriers and Diff_FM so I guess they would have to load first before anything else. Nothing else is in my #SAS or MODS folder to interfere with GurnerFX. Anyways, don't waste too much time on this as it is not life threatening and I have it running ok on DBW and HSFX6. As it is nearly 10pm here, I am heading for the hills.
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Try re-naming it so it loads first
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Tried that, Gurner, no success. As I say, I have downloaded V4.3GurnerFX and 3 separate class files for DBW, HSFX6 and ModAct and ModAct is the only one I cannot get to work. I have probably got overconfident and have missed something stupid. I will look at it another day. For now, the sun is shining and it's time for beer. Thanks for trying to help and I will come back if I have any further success.
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...for me (4.09m) the only way to get this very good mod to work was to delete all java class files, of course I suppose that I lose several effects but this is much better than stock effects ...
THX for sharing Gurner ... ;)
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Time warp! ;D Glad it works for you
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Amazing effects pack! My squadron is loving it! Especially the long visibility addon.
Only one major flaw though, when you destroy infantry, they burn like an oil field.
Would it be possible to remove that in the next release?
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Amazing effects pack! My squadron is loving it! Especially the long visibility addon.
Only one major flaw though, when you destroy infantry, they burn like an oil field.
I believe it was meant to make the AI enemy troops to suffer! ;D Barbecue the bad-guys.
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I'm afraid I don't know the solution, although there probably is one.
If I change the infantry, then an oil field will burn like infantry...
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I'm afraid I don't know the solution, although there probably is one.
If I change the infantry, then an oil field will burn like infantry...
Aha, ok.
Can't have everything. :)
Thanks for reply.
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Hi Gurner,
Firstly, great mod thank you! I'm new to here so hi all but not new to IL2 or modding. I have a problem with the mod - all works fine, effects are great and distance is increased until I blow something up like a truck or vehicle convoy, then IL2 freezes as the explosion happens. I'm running 4.10.1m with UP3 and have installed your mod 4.3 with JSGME. When I uninstall your mod, the game runs fine.
I followed the guide - in the installer I put effects and 3do folders, class files for UP3 plus long distance files for UP3.
Would appreciate any suggestions as your mod doubles the immersion for me!
Thanks again,
Martin
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Think a couple of people have reported something like that in this thread. Could be a conflict with another mod - disable other mods and test without them.
Make sure you have the correct class files.
Some people have experienced corrupted downloads - download again and see if that fixes it.
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If you have an ATI card you should check the dimensions of the tga's as well: I found that if the size is not dividable by 8, ATI cards give errors (displays squares or sometimes crash\hang computer).
If you are running Windows 7, have an ATI card and have the tga thumbnail viewer installed, you can do the following:
*Do a search in the effect folder for *.tga (or check your whole mods folder)
*Add a display filter in your explorer: dimensions
*All the tga's that have dimensions that are not dividable by 8 will cause errors (eg 128x256 is fine, whereas 512x966 is not)
Replace those tga's with similar looking files from other mods (make sure file names are exactly the same)
And you should be fine.
ATI cards are like oldtimers; they need some extra work, but if you get them running the results are fantastic. :D
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Hi Gurner and Panzer,
Thanks for the quick reply! I did find one post with this problem suggesting using class files from plutonium pack but had no luck with that.
I don't have any mods activated other than the complete UP3 pack and ecranwide/hakencruz through JSGME.
Card is Nvidia (GTX460/300 cert. drivers).
I'm away from home for a couple of days, will report back when I've re-downloaded and tried again
Best regards,
Martin
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Make sure you're using these class files - https://www.mediafire.com/?soj1ibdjo3dsr6s
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Ok will do! Thanks again :)
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hi Gurner,
re-downloaded and tried the class files in your post - same problem. I can be more specific now:
Crash only happens when blowing up vehicle convoy, not individual tanks or planes. It happens when the first explosion of flame appears
If I remove the class files from the install folder, I get what looks like the new fx and no crash. But then if I add just the long distance class files, i don't see long distance smoke.
Presumably though the 70 or so class files are required in some way, so this is not a workround?
Thanks
Martin
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You have some kind of class file problem. Maybe you have some extra or duplicate class files somewhere? The long distance mod should work fine without the 4.3 class files - are you using the distance mod version for UP?
Maybe you have some problem with your UP install
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Hi yes definitely distance mod version for UP class files and put them in the mods folder containing your 4.3 effects and 3do folders, and the mod is enabled by JSGME
Not had any other issues with UP over the last year
I'll search for class files and see what I've got
Thanks
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What gpu do you have? ATI cards can cause problems.
As I say, distance mod should not require the 4.3 mod to work.
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GPU Nvidia GTX460 OC using Precision X and latest certified drivers 301.42. (CPU is Intel i7 2660k OC to 4.5, 8gb memory)
Out of interest what do the class files do exactly and where should I look for them in the install? I'm away from home so can't look in my IL2 folder till tomorrow
Thanks
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Actually, don't bother looking for the UP class files - they're all packaged as SFS files.
Something is wrong - I don't understand why your distance mod doesn't work properly.
Very difficult to diagnose this as no one else seems to have this problem. If you can get the mod to work, then it suggests you are installing it correctly, and we know you are using the correct class files. You remove the effects and 3do folders from their containing folder and put them in the folder with the class files.
I can see no reason for this mysterious crash!
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Well my mum always said I was special :-\
Gurner, thanks for taking the time to think about my problem. I have d/l DBW superpack so will install this onto one of my clean stock installs this weekend, then d/l your mod (DBW version) and try that. I've been meaning to switch to DBW anyway as I only fly offline.
Thanks again,
Martin
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You'll love DBW. Don't forget the FBDSM!
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Out of interest what do the class files do exactly ...?
... Hi Gurner, I 've been asking myself the very same question, since your very nice mod runs OK on my 4.09m install, I just wondered what have I been missing without the class files that otherwise crash my game ... ;)
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Ok great, looking forward to it. FBDSM as well :)
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Hi Gurner,
Well... DBW 1.71 rocks and..... your FX mod rocks too :) :) :) :)
All working great, thank you thank you thank you
FBDSM next ;D
Regards,
Martin
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Excellent - glad you're enjoying it, Marcost! :D
Mick - without the class files you lose quite a bit - ricochets, train smoke, variable altitude weapon contrails, light from flak explosions and God knows what else!
Time for an upgrade, I think...
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I am so enjoying your mod Gurner. I will be replacing my Plutonium mods with yours if you can tell me how to restore the anti-aircraft tracers to the default visibility and smoketrail? Every other effect for me and our squadron is spot on and wonderful!
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Pull this class file - A1EB51AC0BFF8CAE. Be aware that it will have a negative effect on fps and look horrible...
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Pull this class file - A1EB51AC0BFF8CAE. Be aware that it will have a negative effect on fps and look horrible...
I'll try that right away, thanks Gurner. Can you comment further on "negative effect on fps and look horrible"?
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Yes - drawing all those unrealistic and ugly contrails all over the place will slow things down. And they'll look unrealistic and ugly :P.
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Thanks for the info Gurner. I'll leave it up to the individuals in our squadron to keep your realistic version or opt for the more visible ground fire (very helpful on ground suppression missions). And an even bigger Thanks to you for providing an alternative for us. I'm now permanently removing my old Plutonium effects in favor of yours.
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Thanks Winston, but I can't take all the credit - that class file is by Pablo (Benitomuso) :)
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Hi Gurner, I am wondering if there is anything I can do to get better frame rates with your mod. for V.410.1, DBW.....I am getting terrible shuttering and only about 9 to 10 fps. with it activated.......I am using your HSFX. mod. version in my v.4.11.1 with HSFX. v. 6.14 with no problem and getting 60+ fps.....thankyou for any advice that you can give me..........flightdok.......
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Try replacing the conf.ini in your 4.10 versiojn with the one in your 4.11 version
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No Gurner, that didn't work......I have a lot of mods. in my DBW. mods. folder.......could that be a problem?.....I have a high end gaming computer and only your DBW. effects are drogging down my FPS........your effects for all the other versions work fine ........60+ FPS.......thanks......... ;)
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Depends on the mods I guess. UV3 (tiger's sound mod) had a negative effect on fps for me associated with the freezing tracers but I think there's a fix for that now in the UV3 thread
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...yep you're right :
Fixes for ALL versions of UV3
Here is a fix for those who have static tracers in the sky + heavy lag and a very heavy log.lst
Replace the original buggy class (BD3EFC060DE09938) by this modified one :
http://www.checksix-forums.com/attachment.php?attachmentid=28570&d=1341520042
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Thanks Mick.
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Hey Gurner, I gotta say, I love your effects package. :) I use it in DBW 1.71 and it's awesome. I noticed a bug while using it in HSFX 6.015, which is the latest update as far as I know. It seems that aircraft armed with cannons (such as later Spits, FW's, Zeros etc) only fire a few shells and bullets before the Out Of Ammo notification flashes. For some reason, this does not affect aircraft with only machine guns (Mustangs, Thunderbolts, early Spits etc), they can fire all their ammo. Looks like a classfile issue... I'd delve deeper if I knew how. Anyway, keep up the good work!
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Gurner
Been playing about with the nuke effect, to make it a bit smaller and with less particles, to represent a tactical nuke carried by a lot of the modern jets now.
Part of the problem with the nukes is the dissapearing of effects due to game limitations, but also the smoke effects dissapear after a certain time (is it 128 seconds?) like the old smoke effects used to.
Now this also happens with your effects package, so am i right in assuming that the smoke distance effect in your mod does not affect nukes? If so and not to much trouble would it be possible to add smoke distance effect to nukes please?
Thanks mate
regards
slipper
edit after testing again i think it does show up at distance, just that effect ends after certain time, anyway to extend the time an effect shows for please mate?
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Dunno about the cannon bug, I'm afraid.
Regarding the nukes, Slipper, you'd probably have to change the values of the files you're editing to make tactical nukes.
The nukes should be visible at the usual distance unless the mat files for the nukes specify a lower visibility distance than that in the distance mod. Similarly, it is the nukes eff files that would normally control the length of time the nuke remains on screen.
Having said that, the nuke effects could be made to disappear with class files as well, but I don't see why the creators of the nuke mod would do that. Might be worth sending them a pm
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Gurner
Thanks mate for your reply, as you have had a bit of experience with effects and there associated files, do you know if there is a maximum time that can be set in the .eff files? Can you set it to whatever time you want? I have not seen one greater than 128, and I've seen that a few times, so wondering if that's the maximum?
Cheers again
Slipper
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Find the eff file for the nuke and look for 'LiveTime=xx' / 'FinishTime=xx' you can change 'xx' to whatever number you want. If theres a 'maximum' you'll find out, but other 'smokes' last forever so its worth a shot.
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Exactly - livetime is for how long the particle remains on screen, and finishtime is how long the particles are produced for.
for the particles to be produced indefinitely you should set the finishtime value to -1.0
If you had finishtime 10 and livetime 1 you would have particles that are visible for one second produced for 10 seconds.
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Ice eagle and Gurner
Thanks for your replies and help, i'll let you know how i get on.
regards
slipper
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Good job! I like this smoke and fire!!! But i have qustion.
I have Il2 version 4.09m. May i use this mod in my version server? What should I make for this purpose?
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It may work if you use class files from plutonium for 4.09.
But I recommend you upgrade to DBW and use it with that instead.
Because DBW is better than 4.09.
You can keep your 4.09 game and make a new game for DBW and UP, and another one for 4.11 and HSFX6.
Then your life will be complete, and you will experience much happiness.
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Gurner
Still messing about mate, the smoke visible distance is fine now and the finishtime -1 value gives a good repitition. However i can not seem to get high values for the livetime (i think 128 is the limit). This means that i am getting a looping of the effect rather than one long continuous one, Do you know if it may be increased at all?
cheers mate
slipper
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Hi Gurner!
I have one silly question (looking for a silly answer ;) )...In " v2 HSFX5"" there is a "fonts" folder that has "disappeared" in later versions (v4.2 and v4.3)
What are these fonts used for?
Thank you in advance!
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Slipper - If the limit is 128 I can't help I'm afraid. I'd look at getting the particles replaced with new ones once the old ones expire instead. Should look alright if you can get the timing right.
Arquillos - think the font was for the hud, but can't remember for sure.
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Thanks for the reply mate.
So leave finishtime at -1, and adjust livetime Is that what you mean?
Sorry to be a pain in the butt, but you the guru when it comes to effects.
Regards
Slipper
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If remember well, 128s is the limit for LiveTime. :)
I tested it when I made the nuke effect.
You can increase the number of particles.
It is 128 too, because 1 particle for each second are 128 particles in the air, at the same time.
particles = LiveTime x EmitFrq
But I noticed a small gap in the end of 128s, so, I think one or two more could be better for FinishTime -1:
nparticles = LiveTime x EmitFrq + 1
nparticles = 128 x 1 +1 = 129
Be aware that nparticles has big impact on FPS. ;)
santobr.
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Thanks Santobr :)
Slipper, I wouldn't use -1 unless you want your nuke to last until the end of time...
If you get the correct balance of livetime and emitfrq you should be able to have a very high smoke column that lasts as long as you want. My smokes for example go up to 800 m with a livetime of 36 and last until the end of time...
I imagine the dificulty will be with the "head" of the mushroom. I can't think of a way to make that last as long as the smoke column at the moment.
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Isn't the whole point to drop the nuke, and get the h*ll out of dodge? Unless you want to hang around.. and become a Ghoul..
IL2: Fallout Edition :D
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This is what Im working on "smoke trail" better than square trail. Thanks to Santobr, Thanks Buddy. Dont mean to hijack your thread Gurner.
(http://i163.photobucket.com/albums/t283/BravoFxTrt/trail_zpse8930d91.jpg)
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Santobr and Gurner
Thanks a lot for your help and advice, will carry on testing. Trying to get the smoke from mushroom cloud and column to rise and disperse, while also the smoke at the base lingers for a long time. Not having a lot of luck yet.
cheers both
Slipper
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No worries.
Looking good, Bravo! 8)
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http://www.youtube.com/watch?v=WwlNPhn64TA&feature=related
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Excellent - That'll come in handy for destroying the world!
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I have been using Gurner's wonderful effects mod for quite a while now, but because I run a hand modded 4.09m version, I first had to delete all java class files in order to avoid crashes and bugs.
Although I am very pleased with the result, I was aware that there was a price to pay, not using the java class files deprived me of several effects, so i decided to test them one by one in order to be able to use the ones that don't crash my game.
Here is the result, except that I left aside all trains/wagons related java class files in order to save time, I'll test them later and report back ...
https://www.mediafire.com/?4ck8dysguzd7nhm
It goes without saying that all credit goes to Gurner ... ;)
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Nice going Mick!
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Thanks Mick, I'll PM Odessa and let him know in case he's not reading this. :)
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Thanks Mick, I'll PM Odessa and let him know in case he's not reading this. :)
I established the War For Filds server. It has fashions moving equipment but its graphics isn't so beautiful. I want to understand as to make it beautiful. Your information is very useful to me. Many thanks for your help!
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Hi Gurner,
I made a fresh DBW 1.71 installation yesterday and immediately installed your mod, but I have a question for you: is there a specific reason why the .50 cals on the P-40, P-47 and P-51 are all different? I think the effects on the F-51/P-51 (late one) are spot on (at least to my personal taste!) and I was expecting them to be the same for all, but for some reason they aren't, is there a specific reason for this and you know whether it can be tweaked?
Cheers!
Alex
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I would expect them all to be the same as well, but I have no evidence or information - it just seems likely. The modpack uses Pablo's tracer mod so it may have something to do with that. May be historically correct, for all I know...!
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well all USAAF fighters had the same kind of machine guns installed, either .30, .50 or the 20mm cannon. But yeah, they were all the same and didn't vary according to the different aircraft. I wonder what makes the tracer smoke in the P-47 different from the one on the F-51. I mean, is it a case of an effect folder for each aircraft or is it related to the weapon?
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The ammo is different. ;)
santobr.
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well I hope you're joking ;-)
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No, it's true, there are new .50 ammo in IL-2, different classes and diferent effects files. :)
The old smoke trail effects will not change the effects of the new ammo.
Take a look at the HolyGrail's post :
UP 2.0 and HSFX 4.1 note:
HG&P 0.50 caliber ricochet mod have separated Java class file effect entry from all other
ingame bullets smoketrail caliber guns effects , it was exclusively given new .EFF file
called " Fifties_BuletteTrail.EFF " only for 0.50 caliber bullets smoketrail .
Somewhere during new planes creation , there must have been some changes inside
class files entries for some of those new planes causing them to not work with HG&P 0.50
new .eff file class entry and ignoring bullets smoketrail effect for some of those new planes .
While there is no conflict , it's just that 0.50 bullets smoketrail will not work with all planes
that have 0.50 caliber guns .
UP 2.0 install with using 0.50 caliber mod ( bullets smoketrail effect) , is not working with
Mustang:
P-51-20NT
P-51-25NA
P-51-30NA
F-51-30NA
B-25's not working with bullets smoketrail are:
B-25D-5NC
B-25J-15NA
B-25D-20NC
B-25J-22NA
P-38's only original game stock versions J , L , Late have working 0.50 caliber bullets smoketrail
Here can be found help with adding bullets smoketrail to new B-25's versions :
https://www.sas1946.com/main/index.php/topic,1496.0.html (https://www.sas1946.com/main/index.php/topic,1496.0.html)
https://www.sas1946.com/main/index.php/topic,679.0.html
I think they changed the amount of APIT and the sequence of API and APIT ammo.
santobr.
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Gurner mate, how would I have to proceed if I wanted to change a couple of effects on yours by importing some from HG Smokes & flashes? In particular the ground explosion effect and the hit flashes.
Cheers!
Alex
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Easy - just copy paste the files into the appropriate places, following HG and Ps folder structure, and overwrite
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Cheers man, what I meant is how do I know what is what? I mean, which are the folders/files related to the ground explosion effects for instance? Or the one for the hit flashes?
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Ground explosions are bomb250 and bomb1000. Can't remember the flashes, but they're probably in fireworks
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cool, time for some experimenting! Thanks! :)
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Great Pack, finally something compüatible with HSFX 6 :)
I wonder if its possible to add dynamic shine to the large fires. Would be epic at night and a hit fuel truck would turn into perfect illumination of the target area ;)
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It doubtless is possible, but I've no idea how!
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Maybe this is something for sanka to answer, he added those effects to flak explosions.
btw: is it on purpose that with this mod muzzle flashes of flak are missing? or did I install something the wrong way?
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They shouldn't be. Do tanks work ok for you?
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Hi gurner, i´m trying to download the 10km visibility mod because my computer struggle to run this awesome mods with the monty ones, but the links to the download doesn´t seem to work.
Could you provide an alternative d/l link? thx!
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Hi gurner, i´m trying to download the 10km visibility mod because my computer struggle to run this awesome mods with the monty ones, but the links to the download doesn´t seem to work.
Could you provide an alternative d/l link? thx!
https://www.mediafire.com/?27mls4sz9gpat7c
Sorry.
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Hi gurner, i´m trying to download the 10km visibility mod because my computer struggle to run this awesome mods with the monty ones, but the links to the download doesn´t seem to work.
Could you provide an alternative d/l link? thx!
https://www.mediafire.com/?27mls4sz9gpat7c
Sorry.
Wow that was fast! Thank you!
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They shouldn't be. Do tanks work ok for you?
Yes, tanks work, I see the fire and smoke emerging from their cannons. But smaller caliber AAA and guns (20 and 37 mm) only show the tracers of their ammonition, but no muzzle flash, even at night
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Hi Gurner, I tried the Modact download for classes folder but the link isnt working. Thank You.
edit: I found a copy in my downloads folder.
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Hey Gurner, I gotta say, I love your effects package. :) I use it in DBW 1.71 and it's awesome. I noticed a bug while using it in HSFX 6.015, which is the latest update as far as I know. It seems that aircraft armed with cannons (such as later Spits, FW's, Zeros etc) only fire a few shells and bullets before the Out Of Ammo notification flashes. For some reason, this does not affect aircraft with only machine guns (Mustangs, Thunderbolts, early Spits etc), they can fire all their ammo. Looks like a classfile issue... I'd delve deeper if I knew how. Anyway, keep up the good work!
I too have the same problem. I need only press the trigger for a 3 round burst and all guns expend their ammunition. I found this to be true for DBW 1.71 as well as HSFX 6. I have recently enabled the "The Full Monty" 1 -18 with 7B, then enabled Gurner 4.3 and have the same result. No clue why this happens. But anyway, thanks to all who have and continue to make Il-2 the best sim ever!
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The links are still working for me, BFT
DougW60 - I don't have the latest version of HSFX6 but I can't replicate your problem in DBW1.71
I need to release a small update to the airshow smoke that Santobr pointed out to me, but I can't get around to it at the moment because I got promoted at work and have to justify the extra cash... ::)
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Gurner: No worries, thanks for all the work and congratulations on your promotion
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Congratulations, mate. ;)
santobr.
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Thanks, guys! :D
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Cool Gurner, WTG Mate!
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great mod, its a must have. love the 30km smokes. fantastic work, very well done.
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Fantastic mod! Unfortunately, my computer has problems with FPS when there are many burning planes around, but I really like it, especially the tracers, which look very realistic. Is there a posibility to use the tracers separately from the other effects please? If yes, I would really appreciate it.
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There is indeed - that mod is by Benitomuso and can be found here - https://www.sas1946.com/main/index.php/topic,27392.msg287106.html#msg287106
It's called PAL Tracers and Smoketrails
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There is indeed - that mod is by Benitomuso and can be found here - https://www.sas1946.com/main/index.php/topic,27392.msg287106.html#msg287106
It's called PAL Tracers and Smoketrails
Thanks, but I thought mainly about the effect that makes the tracers appear "wavy", like on the screenshot.
(https://www.sas1946.rocks/images/imageshit/dead/dead.gif)
I think this effect is included also in the older FX compilation you made (https://www.sas1946.com/main/index.php/topic,20819.0.html (https://www.sas1946.com/main/index.php/topic,20819.0.html)), so would be possible to get it separately anywhere?
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It's from RusPs Effects. ;)
santobr.
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It's from RusPs Effects. ;)
santobr.
Ummm... where can I download those effects?
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Santobr is too modest - I think you'll find that the latest and most realistic tracers are here:
https://www.sas1946.com/main/index.php/topic,26166.0.html
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:D :D :D
Thank you, Gurner. ;D
santobr.
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Oh...error...Sorry :-[
I Post the false Thread....you can delete this
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Santobr is too modest - I think you'll find that the latest and most realistic tracers are here:
https://www.sas1946.com/main/index.php/topic,26166.0.html
Thanks, those tracers are even better :D
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Should I run this with Plutonium effects or will the two conflict?
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This modifies the same effects as plutonium, so you should use it instead of plutonium
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Gurner, I've tried to use the files for thinner smoke but it doesn't seem to work, the smoke is as thick using the new files as with the original. Also the smoke seem to be a fps killer for some of my squad mates, some of which have better system than I and that's what I can't understand because I'm not having any problem on my system at all. Thanks TC
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Now I have a question :D
Hello Gruner, I need longer Smoke and Fire at destroyed Cars, Tanks and so on…..the Smoke is only few seconds visible…..Who can I change it? After Bombing – longer Smoke? The Smoke after Planecrash is really good. I change at CarDyingFire.eff and so on, but it is not better…..
(http://img244.imagevenue.com/loc160/th_946512838_Bombing_122_160lo.jpg) (http://img244.imagevenue.com/img.php?image=946512838_Bombing_122_160lo.jpg)
Ahh! I have it.....i have not installed "V4.3 Class files in JSGME packs for DBW171"....only the "Gurner FX 4.3"
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TC - I don't remember putting out a version with thinner smoke. If you can be bothered working out which files control the smoke you could replace them with the files from a different mod - "lower particle effects" for example.
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TC - I don't remember putting out a version with thinner smoke. If you can be bothered working out which files control the smoke you could replace them with the files from a different mod - "lower particle effects" for example.
Gurner I'm referring to #2 reply on the first page of this thread, (These files should give you thinner smoke - https://www.mediafire.com/?n6jk18zxytwytq4) or I'm I misunderstanding what these files actually do. Thanks TC
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Wow, that's a long time ago! That only refers to the aircraft smoke, not the building and ground vehicle smoke which is what will be impacting your squad's framerates.
The aircraft smoke in V4.3 is thinned out anyway, but you could try the smoke from plutonium to see if that's any thinner. Just use the files with the same names as the files in that download in the #2 reply.
But again, that won't help framerates. You could try using the building smoke from Steppenwolf's lower particle effects mod. use the effects/explodes/objects/house folder
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In attempt to line engine, game crash. Put on DBW 1.7.1 Version 4.3. In what there can be a business? ???
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If you mean that you get a crash when you destroy a train, I do not have this problem and can only conclude that you have a conflict with another mod.
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I did have the same problem a couple of months ago: a CTD when destroying a train. And I wasn't the only one.
I can't remember what did the trick or what mod conflicted with this effects mod but somewhere in this thread must be the answer.
Unless someone comes up with the answer you need to browse through all the pages I'm afraid... ::)
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... as usual, into the \#DBW folder (or Mods folder or whatever you use)
... for example \#DBW\GurnersDistance\
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If you mean that you get a crash when you destroy a train, I do not have this problem and can only conclude that you have a conflict with another mod.
Yes. I also mean it. Probably you correctly speak :(. Because I use also other assemblies such as Ultrapak, HSFX6, Ultraspain and DBW1916 With these effects. And on them on one such it was not observed.
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@Samurai I had similar problem, clean install of DBW 1.71 superpack over stock install was the fix for me
Regards,
M
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I found in what a problem :). The conflict with 1956_Core_v12. DBW itself here not and. To eliminate this conflict. It is necessary to remove simply in the folder 1956_Core_v12 and others if there are similar files. Or to replace them with files from FX 4.3. Same.
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:) glad you get to enjoy Gurners great fx!
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I noticed that you have different distant views on the DBW section but only one view ( Long ?) on the HSFX 6 section.
I would like to try the different views ( 10Km, 30 Km etc. ) on my HSFX 6.017 install . Do you have that ? And the default view now on the HSFX version what distance is ?.
Thanks,
TICI
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Hi Gurner, Iv been using your FX Mod while testing SAS ModAct 4.0 Beta for 4.11.1m, and so far its working perfectly. ;)
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Hi Gurner, On my HSFX 6.017 install I would like to try the different distant views option ( 10/20/30 km ) to see the effect on fps. I tried the ones you have for DBW but the game doesn't load with them. Do you have the ones for HSFX 6.017 ?.
Thanks and keep the good work.
TICI
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Thanks Bravo, that's good news. :)
TICI - I'll look into it when I get some time.
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If I stack an individual mod on top of mod pack in JSGME, it asks if I want to overwrite existing files. If I allow it, will I be able to undo everything by disabling the mods in JSGME in the reverse order?
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@rhino yes the overwritten ones will be greyed out on the right panel and can't be removed so you have to remove the last activated ones first (the ones in black), then the overwritten ones will change back to black. This removes the overwrites. Then the originals can be removed too, so you could remove and reactivate if you want to be double sure you have them installed correctly
Regards,
M
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Thanks marcost.
Will the entire effects back be disabled or just the components within the pack that are being overwritten? I have RPs_5.0 and want to add a ground explosion mod on top.
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https://rapidshare.com/files/1375470365/Gurner_sUP3Distance.zip
Link broken.
_______________
Nevermind, I opted to try the Dark Blue World mod right now, sorry for any inconvenience.
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Gurner,
Are you planning a new version once final version of SAS Engine v2.6 / DBW 1.8 comes out? The current one has some incompatibilities with 2.6 causing CTD on some ocasions (carrier take off for instance), which I assume to be because of rewritten classfiles in that version. Your mod is awesome and it would be great to have it up and running when MiG-21 comes out.
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Following from that, Gurner the source files will be made available soon so it will be easy for you to update it. So far, your effects run fine with it but with your classes disabled.
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Gurner any news yet on the 10Km distance for HSFX 6 ?. Happy new Year.
TICI
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I was using RPs_5.0 as well as Tiger's Ultimate Sound Mod (TigerSoundsV3 and TigerSoundsV3_Buttons), all activated through JSGME. For some reason about a third of missions and campaigns would result in CTD, but they would all load correctly if I deactivated the sound mods so I blamed it on that. However, I switched to this new effects pack and now everything works with the sound mods activated.
In case it helps someone....
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Can someone tell me which files control the train steam (not the look of the locomotive itself)?
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iirc its 'effects/smokes/SmokeLocomotive.eff'
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There's a files/effects/smoke/smokeblack_locomotive.eff, but I think that's for when a train is destroyed. There's also a locomotive_light.eff-- is that it?
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Vpmedia is correct.
(http://i697.photobucket.com/albums/vv340/Bingo1957/Untitled-1-7.gif)
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Thank you guys. I was looking for just the smoke stack steam and tried the two HumoLoc files. I think the gurner smokes are genius in general, but I like the locomotive steam from RPs_5.0 better so I replaced these two files and it worked.
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Hey, slipper. Look in Effects/Explodes/Objects/House/Fuel & FuelS for the oil tanks and drums. Look in Effects/Explodes/Objects/Vags/Fire - Fire_Smoke - and Pieces for stationary plane effects. Also under Smokes try SmokeBlack_plane, and Ammovag_expl under 3DO/Effects/Fireworks. I honestly have to test them myself when I work on them because I forget which ones do what. There's too many .effs to keep up with and it's been awhile since I worked on those. Try those and let me know what happens.
I've found that the smokes from destroyed static objects (like stationary planes placed in FMB, not the actual smoke objects in FMB) look great but die after a minute or two. I looked at all the eff files in the Smokes folders per Steppenwolf's reference above, and all the Finishtimes = -1.0 so they should last forever.
Can someone tell me exactly where those files are located? I think I may be looking in the wrong place.
Update:
Never mind, I found this from Gurner:
Hey Phoenix.
I think you're trying to edit an old Plutonium mod, which cannot have unlimited time fires due to a compatibility problem with 4.101.
Sanka has made Plutonium compatible with 4.101, and you can download it here: https://www.sas1946.com/main/index.php/topic,19849.0.html
Personally I prefer my effects package, of course :D, but as mine uses the class files from Plutonium I am deeply indebted to Sanka for bringing it to 4.10. https://www.sas1946.com/main/index.php/topic,20929.0.html
If you use the correct version of Plutonium a finishtime value of -1 will have the desired effect.
Livetime controls the amount of time the particles are visible before they dissappear, finishtime controls the amount of time the particles are generated for. So with finishtime1 and livetime 10 the particles/images will be drawn for 1 second and will remain on screen for 10 seconds.
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iirc Finishtime=-1 means a loop, the Livetime parameter is responsible for how long the effect is being played.
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Guys, just a word : for Long View Distance Mod, both 20km and 10km links seem to be broken. Thanks ;)
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HSFX 6 10k distance for TICI - https://www.mediafire.com/?8ol2q3w5ru9n2zj#! :)
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hi Gurner
just wanted to ask a favor, mate, not just from you, but to anyone who makes a thread with a tile that says 'new release' or anything similar, to please just add the date of said new release into the title, otherwise it can get a bit confusing for guys, thinking that it is new, when in fact it's already several months old, lol.
no biggie - it's just something that will help to make browsing the forum easier.
i doubt too many people will spot this post of mine here, so i should probably make an announcement to the like. will do so later today.
thanks mate :D
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Hello Gurner,
thank you very much for sharing the link to "HSFX6_10kdistance" mod.
Wbr, Gerhard ;D
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You're right Malone, it's not so new anymore...! ;D
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Thx Gurner for sharing the HSFX 6 10k distance :) is this working too in DBW ?
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I don't think so... :-[
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If you got the DBW-1916 update then it has a folder called '_00_Effects_Smokes_View_Distance_10k' wich I also use in normal DBW.
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It totally don't work and crashed my game !
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It totally don't work and crashed my game !
Very...descriptive....
Maybe back it up with a CTD% OR...a loglist?
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Crash, if u use SAS Engine mod 2.6 than it won't work, they're not compatible.
If gurner makes a new version for it you won't CTD. Otherwise use this mod WITHOUT classfiles (3DO only)
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I use 4.101 with DBW 1.7 and when I start a mission, I have no ammo and my plane is frozen in the air, I can open my canopy, lowering the landing gear but th plane don't move...I had the same problem with UP RC4 two months ago.
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That's with all planes and with quick missions
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But I removed the mod....and the game works
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Dude, POST YOUR LOG.LST FILE HERE
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That's a new one on me!
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I can't because I removed the mod and I play the game, the log displays another mission.
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Feel the Heat, See the tracers! Your in the cockpit as fighter vs fighter combat becomes deadly. You are in Gurners FX!
Seriously Kick ass mod. This is a keeper.
Big THANK YOU
Maico
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Hey Gurner, great mod...can't play IL2 without it...which leads me to my problem. The ground smoke is KILLING my fps when it gets built up, say, around a bombed target. Is this normal? or expected? I realize some fps loss is expected, but I'm dropping down from a solid 60fps to 3fps when the group of ground smoke is in my view. I'm running on a GTX 670, intel i5 2600k with 8gb ram...so I can't imagine it's a hardware issue. I've tried changing out the objects/house folder for different smoke graphics, but the result is the same. I'm not certain what is causing it. Any ideas/solutions?
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... try this in your conf.ini, who knows ...? ;)
Explanation given by Mike Storebror:
"This will limit the number of sprites/objects being rendered simultaneously at a given time and thus solves issues where there are just too many objects (here: explosion effects) to be rendered to fit to your system limits."
[Render_OpenGL]
...........................................
TexFlags.UseClampedSprites=1
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Abortedman - It should not be that bad with your system, although I thought the 2600k is an i7, not i5.
I have a 2500k i5 with GTX560 and 8gb ram, and I can destroy a city and still get playable frame rates.
Mick's suggestion is a good one, although personally my clamped sprite value is 0. Maybe some other problem with your conf ini or your nvidia settings?
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Thanks for the quick replies. I was thinking the same thing about my conf.ini...I've copied "maximized" settings from some random website/forum I googled, so that could definitely be it. I haven't done any tinkering yet since I didn't know it wasn't supposed to be this bad. Gurner, would you be a lamb and post your conf.ini [opengl] settings so that I may compare? Perhaps your nvidia settings as well if you have an nvidia card...I'm using maximum AA/AF, which may be causing it as well. Time to start tinkering.
Oh and you're right about the i5 2500k...I'm posting from an iPhone and didnt catch the typo.
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[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0
TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1
HardwareShaders=1
Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3
Sky=2
Forest=3
LandShading=3
LandDetails=2
LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1
VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0
Max AA is probably overkill. Also, I've only tested with max res of 1080p, so if you go higher than that it may have a negative effect
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... I think you are right Gurner, I use 8xQ (GTX260) and can't see any prob with jagged lines ...
Sometimes "better" can be the ennemy of "good" as we say in French ... ;)
Here are 3 very interesting reads about what AA is supposed to do ...
http://www.tomshardware.com/reviews/anti-aliasing-nvidia-geforce-amd-radeon,2868-4.html
http://www.tomshardware.com/reviews/anti-aliasing-nvidia-geforce-amd-radeon,2868.html
http://www.tomshardware.com/reviews/anti-aliasing-performance,3065.html
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Thanks for the helps fellas, much appreciated. It seems it was a setting in my conf.ini that was gumming up the works. As soon as I copied Gurner's opengl section into my conf it ran smooth as butter. I can't tell the difference if it's lower quality than what I was using, so no issues with using it. I still have my nvidia control panel using max AA/AF and it's running well, so it was definitely the conf.ini. You guys rock.
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One more quick question...the default distance mod for HSFX, what's the distance set to? Is it farther than the 10km mod?
EDIT: the distance mod link for UP3 is broken.
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Original HSFX distance mod is 25k.
UP3 (15k) - https://www.mediafire.com/?68d99q13jzv1n3i
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This mod rocks! I just got it up and going after 2 days of failed attempts.I was about to post that the View distance mod for up3 link was broken but I read now that is working again.Ok I downloaded it and I got 3 files where do I put them?
Nevermind, I got it working and everything is fine.Thanks again!!!!
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This mod rocks! I just got it up and going after 2 days of failed attempts.I was about to post that the View distance mod for up3 link was broken but I read now that is working again.Ok I downloaded it and I got 3 files where do I put them?
Nevermind, I got it working and everything is fine.Thanks again!!!!
Well, Where do they go for the rest of us who may need this information too. Thanks...
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Really?
Long View Distance Mod
Add these class files to your mods/dbw/up folder and you'll be able to see the smokes from absolutely miles away! It rocks
Leave them in the containing folder, or alternatively take them out and add them to the 4.3 classfiles - either way will work
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Really?
Long View Distance Mod
Add these class files to your mods/dbw/up folder and you'll be able to see the smokes from absolutely miles away! It rocks
Leave them in the containing folder, or alternatively take them out and add them to the 4.3 classfiles - either way will work
Thank you Gurner.
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Original HSFX distance mod is 25k.
UP3 (15k) - https://www.mediafire.com/?68d99q13jzv1n3i
Gurner, and which is UP 3.0RC4 default distance view? Thanks,
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15k is the only one for UP3
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Has anyone had a bug where people see your engine smoking?...I had 2 guys tell me tonight that I was smoking just after take off, I couldn't see it myself because we were in a closed view server and it wasn't big enough to see by my tail. They were new players, so I'm not sure if they were just seeing the exhaust smoke from my 109's engine and didn't know what it was or what. Although, I throttled back to 50% and they said they still saw it.
Anyone, anyone?
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... this is a very well known "online" bug, the reason is you must be using some opening canopy mod ... ;)
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someone told me it was because of my Tiger's sound mod, and that all sound mods cause it. It may be a cockpit light mod I have been using that adds a filter box type object around the cockpit for a lighting effect, but I have no canopy opening mods. I figured it was a Gurner thing since it had to do with smoke, but guess I'll have to keep pokin' around...sorry for the off-topic.
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... it is not Tiger's UV3 mod that produces that smoke, it is an opening canopy version of whatever plane you use ... ;)
ex:
https://www.sas1946.com/main/index.php?action=search2
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I wish it were that simple, it's happening on all of my aircraft. I cannot open my canopy on any of the 109s I've used and it still happens...I don't even have any edited cockpits activated, or canopy mods even installed.
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Gurner,
First off, thanks for this terrific mod. Having lots of fun with it. The FX are awesome. There is one little bug. When I try to use this in jsmemods folder, I cant fire the guns in the aircraft. Its like I get one round and then nothing. I tried it with a old install then with a new install. Same results. Of course not to be denied I still have it in my Mods folder where it works like a charm. Just thought I would let you know my problem with this mod.
Maico
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Gurner,
First off, thanks for this terrific mod. Having lots of fun with it. The FX are awesome. There is one little bug. When I try to use this in jsmemods folder, I cant fire the guns in the aircraft. Its like I get one round and then nothing. I tried it with a old install then with a new install. Same results. Of course not to be denied I still have it in my Mods folder where it works like a charm. Just thought I would let you know my problem with this mod.
Maico
Actually, HSFX 6 was designed to be used WITHOUT a Mods folder. That is why the original install does not have one. I run all my HSFX 6 mods through JSGME. I also use Gurner's FX 4.3 mod and don't have any problems with it. I'm only stating this because you seem to be blaming JSGME for your particular problem with this mod.
Aviar
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I've had a similar problem with mods in HSFX. The mod works in MODS folder but not through JSGME if JSGME loads it into Files folder. I put it down to priority of loading i.e. game loads the first thing it comes to and in MODS folder my mod was higher on that list than it was when it was in Files folder.
Maico you can still use JSGME to activate your mod - put it in the jsgmemods folder and make sure the structure is name_of_mod/MODS/name_of_mod/the folders such as Effects,3DO and class files
Regards
M
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I've had a similar problem with mods in HSFX. The mod works in MODS folder but not through JSGME if JSGME loads it into Files folder. I put it down to priority of loading i.e. game loads the first thing it comes to and in MODS folder my mod was higher on that list than it was when it was in Files folder.
Maico you can still use JSGME to activate your mod - put it in the jsgmemods folder and make sure the structure is name_of_mod/MODS/name_of_mod/the folders such as Effects,3DO and class files
Regards
M
An important thing to be aware of is that the folder structure for some mods needs to be different for JSGME when compared to your MODS folder. Gurner FX 4.3 is one of these mods.
If you look at Gurner's instructions for HSFX6, he tells us to put the FX 4.3 files in the MODS folder. Well, I don't think he understood that HSFX6 is different than HSFX5....it doesn't have a MODs folder. In HSFX6, mods were designed to be controlled from within JSGME. So, for FX 4.3 to work from within JSGME, the file structure needs to be slightly altered.
Aviar
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If you look at Gurner's instructions for HSFX6, he tells us to put the FX 4.3 files in the MODS folder. Well, I don't think he understood that HSFX6 is different than HSFX5....it doesn't have a MODs folder. In HSFX6, mods were designed to be controlled from within JSGME. So, for FX 4.3 to work from within JSGME, the file structure needs to be slightly altered.
??? :D
I think Gurner understands the Folder structure in HSFX very well.....
It doesn´t matter if its HSFX 6,5,or 4 the file structure is ALWAYS the same,and you can always put a MODS folder into your HSFX install,create a STD folder in it and copy the i18n,gui,com folders from the files folder.Thats it,no magic behind.
For me, Gurners FX works very nice in the mods folder.no problem.
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And for me also! ;)
But then, I only have two mods in my HSFX6 MODS folder - Gurners 4.3 and the distance mod, so no conflicts...
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Gurner,
First off, thanks for this terrific mod. Having lots of fun with it. The FX are awesome. There is one little bug. When I try to use this in jsmemods folder, I cant fire the guns in the aircraft. Its like I get one round and then nothing. I tried it with a old install then with a new install. Same results. Of course not to be denied I still have it in my Mods folder where it works like a charm. Just thought I would let you know my problem with this mod.
Maico
Actually, HSFX 6 was designed to be used WITHOUT a Mods folder. That is why the original install does not have one. I run all my HSFX 6 mods through JSGME. I also use Gurner's FX 4.3 mod and don't have any problems with it. I'm only stating this because you seem to be blaming JSGME for your particular problem with this mod.
Aviar
Whoa there Tiger! I am on DBW 1.7 This mod did not work for me in JSGME but I just put it in my mods folder and it works. I am not blaming no one, just doing a little bug reporting. Thats all
Maico
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I also use DBW1.7 and it worked fine with JSGME.
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... it is not Tiger's UV3 mod that produces that smoke, it is an opening canopy version of whatever plane you use ... ;)
ex:
https://www.sas1946.com/main/index.php?action=search2
For anyone else that is having the problem and suspecting gurners mod...
It in fact was tiger's sound mod that was causing other players to see smoke from my aircraft. I've disabled the mod and all is well.
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... THX for reporting, but since UV3 includes (which is rather odd for a sound mod) a 3D folder (dedicated to the blue flame effect from engine exhausts) I rather suspect it than the proper sound files ... ;)
Could you please give it another try with only the 3D folder deactivated (simply put a minus sign in front of the folder (-)
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Maybe some Youtube links for this mod ?
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... THX for reporting, but since UV3 includes (which is rather odd for a sound mod) a 3D folder (dedicated to the blue flame effect from engine exhausts) I rather suspect it than the proper sound files ... ;)
Could you please give it another try with only the 3D folder deactivated (simply put a minus sign in front of the folder (-)
I'll test this out when I get home from work today (7-8 hours from now) and report back.
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Confirmed: Tiger's sound mod creates a bug where other players see your aircraft as smoking, also removes canopies from other players (not yours) certain aircraft (all 109s)
tested with and without 3do folder. May be a conflict with HSFX/GurnersFX, or just a side effect of Tiger's by itself, not sure...not using it any more, I'm tired of sticking out like a sore thumb in a furball.
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... THX for reporting back AbortedMan, I'll keep that in mind whenever a guy reports such a bug ... ;)
May be you should post this here, Tiger regularly visits the site:
http://www.242sqn.com/phpBB2/viewtopic.php?t=3218&start=0&postdays=0&postorder=asc&highlight=
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I dont know if its from this mod, but the 23mm cannon of the Mig15 has no smoke lines. I use a different smoke line mod together with yours, but in the past it allways work fine (with plutonium and 00_Revolution & Plutonium FX 4.10)
BTW why have the 50 cals other smokelines as the other guns ? I have seen this your mod (without external smokeline mod) I wish to ged rid of this because i has this problem in the past too
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I'd like to keep everything but the smoke/fires, as they lag me in multiplayer games. Which files would I need to delete?
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For the tracers it's 3do/effects/tracers, and for the fires/smoke its effects/explodes/objects/house
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I absolutely love this pack. Question: When a plane on the ground is destroyed, the smoke comes up in a more narrow cone (the 4th picture in your first post) than the white smoke that diffuses more broadly when a city is bombed (the first picture in your first post).
Can you tell me which files control the conical smoke? I would like to play with it. It think it also happens when some structured are destroyed, not just planes. I tried the files in explodes/objects/house but no luck and I have been fishing around a lot but can't seem to figure it out.
Thanks!
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God, I can't remember. It certainly isn't a house.
Try effects/explodes/objects/StAir or Vags
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Hi Gurner,
As everyone here, I love your mod :D
I dare ask your help for one thing though, that may interest others : I found out that some guns (30 mm, 20 mm, 0.50 cal for example) produce that "ugly smoke" from vanilla IL2 when the plane is on the ground :
(http://lbnkbu1.free.fr/Screen5.jpg)
And the moment I take off, it disappears. Of course, tt's not relative to your mod (with or without it, it's the same), but maybe you have an idea where to look for :-[?
Thanks anyway, Ruby
I have DBW + The Full Monty (1-20) with Plutonium and your mod.
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Yeah all big guns do dat. when you start movin though, the smock starts spreading behind you
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Just a request, I not a expert (Well I actually don't know anything) but is there a way to make the smoke/ fire gradually fade in, like When I i'm flying 30km from a fire and then I fly to 30, and well, boom, I see a flaming city. (109's intercepting Bombers)
but still your mod is awesome!
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Simplist would be to extend the view mod even further, but obviously the further you can see the more likely you are to have framerate issues.
Also, the smoke grows from the ground up when you get within range, so it looks like it's increasing gradually. The flame just appears though, of course, but it's so small at 30k that it's not an issue for me.
Certainly beats the original situation, which has fires popping up at 5k!
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Certainly beats the original situation, which has fires popping up at 5k!
Yeah that is so true!
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I'm using DBW 1.71 and I installed your mod, but I can't open my canopy on some planes but before I could do it? I don't know what to do!
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We encountered a little issue with SAS Ai Engines Hotkeys v 2.6 mod + Gurner FX combination:
https://www.sas1946.com/main/index.php/topic,32888.msg359371.html#msg359371
Its not a big thing but you should know about it if people are asking in the future.
Still loving this mod btw :)
Cheers
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Afternoon chaps,
I have a rather odd problem with my install of FX4.3. When I press the cannon or machine gun button the game seems to accelerate like I've pushed the x8 time acceleration button then stops when I release the trigger.
I'm running 1946 and DBW. I've tried taking out all the other add ons that I could but it still happens so I did a new install with DBW and it still happens.
Has this happened to anyone else and did you manage to resolve it ?
Cheers
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Thanks Istvan :)
Whosp - I myself had that problem a long time ago, but I can't remember why.
I think it might have been while using the 3do and effects folders from another mod with the classfiles from gurners. The only thing I can suggest is to download gurners again, ensuring that you are using the correct version, and the correct version of the distance mod
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And the airshow smoke? ;)
santobr.
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Afternoon chaps,
I have a rather odd problem with my install of FX4.3. When I press the cannon or machine gun button the game seems to accelerate like I've pushed the x8 time acceleration button then stops when I release the trigger.
I'm running 1946 and DBW. I've tried taking out all the other add ons that I could but it still happens so I did a new install with DBW and it still happens.
Has this happened to anyone else and did you manage to resolve it ?
Cheers
I too have the same problem, and havn't figured out a fix yet. (aside of not using it :()
Gurner. I'm pretty sure I did download the correct one for DBW, but what are and what do the distance mods do for it. And how do I know I have to correct distance mod. (of course it's probaly labled if I get off my lazy ass and look).
Yep it is. Man am I lazy. It is sad when you to lazy to surf the web. :P
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Sorry Santobr! I'll try to get around to it soon. I know it's relatively simple, but there just always seems to be something else to do these days!
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Gurner, thanks for getting back. I've just tried again with a clean 4.07 install with bog standard DBW 1.71 on top of that, new download of 4.3 and the 30k distance mod and I still have the problem.
Shame I can't use it as it looks fantastic :(
Sundowner, off your lazy arse and find a solution ;)
Cheers
Whosp
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Whosp, it looks like a mod conflict of some sorts but youre saying that you got a clean DBW 1.71 superpack and only Gurners mod on top of it so I dont see a reason for that. Btw do the time acceleration keys fire the guns?
Did you try other versions of this effects mod such as 4.1?
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Whosp, it looks like a mod conflict of some sorts but youre saying that you got a clean DBW 1.71 superpack and only Gurners mod on top of it so I dont see a reason for that. Btw do the time acceleration keys fire the guns?
Did you try other versions of this effects mod such as 4.1?
In my case the time acceration keys do not fire the guns.
The effect it more pomenate near the ground for me. in some cases I notice my shell caseing flinging forward past my aircraft when it happens.
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Yes, that's right vpmedia, very odd. The acceleration keys don't fire the guns.
Like sundowner, the effect is most prominent close to the ground.
I haven't tried an earlier version, I'll go and see if I can find one.
Cheers
Whosp
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Well, success with 4.2 (from the first page Sundowner if you want to try it), no acceleration :) So whatever causes the clash is in 4.3 but not in 4.2. That ought to narrow it down somewhat.
Cheers
Whosp
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try 4.2 class files with 4.3 3do and effects folders
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OMG, I totally didn't not see that the 3DO and EFFECTS were seperate!
Once I down loaded them and put them in place works like a charm!!!!!
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4.2 class files with 4.3 3do and effects folders and all is well still, NO acceleration problems at all, I'm pleased to say.
Cheers
Whosp
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ooooppps, we might have a general problem here with that acceleration thing.
I am in fact not using any version of Gurner's FX, but instead Ice-Eagle's "historical effects".
Last weekend I did some fiddling in my conf.ini to make it best while retaining compatibility with the hirez mod. To have a comparison, I ran the BlackDeath.ntrk over and over after each change in the conf file. I didn't think about it (not sure if I even consciously noticed it) but when the first bombs were dropped, for a fraction of a second, the planes (and probably the time as well) moved faster. I wouldn't have thought about it further had I not randomly read some pages in this thread, because I have yet to notice any de/acceleration when firing guns... also, I have not the slightest idea as to why this is happening. Just thought you might want to know :P
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Hello....it seems that i need help... i download fx 4.3 (two files) gurner FX 4.3.zip and #UP#_Gurnerfx_UP3.zip
I unzip 1.file.Second file i unzip in "files" folder of first file ....then i rename mainfolder as #UP#_Gurnerfx_UP3 and i place it in jsgmemods folder...then i start jsgme and enable it .
When i start IL2 and choose any mission i get "mission load error:null" message ,and in online i get "selected home base has no aircraft available at the moment" message when i click on base....any suggestion?
Thanks in advance :)
p.s. i use UP3 rc4
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I am in fact not using any version of Gurner's FX, but instead Ice-Eagle's "historical effects"...
...but when the first bombs were dropped, for a fraction of a second, the planes (and probably the time as well) moved faster
I havn't noticed that. Unless your talking about micro-stutters. That's been a long time problem for IL2.
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For 252flasheart:
Download the appropriate 4.3 class files for your install.
Download the new 4.3 3do and Effects folders.
Remove the new 3do and Effects folders from their containing folder and place them in with all the class files. (#UP_Gurnerfx/#UP#/files, for example)
If using DBW or UP, place the whole lot in your JSGME folder and activate it.
Blow shit up.
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thanks Gurner...i do it all well....problem solved when i reinstall up3 :)
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Hey Gurner,
I'm just warning you man. My Girl Friend is a little peeved at you!
See when I got your effects working properly, I was in such awe of their awesomeness, I told her I want to get a new GTX 670 card.
When she asked why now, I told her that I down loaded your mod. And I needed more power to run it properly.
Fortunatly I took some of the heat off you by telling her that Clod needs more power as well.
But just in case here is what she looks like if you ever feel that your being followed.
(http://photo.mylife.com/photos/031/072/934M.jpg)
Regardless after seeing your effects working properly and having guncam tracers, I can't describe the feeling I get from seeing it all come together. So keep an eye out cuz I'm getting a new card.
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If your Mrs doesn't like GPUs, try modding! Or as my Mrs calls it, "nerd shit"... :-X
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If your Mrs doesn't like GPUs, try modding! Or as my Mrs calls it, "nerd shit"... :-X
Agreed, women...... well Most women (I belive I have seen one to two around here, but they are like unicorns) don't understand certian Men's passions.
Mine gripes at me all the time when I get a new "dohicky" or "Thingambob" for my sim pit.
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Gunner
WOW !!! Hell Yeah !!! Very nice.
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Great mod, better then Plutonium in a lot of ways... but I've got a quibble.
The brown dust clouds from crashing planes, bombs, and tank gun fire just... disappears suddenly, and seems a bit jarring to me. I've been trying to find the effect file behind it to tweak it to my liking but I haven't figured out which one it is... does anyone else here know?
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They're in effects/explodes/bomb250 etc
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Hi Gurner
Mod is great.
When I use it with 30k long view distance mod I have some stuttering.
I tried to load 20k long distance wiev mod for DBW but links from first post looks to be dead.
Can you please reupload / post new links ?
Thanks
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Try again - that link still works for me
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I tried
DBW long distance mod :
10k "File not found, you will be redirected to http://www.gamefront.com"
20k "Firefox nie mo?e odnale?? pliku http://media1.gamefront.com/guploads/201205/05/01/gurner's distance2.zip?b17f4b620c6cf1393ffa644d11eea151ee12995c6f2461e126e601ef5a3f0f0569ff16138594a2f1b165ec34369665246886bad947e7bbd9031439239dd9597061d10b187f28750a455ec21fbebbe849ab4a9b969a6470537f62aae915e796edda387c2a448ae74e87c27db83af1d2e34c0c3616c9b46f.
Well last one is in polish translation will be : "Firefox can't find the file http:// ................"
Just suggesting Mediafire pls ?
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Gurner
wondered if you happen to know what files cause the very small bomb and smoke effect please? Shown below in the two pictures.
(https://www.sas1946.rocks/images/imageshit/a/img577/788/10052013193034.jpg)
(https://www.sas1946.rocks/images/imageshit/a/img855/4761/10052013193038.jpg)
The bomb released was a German AB1000 which carries as sub munitions little incendiary type bombs called B22EZ, the same effect is also given by Target Indicators and some small incendiary bombs. I think it is related to the power type of the bomb in the relavant bomb.class.
regards
slipper
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RS82 maybe? Or maybe it's the same as the small 100 kg explosions. Can't remember what that was now, but it took a while to find, as I recall!
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Ok thanks Gurner
Doesn't appear to act like any of the bombs though, there is a small flash/fire followed by little clouds of smoke, not similar to the bomb explosions at all.
Are all the bomb effects in the same place? i can't see reference to any effects within the bomb class files themselves.
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most are, but sadly not all. To find the 100kg effect for example, I had to cut out folders so that the effects reverted to stock (from plutonium), and then add them back in one by one. The folder that makes the effects go back to plutonium is the one you want, of course. ;)
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Ok mate, thanks
I'll try a bit of trial and error and see what i come up with
cheers
slipper
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Hey Gurner
when my plane crashes the brown dust cloud just suddenly disappears
is there any way i can fix this?
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Is there a key comand for the long view mod or do I just use regular zoom?
Nice set of mods by the way. I don't fly without the FX mod.
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Madz - That shouldn't happen. Maybe a conflict with another mod or corrupted download.
Claw - no key command is necessary, as the distance mod just increases the distance at which effects can be seen, so Instead of smoke from burning objects dissapearing when it is 5km away from you it remains visible until it is for example 30 km away.
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Gurner im only using sas engine mod and jet war 1.3 and the last time i downloaded this the same thing happens
Oh and also what is the file for the brown dust cloud in Bomb250 ?
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It's "burn", I believe
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ooooooohhhhhhh I see. All this time I've been flying with it activated and not realizing it and wondering why I could still see the smoke from so far away. Then I deactivated and tested and said to myself "Oh, thats what I haven't been missing". Thats a great MOD. It goes great with Gurner FX 4.3
A little OT. Some time back I had removed ATI Catalyst Control Center and left just the drivers because the gain is less than the resources it uses. I come to find out that without their bloatware, my card only performes at about 80% what it should. I just found this handy little utility called ATI Tray Tools that has a tiny footprint and has all the features of Catalyst Control Center. It boosted my frame rate by 15-20 without over clocking.
Gurner I have never had any problems with any of your MOD's with this setup and now their even better.
There is another one out there called Radeon Pro. I can't speak for it because I never used it but it has a screen recorder like Fraps.
Both the above are free and garbage free.
Thanks for a great set of MOD's
Bob
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Gurner this is weird but when i activate Gurner FX in jsgme it doe not work but when i also put files in DBW with it also activated in jsgme it then works
is there an reason this happens?
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how about if you only put it in dbw but do not activate it in jsgme?
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No it only works when files is inside DBW with it also activated in jsgme
EDIT
now it works with it only activated in jsgme :D
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Links for the 10km and lesser versions of the distance mod on first page are dead.
Does 4.3 have a distance mod pre packaged with it? I've never had problems running this mod without the distance pack before. Now that I upgraded to 4.3 (tried using the full monty version, but it includes the distance mod and has me flying at about 7fps), my game runs like I've installed the distance mod when I haven't.
Speaking of that distance mod, I wonder if I may be doing something wrong... I *think* I have a system that should be able to run it without problems, but it just doesn't, nothing but a slide show. I'm running 12gb of DDR3 1600, AMD Phenom II x4, Just upgraded video card to Radeon HD7870, and a brand new WD 1tb Black HDD, windows 7x64. Is it an ATI card thing? Maybe a conf.ini problem? System just not good enough?
*edit* forgot to mention that I'm trying to run this with DBW 1.71.
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Oh my... Gurner tjese are epic! They are stunning and give tons of realism to bombing and strafing.
Thank you! :)
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KPN.Kardif - Sorry about the links, I can't be arsed to sort them out right now.
4.3 shouldn't contain the view distance mod, unless I made a balls up. The smoke would reduce the framerate, though - it's pretty graphics intensive in 4.3.
I suspect you have a problem with your conf.ini - assuming you're using opengl, try replacing the open gl section in your conf.ini with this:
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0
TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1
HardwareShaders=1
Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3
Sky=2
Forest=3
LandShading=3
LandDetails=2
LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1
VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0
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For ATI card Water=2. It doesn't matter how goos the card is. Water=2 for ATI is the same as Water=4 for NVidia.
The best thing you can do, which always works for me when I pork my conf.ini file due to fiddling with it too much is the following
Run IL2setup.exe in your IL-2 folder.
Be sure OpenGL is selected.
On the Video Tab select maximum setting
Run IL-2 and go to Hardware >> Video Options.
Be sure Custom is selected. You'll know because you will have 6 Drop down boxes to set options.
Set everything to it's highest level. With ATI you won't be able to set Perfect for landscape detail but it's ok. It will still be nice.
Click Apply
Give it a go.
After you fly your first mission with these settings, you may have to go into your conf.ini file and set water=2 to get nice water.
Please report back your results
Bob
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IIRC doesn't using the in game settings negatively effect your resolution? I'm pretty sure you'll get the best results altering graphics settings in the conf.ini
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I'm just stating my experience. There are some settings that are just for NVidia and some just for ATI. I always go into the control panels for the card and set a profile for IL-2 and make all the settings to let application decide with the exception of VSync. I turn VSync off and set my refresh rate to 75 if I can. Then I do what I mentioned above. The only settings I change/check in the conf.ini is LandGeom and water. I don't use the setting in IL2setup.exe spacific to ATI cards because they don't apply to the new ATI cards. I just use Maximum.
Windows XP 32 Bit
P4 .8 Ghz 670 CPU
2 Gig DDR 400
NVidia 9600 GT 256 GDDR3 128 wide
HSFX 6.0.17
Gurner FX 4.3 ALWAYS on and awsome I might add
Sometimes carsmaster water.
Sometimes HT Water. None of which hurt my frame rate. I like the veriety.
PAL Mini Map also awsome.
Average frame rate 26. It does dip down to 18 or 19 when I have about 60 or so AI planes up but as soon as a few get killed, it picks right up and smooths out nice. It works out good because the smoke and fire doesn't get heavy until a few get killed. Starting off with about 50 planes, doesn't go below 25.
My system does choke on the distance mod but my system compared to KPN's. he he he. KPN should be able to handle the distance mod with all the eye candy on.
KPN could try to set all the hardware spacific settings to 0 in conf.ini and turn them on in the control center as an experiment but I tried that with my radeon and it didn't make a difference. If the settings are on in both IL-2 and the control center, the card is trying to do twice the work with no visual benefit.
I don't know what else to say except that IL-2 does favor the NVidia cards but thats a heavy duty system Kpn has.
Hope it works out.
Kpn
Please report your results
Bob
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Personally, I get the best results from using Nvidia control panel to control things like AA and AF. IL-2 has very poor AA that can be vastly improved by using even medium settings in the Nvidia software, especially if you have a high spec system.
I guess it could become a slideshow for some, but if you have a good system I recommend using maximum conf.ini settings and use your GPU software to improve things further. With a really good system you should be able to pretty much max your settings in control panel.
If you have a high spec system but you are experiencing low fps it is almost certainly a wrong setting in the conf.ini
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I couldn't agree more. I've done the same thing with things like AF and Trilinear. I'm able to do that with the NVidia card and only see a minor impact in visual quality. WHen I was running the ATI card, Nothing seemed to work except starting fresh. I sat here for hours changing each setting one at a time to get the best results and a usable frame rate. I was running an ATI HD 3450. I picket up an NVidia 9600 GT from a friend for 15 bucks. The 9600 is only a bit higher than the 3450 but in IL-2, I now bottom out at 18 - 19 fps instead of 2.
With the ATI card, I found it best to start from scratch. Use IL-2 to set everything and go into the control panel and set everything to either off or Application controled. Then I fiddled with each setting one at a time.
One thing I forgot to mention is that I use the forceware modified drivers from guru3d.com. I can't say enough about the improvement in both fps and quality. I installed those and my frame rate went up considerably on some maps and with making no changes in IL-2, and so did the visual quality.
I'll be in the market for a GTX 460 soon. I'm very curiouse to see if the improvement will be substantial on a low end system like mine.
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460 is good, but you might find it's bottlenecked by the CPU. P4 is pretty old, although 3.8 ghz is quite healthy.
I'd also recommend at least 4 gb ram and a 64 bit os
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I have a question. What are the files that create the dirt splash when you crash. I would like to change them, because they make my fps drop a lot. :(
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Yeah I have a board here that will take up to an E8600 or a Q6700. I was checking the benchmark results and the E8600 is leaving the Q6700 in the dust on single threaded operations. It actually out performs it on 60% of variouse operations.
I agree that my bottleneck is going to be at the CPU. Also unfortunatly ASUS thought it prudent to put the ATX power connector 225 mm behind the PCI-e slot so the longest card I can put in this thing is just over 8.75 inches. The 460 is a great candidate for that. On the other board, cards upward to 300mm are not a problem.
In any case, I wish kpn.kardif the best of luck getting things working. IL-2 should be no match for that system despite the fact it has an ATI card in it.
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Is it possible for it to automatically lower the flame particles when there is a lot of destruction? When I fly with 100+ B17 and bomb a city, the game just freezes.
64 bit with 8gb ram and a quad core windows 7
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... try this setting in your conf.ini [Render_OpenGL] section ...
TexFlags.UseClampedSprites=1
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Jazza - I believe it's effects/explodes/bomb250/fontain
Wulfy - the game only displays as much graphically as it can handle anyway - you'll see smoke, fire, propellers etc disappearing when the game engine limit is reached. 100 bombers is a lot - that'll probably take the game beyond it's limits but it shouldn't freeze - you could try the conf.ini settings listed above. They are the best settings, though, for top-notch systems. It's possible to make the settings less graphics intensive.
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Wulfy
Dude thats awsome. You gotta publish a vid
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I just picked up a 9800 GT 1 gig. That's probably enough for my system. I don't think the rest of my system can handle any more than what that card can.
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I also have FPS problems with my DBW installation, although I'd say that my system is kinda overpowered for the IL-2. Win 7, 6 GB RAM, Intel i7 CPU and Radeon HD7730 graphics with 2 GB memory. I tried to tweak the conf.ini according to Gurner's post few pages back, but without any visible success. Maybe a different distance visibility mod would help, but the links for 10k and 20k version seem to be broken.
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Isn't that a laptop card?
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Yes, it is Claw, but so far every game worked perfectly. I am pretty sure it has something to do with the effects visibility distance, as now, I deleted the classfiles of the visibility distance mod and t seems to run, so that is why I would like to try the 10k mod, but I cannot download it.
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Make sure you keep it cool. For a laptop graphics card, thats a pretty good one.
Try this
http://simflyers.com/Files/GurnersHSFX610kdistance.zip
hth
Bob
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Sorry, but this doesn't work. I'm on DBW and this one is for HSFX, so it made the game crash on loading. I will wait if Gurner may re-upload the DBW version.
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Sorry, I don't have a copy of the smaller distance mods, and I don't have time to remake them right now.
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Sorry, I don't have a copy of the smaller distance mods, and I don't have time to remake them right now.
Gurner, I have a copy of the 3 distance mods for DBW (10k, 20k and 30k), I can upload them if you allow me.
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Has anyone tried this set of effects with the "Real Napalm" mod. Do they get along? If they do, do they overload your system? I used the real napalm once upon a time but caused problems with the effects I was using at the time but I think it was a different set.
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I just tried both without Gurner FX enabled to see if they were any good. There is one by CV6 and another called New Napalm. The one called New Napalm didn't seem to work at all in HSFX so I can't comment. The CV6 Napalm doesn't even compare to Gurner FX 4.3. Gurner's has the Napalm effect plus fragmentation, smoke, dust. Have you tried it?
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Oh, maybe that's whats different, I just checked and I have the 4.2 instead of 4.3. What I was looking for was the "spread across the ground" effect. I'll check it out a little closer, thanks.
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Please, Korrigan, that would be very helpful :)
Regarding the napalm, the advantage of the "real napalm" I believe was that it spread from the point of impact in a direction and to an extent dependant on the angle of tragectory. But it didn't look very pretty. In an ideal world I guess someone could collaborate with the original author to make the effect look better.
Sadly I don't have time to do that or indeed much of anything these days! :(
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Hey no worries, I'll see if I can find a way to mix and match these by the end of the summer at least, thanks again for helping to keep this game looking good!
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Here you are : http://www.packupload.com/SFTKWMEA13F (http://www.packupload.com/SFTKWMEA13F)
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Thanks, it works fine, no random FPS drops any more.
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ooopppssss sorry about that buchtik.
Also make sure you keep that laptop on a hard flat surface so air can flow under and around it. Soft surfaces will restrict airflow.
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Thanks, Korrigan
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Thanks, Korrigan
Thanks to you for this great mod.
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:D
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Thanks for the replies and advice, Gurner and Claw. I've been away for a few days so haven't had a chance to check the thread or mess with IL-2. I should have some free time this evening, I'll poke around with it then and see what differences I can come up with.
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I have been using opengl for as long as I've been flying. Setting up my conf.ini to look exactly like yours makes no difference, average fps about 13 dipping to 4 or 5 quite often. I have tried it with the hardware specific values (the strings with NV at the end, right?) at both 1 and 0, no difference. Water=4 looks really scary when I turn that on, setting it to 2 looks like it should in my opinion, though neither setting has any effect on frame rate. Trying to mess with any of the hardware options from within the game always reverts my resolution back to 640x480, so I try to avoid that. 1680x1050 is what I run it at.
I'm using radeonpro for program specific hardware profiles. Setting up il2 with everything at min makes the game look like crap. It does give me a few more frames, but we're talking max of about 20. Also, msi afterburner says my card isn't even hardly being used when settings are that low. When I ramp them up, (AA 24x, anisotropic 16x) the gpu usage jumps around pretty erratically, with a few spikes at 100% while running black death. Average is probably closer to 40% usage.
One oddity I've run across is processor affinity. Il2 runs on on a single thread as far as I am aware, on my system it is core three. Changing processaffinitymask in conf.ini I think should change which core it's running from. Changing that value makes no difference. Set it 0, 1, 2, or 3, the game still uses core 3. And yes, I did remove the ; at the front of the line. That core is also at 100% usage as long as il2 is running, according to performance tab in task manager.
I am unable to run the il2setup.exe utility. I have the game from steam, though I don't use steam to run it. I moved the directory to a different file away from the steam parent directory, and the selector that comes with ultrapack/dbw allows me to run it without having to go through steam first. So in essence, I have two installs, one modded, one not. Il2setup.exe run from my modded directory gives me an an application load error, basically because the program is no longer in the steam directory. Il2setup.exe run from the steam directory doesn't work either. Trying to run it results in nothing more than my screen flickering. Steam doesn't like it when you try and mod a game the way I have il2 modded, and I found years ago that moving the directory to another place on the hard drive was a quick and easy solution.
So I would guess that there's either a bottleneck somewhere, or maybe a classfile conflict. I would really rather not remove TFM for testing purposes, as it took me 3 days just to get installed. 20 packs, each taking about 30 minutes? Yeah, once that's on, it's staying on. I guess I could create a third install directory... hmmm.
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Gurner mate you've probably seen this thread
https://www.sas1946.com/main/index.php/topic,34708.0.html
so what do you think about this at M4T forums one guy said that I hacked your mod what are you toughts
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WOW. Lots going on. Yo certainly shed some light on what might be going on and raised some questions.
Are both IL-2 installations installed at C:\? I mean not in C:\Program files\IL-2. Right? I mean I realize you have them installed in two seperate directories. As long as niether of them are in Program files on WIndows Vista and higher. It's also better if you have no spaces in the path. Like c:\il2dbw.
It's a bit of a concern that you are unable to run the il2setup utility.
You may want to try this little utility and select cores 2, 3, and 4 and no virtual cores.
https://www.sas1946.com/main/index.php?topic=32520.0
If that utility gives an error, then you need to click Start >> and type regedit and open registry editor and find the following key
HKEY_LOCAL_MACHINE\SOFTWARE\Ubi Soft\IL-2 Sturmovik 1946
Look at the REG_Z value "Directory" on the right and please report back what it says.
for your CPU, ProcessAffinityMask=12 will run on core 2 and 3 which is physically core 3 and 4 or ProcessAffinityMask=14 for core 1, 2, and 3, which is physically core 2, 3, and 4.
From the spiking your getting on your video card, it sounds like it might not be coming out of power saving mode correctly. That card should have no trouble with DBW. If IL-2 keeps resetting the resolution, it's probably because it thinks you have a very low end card. It kept doing that to me when I was running an onboard graphics card. Thats why I think your card might not be coming out of low power mode.
I don't know which chipset you have but by chance do you have Crossfire enabled?
Are you dissabling your anti virus software before you run IL-2?
When I install IL2, I install them to c:\IL2 then I patched it up to 4.10.1
Then I copied it to c:\IL2_4101
So now I have two folders. C:\IL2 and C:\IL2_4101
Then I patched the C:\IL2 folder up to 4.11.1
Then I copied it to C:\IL2_4111
Then I installed HSFX into C:\IL2
Then I made a copy of that to C:\IL2_HSFX_Clean
Then I renamed C:\IL2 to C:\IL2_HSFX_Using and copied C:\IL2_4101 to C:\IL2
Then I installed UP3\DBW to C:\IL2
Then I copied that to C:\IL2_UP3-DBW_Clean
Now, if I want to use the HSFX version, I rename C:\IL2 to C:\IL2_UP3-DBW_Using and rename C:\IL2_HSFX_Using to C:\IL2
I know this is a lot to swallow but when IL2 is installed, it makes system registry entries that look to the installation folder. If you do a second installation the registry entries change and the first installation is no longer valid in the registry. If you make a copy and run it from the new folder the registry entries are no valid for that version. In most cases, this is ok but in some cases like joystick profiles and graphics card profiles, it is not. This is one of reasons Bravo worked so hard to make everything run out of one folder without having to do what I do.
One of these days I'll get Modact on here and use the Bravo method but I spent too much time fiddling and not enough time playing but with all that crap on my 1TB hard drive with loads of room to spare, I play any version I want error free on a low end system with acceptable frame rates.
When I use the UP3\DBW version with Plutonium, I get the same frame rates you do.
When I play the HSFX version with Gurner FX 4.3, I average about 36 FPS with everything set to max and resolution set to 1400x1050 which is plenty for my 22" screen.
My System Specs
Windows XP Home SP3
P4 3.8 Ghz Hyper Threading
2 Gig DDR 400 Ram
Nvidia 7600GT
My 9800 GT will be here in a few days. I can't wait to see the frame rates for the UP3\DBW installation when It comes.
Hope this leads you in some helpful direction. Please keep us up to date on your progress.
Bob
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Don't get too excited, Bob - there's not an enormous difference between a 7600 and 9800...
Hangman - I improved most of the effects for train destruction in 4.3 and tested them extensively, during which time I experienced no crashes whatsoever. Therefore I must conclude that crashes when destroying trains are not directly related to this mod.
And you can do what you want with my mod - a lot of it is or started out as other people's mods anyway, and I don't consider removing a few class files to be "hacking".
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Hangman - I improved most of the effects for train destruction in 4.3 and tested them extensively, during which time I experienced no crashes whatsoever. Therefore I must conclude that crashes when destroying trains are not directly related to this mod.
... I remember having the very same crashes when destroying trains, while trying to adapt your wonderful 4.3 effects mod to my 4.09m version of the game, and it is only after I removed several class files that I was able to fix this "issue" ... ;)
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The path for my modded install is C:\notsteamgames\IL 2 Sturmovik 1946. The path for the unmodded steam version is C:\Program Files (x86)\Steam\steamapps\common\IL 2 Sturmovik 1946, which is the default path that steam installs it to. I know that trying to mess with anything inside the Program Files folder causes problems, which is one of the reasons I moved it out into the notsteamgames directory. I didn't think about how this would impact the registry though...
Thanks for the link for that affinity mask utility, definitely a nifty piece of software. I messed with it for a bit and didn't receive any errors, but task manager still said only core 3 was being used. Then I noticed that radeonpro also has an affinity mask section, and the 2 box was checked. This must have been overriding the conf.ni, because when I unchecked it, I am able to make it run on whatever core (or multiple cores) that I want, so problem solved there. I also noticed that when I push all graphical setting to the max in radeonpro, the gpu usage smooths out a lot. The game looks great, and this with the processor affinity has improved frames a little bit more, now topping out around 25 in black death when the camera is pointed more towards the ground. Whenever it looks up though, frames drop back down to 9 or 10. I did have a problem with the power saver not working properly when I first got the card, which turned out to be a driver issue that has since been solved. I am using Catalyst 13.4 at the moment. I do not have crossfire enabled, nor have I ever used it.
So back to the registry... I looked where you said, and I don't even have a Ubi Soft folder in HKEY_LOCAL_MACHINE\SOFTWARE. Doing a search for IL-2 Sturmovik 1946 finds it in HKEY_CURRENT_USER\Software\Winrar SFX, which seems a little strange. Data column says C:\Program Files\IL 2 Sturmovik, which as far as I can remember isn't a place that I have ever installed the game, at least not since I was on XP, which was a couple of years ago.
Long story short, when I started using Ultrapack (before DBW existed), whenever I tried to apply it to my steam install I would get the craziest graphical anomalies... black sky, pink clouds, geometric shapes all over the place, etc. I read that steam can sometimes cause problems with that, so I reinstalled, copy/pasted to it's own directory, installed ultrapack, and bingo everything works. A few years later after a hiatus from IL 2, I wanted to come back to it and discovered DBW. I figured the same sort of things would happen with it since it's based to some extent on ultrapack. It also gave me the ability to have two installs, one clean and one modded. Somehow the dbw/ultrapack selector launcher overrides whatever drm mechanism steam has and I can run the game via the launcher and outside of the steam directory. Again, I never thought about how this would effect the registry, and I've never had a problem until I tried running this particular version of Gurner's effects.
I know that these days Steam will give you the option to install games in folders other than it's default one, which is in Program Files (x86). What I might try is uninstalling my current steam version, re-installing it in a different folder outside of Program Files, apply DBW to it, and see if it works. Probably a project that would take a few hours, so the earliest I could get on that would be tomorrow night.
Thanks for the advice so far, Bob. I've done a little bit of registry editing in the past, but only in emergency situations, i.e. virus problems. If you think the problem might lie within the registry, well... it'd be a good learning experience!
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Well, there are a couple of things I'm certain of.
1) it seems I get better performance as a whole with my crappy 10 year old P4 system and a 7600 GT than people with i7's and video cards that are at least 6 times more powerfull than mine.
2) I bought my copy of IL-2 at a tag sale along with CFS2 and Air Warrior III all for $10.00. I don't think mine is the steam version but I'm not sure. It installed as 4.07 and never had a problem. I have no steam entries on my computer anywhere. Steam sounds like horse droppings to me.
I installed it last fall and always needed the CD to play it. Now the CD is packed in a box somewhere because I had to move because I was diagnosed with a brain tumor and had surgery to remove it. As my recovery progressed, I decided I wanted to play it again but couldn’t find the CD. I did some googleing and found this IL-2 NoCD Crack and viola, I could play again. Then I started patching it and looking for add on stuff which caused me to stumble upon sas1946. Then the moding began.
To date, I still don't know which box the CD is in and I'm still playing it moded and vanilla. I even setup an IL2 server. It's right here next to my right foot. All error free and acceptable performance.
The WinRar SFX entry is there because at some point in history, you extracted a winrar archive to that location.
When I was using an ATI card, I used ATI Tray Tools. It will tell you your default clocks and current clocks. Mine always stayed at about 70% of the default clocks. I used ATI tray tools to manually lock it in at 100% and things began to pick up. I hear Radeon Pro is an excellent replacement for ATI Tray Tools on a Windows Vista and higher OS. I'm told that with that, you can get rid of Catalyst Control Center and use Radeon Pro exclusively. Does it show you the default clocks and current clocks?
With Radeon Pro, can you create a custom graphics profile for your moded IL2 installation? If so, do that and set all the settings like AA, AF, Sampling etc to Application Controlled where available or Off. Then one by one adjust them and test and see where things go. This is just a speculation on my end that you should be getting no less than 30 fps. That’s a massive card you have there. Turn AF down to like 8x and AA down to around 4x leaving all the settings in IL-2 to max.
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Oh yeah. One more thing. Turn Vertical Sync(VSync) off.
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Wait how do you turn off Vsync?
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It should be somewhere in Radeon Pro or Catalyst control center.
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But you might want to leave v-synch on because if you turn it off you'll see horrible tearing!
A decent system should be running this at over 60fps most of the time anyway - mine does, and I have gtx 580, 2500k, 8gb ram, 64 bit os.
Resolution can make a big difference. I play on my TV, so I use 1920 x 1080
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Gurner can I have your card? he he. Nice card.
I wish I got frame rates high enough where I would have to turn V-Sync on to prevent tearing. LOL
If he reports back and says Hey I'm averaging 60 fps !!! But now I have tearing, then I would say try turning on V-Sync.
I'm a believer in setting everything to minimum and working my way up from there. The reason I say to set everything to in IL-2 to max is because I know for a fact that it works on my system that is a fart in the wind compared to his.
That being said, he has an ATI card and we have NVidia. There are about 4 or 5 settings in the OpenGL section of the conf.ini file that are spacific for ATI.
Here
http://forum.1cpublishing.eu/showthread.php?t=28387
That reminds me.
Please tell me you don't have a file named atioglxx.dll or OpenGL32.dll in any of your IL-2 folders.
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Nope, I have neither of those files in my il2 folder. When I had this running fine I did experience frame tearing, especially right across the prop, so I used v-sync, which worked fine.
I think for me, getting to the bottom of this will likely require a re-install. I haven't had the time to do much with this the past few days, too much work stuff. Hopefully this weekend. I'll report back and let you guys know how it goes once I have the time to work on it.
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Ok, so I re-installed. Again through steam, as I don't actually own a physical copy of Il2. Some people do think steam is a load of horse droppings, personally I've been using it for years and have had very few problems with it. It's basically just a digital download service run by Valve (the guys that did Half-Life and Portal). They often put stuff up for really cheap, and it's an easy way to keep games organized and not have a bunch of discs and cases to keep track of. I also have a buddy that works for them, so I can get quick and easy tech support when I need it and a few freebies here and there. The problem specific to this is that I still can't run the setup tool. Trying to run it from the root folder just launches the game. I might ask my buddy about it, but I don't think it's of too big a consequence.
Back on topic, it seems to have done the trick, though not quite to the extent that I would like. I did some research and came across this forum:
http://www.battle-fields.com/commscentre/showthread.php?21901-Want-to-buy-a-new-videocard-for-IL2-Think-again...-%28and-testers-needed%29
It's a few years old post, but basically what this shows is that Il2 is extremely processor dependent, and having a screaming vid card doesn't make a whole ton of difference. After installing DBW, enabling the widescreen mod and Gurner's, it runs on average between 30 and 40fps on black death, which is totally playable. It does drop to about 15 in a few places, but not for very long. I did turn on v-sync and was pretty surprised at how my vid card reacted. Usage smoothed right out, with all settings maxed out in radeonpro, my card runs between 40 and 50%, without the weird spikes that it was having before. I disable v-sync, frames sometime shoot up to about 80, i get image tearing, and my vid card has a spike. V-sync = good, at least in my case.
My processor is the oldest part of my system. It is an AMD quad core going on about 4 years old now, stock speed is 3.1ghz which I turn up to 3.6 for gaming. Testing it at stock speeds vs overclocked speed definitely shows an fps boost, approx 3-5 frames a second in most places.
Bottom line, I can run it ok now, even with the distance mod it runs ok. So thanks for the advice guys. Hopefully all this might help somebody else along the line as well.
Kardif
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I'm glad you got it going at an acceptable frame rate. You might try checking to see that your using more than one core, Also check the permissions on the conf.ini file.
I have a 7 year old P-4 3.8 GHz CPU with 2 Gig ram and a 7600 GT. I average about 24 on land missions and 32 on carrier missions using HSFX and gurner FX. I had a 9800 GT in here and the improvement was very little. Only about 5 - 7 frames yet in other games, the improvement was substantial like 25 frames. The 9800 GT was advertised as an EVGA but it turned out to be a 1st generation Forsa so I returned it.
One thing I did notice is that overclocking the cards shows very little if any improvement in frame rate. It does in other games though. I did notice that IL-2 likes wider memory bus over speed. A slower card with a wider memory bus seems to perform better than a faster card with lower memory bus. Effective VRam speed of 1800 MHz on a 256 memory bus seems to perform better than effective memory of 2200 MHz on a 192 bus. Even if the GPU is faster on the card with the 192 bus.
A friend of mine lent me two GTX 460’s to try out. One is this one.
http://www.evga.com/products/pdf/01G-P3-1361.pdf
It show very little improvement in IL-2 over the 9800 GT. About 9 frames.
And this one.
http://www.evga.com/products/pdf/01G-P3-1373.pdf
Showed an improvement of 26 frames.
Compare the Clock speeds and memory bus width on those cards.
In all cases my CPU stays around 52%
There are some articles here at sas1946 on optimizing the ATI cards.
Bob
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I just looked at that article you posted and it kinda confirms what I just said about video card. As for the CPU portion of it, I can't confirm. I only know what I have and the results I get with variouse cards.
I do have a board here that will take up to an E8600 Core 2 Duo or a Q6700 Core 2 Quad. I'm going for the E8600 as it's optimized for single thread operations and has a high bus speed.
I'de really like to be able to use DBW without it being a slide show. All in good time I guess. I see why you like it. The visuals are absolutely stunning.
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Well, it turns out I didn't completely fix it after all. I loaded up all the Full Monty packs and then put Gurner's on top of it, which turned the game back into a slide show. This leads me to believe that either there is some sort of conflict with the Monty packs and Gurner's, or TFM just adds so much extra stuff that my machine can't keep up with it all.
Interestingly enough, when I remove these three class files from Gurner's:
64F83BC6574C11DE
949499C0F4E85D88
8A318408BB7C513E
The game runs like a dream with both Gurner's and TFM. I know these are the three files that effect the 30km view distance, but I had them in my base Gurner folder before I ever added the distance pack. Am I losing anything by taking them out completely? As it is now, I'm happy with the way things work without them
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So those files were in the base pack somewhere outside the distance mod folder? If so then no. I mean basically all your loosing is the distance mod. if you have duplicates of those three files activated then which ever one loads first will over ride the other. So you removed those three files and activated the distance mod and all works good?
The only other thing I can figure is that you had the 10K and the 30K mod files activated at the same time and I don't know what would happen in that case. Well, maybe I know now. HA HA.
So let me clearify my question.
You basically had two different Gurner Distance mods activated at the same time?
Bob
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If I did have two distance mod versions installed, it certainly wasn't intentionally! So no, at least I don't think so. Those three files were in my original download of Gurner 4.3, which as far as I know isn't supposed to contain any kind of distance mod. I just double checked the .rar file, and all three of them are definitely in there. The distance mod is those three classfiles only, which I am sure have been modified. Moving the distance mod files over asks to overwrite the ones in the original, which is what I did. Even with the original classfiles, I still get about 8fps on anything when TFM is installed. Which leads me to believe there's a conflict somewhere with Gurner's and TFM.
I've narrowed the culprit down to 8A318408BB7C513E. I'm pretty darn sure that it conflicts with one of the packs from TFM. Which one I'm not exactly sure. Disabling that classfile makes everything run smoothly.
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I have the 10k and the one not labeled which is the one that has the longest view. The class files in both versions have the same file name but different modified dates. Also, I checked for those files in Gurner FX and their not included in that mod pack. He wouldn't have done that anyway.
I was looking at some vids and screenies of TFM and it look nice. I think I'm going to wait till the whole 4.12 patch and UP3.1 update comes around. By then, I should have much stronger system in place.
Till then, I'm happy with HSFX. I finally settled on a card for this machine. I have an ASUS 9800 GT Ultimate coming. I'm not sure how it will perform but theoretically, it won't be any better than a 9800 GT. In my experience, GPU speed isn't a big contributing factor in IL-2. Girth However seems to make the difference. Meaning wider data lanes. Like Vram bus 256 is over 192 far more than 900 Mhz GPU on a card with a 192 bit rate. I had a 9800 GT in my machine for awhile. When I overclocked the crap out of it, the improvement was very slight. Like 2 frames. However, in DirectX games, the improovement was substantial. As much as 15 fps gain. Another test I did was to try two different GT 460's One with a 192 bit memory interface and one with a 256. Going from the 192 to the 256 was huge. Almost 20 fps. I wish I had an 8800 GTX with the 384 bit memory interface to compare with a 9800 GT and proove my theory that the 8800 GTX would out perform most of the 9800 cards even at a lower GPU clock. When I get the 9800 GT Ultimate, I am going to try it then lower the clock speeds by 100 and see how much fps loss I have. I'm betting the loss will very small.
On another note, I'm looking into CUDA. I found a compiler called JCuda. I'm wondering whats involved in making some of these heavy duty mods talk directly to the stream proccessors.
Anyway, I'm glad you got to the bottom of it.
Bob
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Hello guys.first let me say that this mod rocks.The best mod for realism I have used.I ran into a problem with it where by I had lost all my ground smokes.Mainly the building smokes and burning vehicle smokes.I found the problem was a conflict with engine mod 2.6.Once I deactivated it everything worked fine again.I was wondering if anyone found a solution to the conflict between the two.
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I have run into a problem that the game freezes whenever a fuel truck explode.
I can see the flash of the explosion and the game freezes after that.
I tried using the steam D2D version and after that a DVD retail version, and the problem remains.
My first guess is the fuel tank will ignite nearby vehicals and cause the game to freeze. So far I haven't got the chance to test my theory on a lone fuel truck.
My second guess is the explosion itself have something to do with the freezing.
I have the original 4.101m + UP 3.0 RC4 (enable UP3 & widescreen & hakenkreuz) + Gurner FX 4.3 for UP3 + UP3 distance mod. Also my game resolution is Dx, 1920 1080 with no AA enabled
As soon as I turn off the Gurner 4.3 mod everything go back to normal.
My pc spec:
I7 920 and e3 1230 v2 (tried on 2 different computers)
HD5870
8G memory & 6G (2 different PCs)
2 different hard drivers and systems (both are win 7 64)
My install process:
Original game + SAS mega pack 4.07_4.101m (include D2D & NOCD patch) + UP3.0 RC4
+ Gurner FX4.3
Also I remember there was a section in this post talking about how to change the effect of the gurner 4.3 through modify some .ini files. But that section is no where to be found today.
Sorry my english is bad and I'm aware of that.
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jjsrx
Your English is fine.
First I want to apologize for asking people to make single small changes as an experiment but it will help others in the long run.
That is certainly a powerfull enough system. I don't think the problem is graphics card related. Although it is an ATI card, it is far beyond the minium requirments for IL-2.
Here are some things I would like you to try.
1) Start IL-2. Once it is fully loaded, minimize it and right click on the task bar and select Run Tak Manager. While task manager is open, maximize IL-2 again. Task manager will stay in your view. Click the performance tab. Then drag Task manager to the upper left or right corner of your screen. It will block your view while you fly but you can watch the graphs. Note which cores are being used. When a fuel truck gets bombed, note the CPU usage and on which cores.
2) With task manager open, click the proccesses tab. Right click il2fb.exe and select "Set Priority" and click "High". Make note if the problem is the same or improves a little or a lot.
3) In the IL-2 selector, or you leaving it at the default 512 or changing it to 1024? 512 is recomended but you can try 1024. Are you selecting the 4 GB memory space? If not, try that.
How many AI do you have in the air when the game freezes?
Hope this leads you in a good direction
Bob
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Thanks for you quick reply! Claw
I just tried to monitor the CPU useage with the priority of il2fb.exe set to high
At the instance of the explosion, the game simply snap freezes. All cores drops to inactive and the CPU usage instantly drop to 1%.
I'm always have 4gb address space enabled. I also tried both 1024 and 512 ram setting but the problem remains
In order to narrow down the problem, I have created a mission on the map MTO with no other planes but myself. only one airport with 1 AA gun firing at me. As soon as the fuel truck explode, the game freeze 100% of the time.
I also tried high density setting with mulitiple targets and 30+ planes with various ships, the FPS doesn't seem to drop signficantly. I can screw on the map freely, but as soon as I torch the fuel truck, the game freezes.
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Does it freeze to where you have to kill the mission or just for a second? I saw a post somewhere on this same topic and I can't find it now.
I just tried to reproduce the behavior but had no problem but I'm using HSFX with Gurner FX. I used 2 X Japanese Isuzu Fuel Trucks. I also had 56 AI flying. Which fuel trucks do you use? What if you enable Gurner FX and dissable the Distance Mod?
Windows XP Home
P-4 3.8 Ghz HT
2 Gig G-Skill DDR400 Ram
NVidia 7600 GT (I have a GTX 560 Fermi SC on the way)
IL-2 Patched to 4111 with HSFX 6.0.17 Settings medium/High. View distance low.
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The game freezes completely and shut itself down when you Alt + Tab.
Also This problem persistence with or without the distance mod.
I used German fuel truck and soviet fuel truck and japan and american.........==!
I tried to patch the game to 4.111, but that didn't solve the problem.
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This is very interesting.
Check this thread.
https://www.sas1946.com/main/index.php/topic,19308.msg207722.html#msg207722
Then use notepad to open the log.lst file in your IL-2 root. Clear the entire contents of that file before starting IL-2.
Reproduce the behavior then open the log.lst file in notepad again and paste the contents here
Bob
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[18.06.2013 4:44:42] ------------ BEGIN log session -------------
[4:44:42] OpenGL provider: Opengl32.dll
[4:44:42] OpenGL library:
[4:44:42] Vendor: ATI Technologies Inc.
[4:44:42] Render: ATI Radeon HD 5800 Series
[4:44:42] Version: 4.2.12217 Compatibility Profile Context 12.104.0.0
[4:44:42] Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[4:44:42] Size: 1920x1080
[4:44:42] ColorBits: 32
[4:44:42] DepthBits: 24
[4:44:42] StencilBits: 8
[4:44:42] isDoubleBuffered: true
[4:44:42]
[4:44:42] *** Looking for Advanced CPU Instructions...
[4:44:42] [x] PentiumPro
[4:44:42] [x] Multimedia (MMX)
[4:44:42] [x] 3D (SSE4)
[4:44:42] [x] 3D (SSE4)
[4:44:42] [-] 3D (3DNow)
[4:44:42] ColourBits 32, ABits 8, ZBits 24
[4:44:42]
[4:44:42] *** Looking for Render API Extensions ...
[4:44:42] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[4:44:42] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[4:44:42] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[4:44:42] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[4:44:42] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[4:44:42] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[4:44:42] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[4:44:42] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[4:44:42] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[4:44:42] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[4:44:42] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[4:44:42] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[4:44:42] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[4:44:42]
[4:44:42] Maximum texture size : 16384
[4:44:42] Maximum simultaneous textures :8
[4:44:42] MaxAnisotropic (1.0 = none) : 16.000000
[4:44:43] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[4:44:43] WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
[4:44:43] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
[4:44:43] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
[4:44:43] INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
[4:44:43] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[4:44:43] WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
[4:44:49] Initializing DirectSound playback device...
[4:44:49] Primary buffer created.
[4:44:49] Playback format is set : sampling rate = 44100, num channels = 2.
[4:44:49] Not enought hardware buffers (0), hardware disabled
[4:44:49] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[4:44:49] Default speaker config is : 1310724.
[4:44:49] Direct sound audio device initialized successfully :
[4:44:49] DX Version : 7
[4:44:49] Hardware - disabled [buffers : 0]
[4:44:49] Extensions - enabled :
[4:44:49] EAX ver. 1 [ ] - disabled
[4:44:49] EAX ver. 2 [ ] - disabled
[4:44:49] EAX ver. 3 [ ] - disabled
[4:44:49] I3D ver. 2 [ ] - disabled
[4:44:49] ZoomFX [ ] - disabled
[4:44:49] MacroFX [ ] - disabled
[4:44:49] SIMD render [X]
[4:44:49] num channels 32
[4:44:49]
[4:45:28] Loading mission Quick/MTO/MTORedAirbase00.mis...
[4:45:28] Loading mission.mis defined airfields:
[4:45:28] Loading map.ini defined airfields:
[4:45:29] PBuffer: suitable formats: 44
[4:45:29]
[4:45:29] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[4:45:29] Depth = 24, stencil = 8
[4:45:29] PBuffer: suitable formats: 44
[4:45:29]
[4:45:29] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[4:45:29] Depth = 24, stencil = 8
[4:45:29] Loading vertex/fragment programs: *1254617120*
[4:45:29] *** Loading: [vpFogFar2Tex2D]
[4:45:29] *** Loading: [vpFog2Tex2DBlend]
[4:45:29] *** Loading: [vpFogFar4Tex2D]
[4:45:29] *** Loading: [vpFogFar8Tex2D]
[4:45:29] *** Loading: [vpFogNoTex]
[4:45:29] *** Loading: [vpFog4Tex2D]
[4:45:29] *** Loading: [vpFog4Tex2D_UV2]
[4:45:29] *** Loading: [vp4Tex2D]
[4:45:29] *** Loading: [vp6Tex2D]
[4:45:29] *** Loading: [vpTexUVTex2D]
[4:45:29] *** Loading: [vpWaterGrid_NV]
[4:45:29] *** Loading: [vpWaterSunLight_NV]
[4:45:29] *** Loading: [vpWaterSunLight_ATI]
[4:45:29] *** Loading: [vpWaterSunLight_FP]
[4:45:29] *** Loading: [vpTreeSprite]
[4:45:29] *** Loading: [vpTreeTrunk]
[4:45:29] *** Loading: [vpVAObjectsN]
[4:45:29] *** Loading: [vpVAObjectsL0]
[4:45:29] *** Loading: [vpSprites]
[4:45:29] *** Loading: [vpSimpleGL]
[4:45:29] *** Loading: [fpWaterSunLightFast]
[4:45:29] *** Loading: [fpWaterSunLight]
[4:45:29] *** Loading: [fpWaterSunLightBest]
[4:45:29] *** Loading: [fpCoastBump]
[4:45:29] *** Loading: [fpCoastFoam]
[4:45:29] *** Loading: [fpCoastFoamFast]
[4:45:29] *** Loading: [fpCoastFoamFarFogTex]
[4:45:29] *** Loading: [fpCausticSimple]
[4:45:29] *** Loading: [fpCaustic]
[4:45:29] *** Loading: [fpSprites]
[4:45:29] *** Loading: [fpObjectsL0]
[4:45:29] *** Loading: [fpObjectsL0_2L]
[4:45:29] *** Loading: [fpSimpleGL]
[4:45:29] *** Loading: [fpNearLandFog]
[4:45:29] *** Loading: [fpFarLandFog]
[4:45:29] *** Loading: [fpRiverCoastAA]
[4:45:29] *** Loading: [vpWaterDM_CPU]
[4:45:29] *** Loading: [fpWaterDM_CPU]
[4:45:29] *** Loading: [fpWaterDM_CPULo]
[4:45:29] *** Loading: [fpWaterLFogDM]
[4:45:29] *** Loading: [fpIceWater]
[4:45:29] *** Loading: [fpNearNoBlend]
[4:45:29] *** Loading: [fpNearNoBlendNoise]
[4:45:29] *** Loading: [fpNearBlend]
[4:45:29] *** Loading: [fpNearBlendNoise]
[4:45:29] *** Loading: [fpFarBlend]
[4:45:29] *** Loading: [fpForestPlane]
[4:45:29] *** Loading: [fpForestPlaneNoise]
[4:45:29] *** Loading: [fpForestPlaneEdges]
[4:45:29] *** Loading: [fpForestPlaneEdgesNoise]
[4:45:29] Load bridges
[4:45:29] Load static objects
[4:45:29] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[4:45:29] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[4:45:29] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[4:45:29] ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[4:45:30] ZSM_Air - owner name is >r01000<.
[4:45:30] Checking position for resources management: 0.0, 0.0
[4:45:30] Resources management is DISABLED!
[4:45:31] Searching for missing resources...
[4:45:31] Done!
[4:45:31] Loading RRR objects resources data...
[4:45:31] Done.
[4:45:31] Mission: Quick/MTO/MTORedAirbase00.mis is Playing
[4:45:32] Cannot setup 3d algorithm.Settings will be reset to DEFAULT.
[4:45:32]
[4:45:32] warning: no files : music/inflight
[4:46:36] java.lang.NoSuchFieldError: a
[4:46:36] at com.maddox.il2.objects.effects.Explosions$2.doAction(Explosions.java)
[4:46:36] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[4:46:36] at com.maddox.rts.Message._send(Message.java:1217)
[4:46:36] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[4:46:36] at com.maddox.rts.Message.sendTo(Message.java:1134)
[4:46:36] at com.maddox.rts.Message.trySend(Message.java:1115)
[4:46:36] at com.maddox.rts.Time.loopMessages(Time.java:252)
[4:46:36] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[4:46:36] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[4:46:36] at com.maddox.il2.game.Main.exec(Main.java:437)
[4:46:36] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
-
here is the eventlog:
[18.06.2013 4:57:07] Mission: Quick/MTO/MTORedAirbase00.mis is Playing
12:00:00 Mission BEGIN
12:00:00 r01000(0) seat occupied by Player at 65777.21 185480.33
12:00:00 r01000 loaded weapons 'default' fuel 100%
12:00:01 r01000 in flight at 65867.77 185499.5
12:01:17 11_Static destroyed by r01000 at 76541.18 186120.4
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Hello guys.first let me say that this mod rocks.The best mod for realism I have used.I ran into a problem with it where by I had lost all my ground smokes.Mainly the building smokes and burning vehicle smokes.I found the problem was a conflict with engine mod 2.6.Once I deactivated it everything worked fine again.I was wondering if anyone found a solution to the conflict between the two.
Try to load the Gurner FX first, so put an "!" sign before the gurner FX mod folder!
example: !Gurner FX 4.3 this is what it should look like!
and put a "-" sign before the B27261D242F3990A classfile cou can find it in the SAS engine mod'sfolder
example: -B27261D242F3990A
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I think I have run into the same problem as Marcost on page 60 in this post.
He said the freeze only happens when engaging vehicel convoy, but he probably missed the problem was acctually caused by the fuel trucks in the convoy.
Marcost also said delete all the class files in the Gurnerfx 4.3 help to solve the problem. I tried to delete all the class files and it works!
Seems the problem was caused by the class files, but which one?
After half hour of grouping test, I have pin pointed the only sinful class file - 15E1127AE68FA29C. As long as I have this class file present in my mod, the game will freeze when I blow up fuel truck.
After I delete 15E1127AE68FA29C, the fuel truck wreckage no longer produce any smoke. No other noticeable difference so far.
Sadly I do not possess the skill to make further fix. I hope this info help those who capable.
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Thanks Mad026.Gave that a try and still no good.Only when I competely deactivate the engine mod do my fx come back. :(
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try to put only the Files folder into your mods folder .
Example : !files
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I tried that also and the same thing.Only by deactivating the mod do I get my effects back :(
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@All
Beware that it's not only a problem from class files!
All effects mods must be updated to the new .eff files/structure which the 412 patch has introduced!
Regards
Max
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Hi. I can't seem to get this to work, I have DBW 1.71 with TFM - Can someone verify I combined the folders correctly? I placed the 3DO and Effects folders inside the #DBW folder that's inside the #DBW_1.71_Gurner FX folder. Then I added the #DBW_1.71_Gurner FX folder into the jsgmemods folder and then activated it using the Mod Enabler. Did I do this correctly?
Thanks.
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You sure did, but you should have downloaded Monty's Packed Version, "Only one Folder", you can download it from The New-TFM Thread at the Bottom of his first post.
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You sure did, but you should have downloaded Monty's Packed Version, "Only one Folder", you can download it from The New-TFM Thread at the Bottom of his first post.
Thanks Bravo, I'll try Monty's version and see if that works. Kinda off topic but I no longer can make screenshots with or without enabling #DBW_MyScreenshots as TGA v2.0. Do you have any ideas?
Thanks.
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For screenshots Open your jsgmemods folder the open #DBW_MyScreenshots as TGA v2.0 Folder all the way, you should have a single file in there named 9782E66223D1856A If not there then you need to replace it.
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For screenshots Open your jsgmemods folder the open #DBW_MyScreenshots as TGA v2.0 Folder all the way, you should have a single file in there named 9782E66223D1856A If not there then you need to replace it.
It's there, but does it matter if it's sitting in the #DBW_MyScreenshots as TGA v2.0 / #DBW / XTD folder?
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No dude Activate it with JSGME.exe and it will go where it supposed to.
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No dude Activate it with JSGME.exe and it will go where it supposed to.
Still no joy after activating it. This file came right from the DBW Superpack. The folder looks like this: "#DBW_MyScreenshots as TGA v2.0" + "#DBW" + "#DBW_1916" + "documentation" folders - then in each of DBW folders is the "XTD" folder containing the appropriate file "9782E66223D1856A". If there is anything you see wrong or if I need to reorder the folders p-lease let me know.
Also, Gurner FX 4.3 that I downloaded from the New-TFM page is working, except I have no bullet tracer ricochet. Have you noticed this?
Thanks again for your help.
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Slowburn I dont know what to tell you, every thing looks good, Maybe extract a new Screenshot Folder and try that.
Here is a Ricochet Mod, https://www.mediafire.com/download/11hmqukoyhlgvbc/Ricochet.zip
Download it and Place the Ricochet Folder in #DBW Folder, thats all, then you will see some cool ricochets'
Again many thanks Bravo, But Do I need to create a folder called "Ricochet" because there is only the file "8D6CE2FE0EE939B2" in the zip.
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No Unzip the Archive then drag and drop the Folder named Ricochet into your #DBW Folder. If there isnt a folder named it, then yes you will have to create one.
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No Unzip the Archive then drag and drop the Folder named Ricochet into your #DBW Folder. If there isnt a folder named it, then yes you will have to create one.
Works great! - I did have to create the folder. I really appreciate all the time you spent helping me out.
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No problem buddy, I just hope you get sorted, to start showing off some great ScreenShots.
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@Gurner
Hi,I think your FX Pack needs an update to Patch 4.12! The Stock effects are not so bad,but they look really cheap in compare to your FX.
Your Pack works more or less in 4.12-I have to delete the Class files,but I´m at work ATM,so I can´t post screenshots. :-\
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@Gurner
Hi,I think your FX Pack needs an update to Patch 4.12! The Stock effects are not so bad,but they look really cheap in compare to your FX.
Your Pack works more or less in 4.12-I have to delete the Class files,but I´m at work ATM,so I can´t post screenshots. :-\
I second that. I have not tried 4.12 because I can't give up these great effects.
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Hi Gurner!
Are you still alive? :D
Hey mate,we badly need your Skills here for 4.12!!
Best regards,Semor
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Got some good news.
The Gurner Effects works only without the classfiles...but with the UP 15 Km distance Mod!! 8)
I have made a few tests with the Black Death Track and got no CTD`s
Cheers
-
Sorry, since my partner has recently given birth to our baby boy ;D I no longer have time to support these effects.
Please, if anyone wants to change/improve upon/update/take anything from this modpack, please feel free. The majority of it is based on the work of other modders anyway.
I'm glad it has improved the experience for you guys :)
-
Congrats Gurner ...!!
You'll soon see that baby boy may be very small in size, but he will for sure take all the place available, including your nights ...!! :D
THX for sharing with us ... :P
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Sorry, since my partner has recently given birth to our baby boy ;D I no longer have time to support these effects.
Congrats Gurner! :)
yes, stop messing around with some Il-2 effects ..
you have do deal with other new "effects" now .. :D
so better start to learn to change the nappies without fainting.. ??? :P
;)
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:D Congrats man, Gurner! :)
All The best
Tom
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I join in on the gratulations, make sure you use as much time as possible with your kid! What you miss with him will never come back!!
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Gurner can you do a version with 4.12 engine start effects ? thank you
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Sorry, since my partner has recently given birth to our baby boy ;D I no longer have time to support these effects.
I'm glad it has improved the experience for you guys :)
Does the word Multitask ring a bell? Congrats TC
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I join in on the gratulations, make sure you use as much time as possible with your kid! What you miss with him will never come back!!
Same here.Wish all the best for your Family. :)
Ok,now is my qeustion:Do we have a good Modder here that can convert Gurners effect Pack into 4.12?! ;)
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Sorry, since my partner has recently given birth to our baby boy ;D I no longer have time to support these effects.
Please, if anyone wants to change/improve upon/update/take anything from this modpack, please feel free. The majority of it is based on the work of other modders anyway.
I'm glad it has improved the experience for you guys :)
Please!!!!!!! TC
-
I don't mind, thanks for the kind words gentlemen, take care of yourselves :D
-
Works in 4.12! ;)
-
Works in 4.12! ;)
??? ??? ??? What did you mean with "WORKS IN 4.12" ???
which version?
with or without the classfiles?
Does the Distance mod Works?
Are you sure? :D
-
Works in 4.12! ;)
??? ??? ??? What did you mean with "WORKS IN 4.12" ???
which version?
with or without the classfiles?
Does the Distance mod Works?
Are you sure? :D
Man i cant follow you! :D Just look at my sas folder! It's working for me!
(http://kepfeltoltes.hu/130822/sasmappa_www.kepfeltoltes.hu_.jpg)
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Ok. maybe I should be a bit more precise
Gurners FX Pack(s) are dedicated to ModPacks with older Gamer Verions as a Base. UltraPack,DBW,HSFX6./ IL-2 4.10,4.11
So,it is highly unlikely that one of these Packs work in the new 4.12 Gameversion with ModAct 5.2 without editing the Java code for it.Most of the time your game will simple crash.
For a better understanding,please post which one of these Modpacks from Page 1 do you use. ;)
Best regards
-
It not crashes for me. I use the gurner fx 4.3 alone.
-
???
Do you mean only "V4.3 3do & Effects folders" ?
-
Yes.
-
LoooL :D
Sorry mate,but without the needed classfiles you have less than the half of this Effect Pack!
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I don't mind, thanks for the kind words gentlemen, take care of yourselves :D
We need you Gurner, please make this compatible with 4.12.1m, take as much time as you need but please do this one more time. Thanks TC
-
Gurner
Realise you are busy with other things now mate, but was wondering if you could answer me a question please?
I have been editing some bombloads and i am adding some fire effects to certain bombs, i am also trying to add some smoke effects, particulary your building smokes that rise up to 800m or so.
I have tried referencing different files with a little bit of success, but i cannot replicate what you have for the buildings. Could you possibly let me know which .eff and associated files are responsible for the large smoke effects please?
Is it just the fies in Effects/Explodes/Objects/House, or are more involved?
Appreciate any reply mate, and understand if your to busy to help out.
regards
slipper
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Yeah, it is just those files, but don't forget to reference the correct tgas, or nothing will be displayed.
-
The game crashed using the Gurner FX 4.3 mod with SAS Engine Mod v2.6RC Final when wagon is destroyed
java.lang.NoSuchMethodError
at com.maddox.il2.objects.trains.Wagon$2.doAction(Wagon.java:415)
in the next gurner FV version it will be possible to update the java file 72DCDDF4D2AD25E8 ?
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... the fastest fix for you is to delete the "faulty" java file ... ;)
I had to delete quite a few in order to be able to use Gurner's wonderful mod (I use a 4.09 version)
-
little question..
Is it possible to reduce the time of burning objects..How?
Anybody know this?
If anyone can help me..I m verry happy
Please...thanks..
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Thanks for the reply Gurner, i'll look into it.
cheers mate
slipper
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Unfortunately Gurner FX 4.3 does not work in version 4.12.1+HSFX 7.0 and in version 4.12.2 + HSFX 7.0.1
Is there any hope for compatibility fix fashion Gurner with above mentioned versions?
-
I've cobbled together a version that works. There are some classes I left out, because 4.12 already includes some new effects and I couldn't figure them out, but I updated what I could, including the distance mod, and it works nicely and looks great. I'd upload it, but I don't know what sort of permissions I would need, and someone more experienced with the code could probably have updated it more completely than I did.
-
andqui, PM one of the SAS~Admins to see if they will upgrade your Member status!
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I've cobbled together a version that works. There are some classes I left out, because 4.12 already includes some new effects and I couldn't figure them out, but I updated what I could, including the distance mod, and it works nicely and looks great. I'd upload it, but I don't know what sort of permissions I would need, and someone more experienced with the code could probably have updated it more completely than I did.
Lucky Man!
I stay in the same sadness, about the future is not possible to apply the mod Gurner!
-
What would be the best place to upload/host it? I haven't uploaded a mod before and don't have an account at a filesharing/hosting website?
-
https://www.mediafire.com/download/xu3d3vd023g3xya/Gurner_FX_for_HSFX7.rar
Ok, here is my version of Gurner's effects updated for HSFX7. It should probably work in regular 4.12 as well. The distance mod is included. Again, it's not perfect. but it works until someone with more experience than me puts together a more complete version. Anyways, try it out, I hope it works for everyone.
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Smokes and fires I see on your pics are default in HSFX7. They are not from Gurners mod. However, flak explosion is like Gurner´s one.
I will check distance mod etc.
Thank you.
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Smokes and fires I see on your pics are default in HSFX7. They are not from Gurners mod. However, flak explosion is like Gurner´s one.
I will check distance mod etc.
Thank you.
Yeah I just used the unaltered 3do and effects folders from Gurner's mod without any modifications and updated the classes that came with it where I could see what the changes where. 4.12 introduced substantial effects changes on its own, which made some of the code difficult to compare- in some instances TD seemed to have implemented a sort of effects randomization, which would explain why some of the effects like the smoke/fire you mentioned would be skipped occasionally. The fire does vary, usually you see the thick black smoke/flames like the ones in the pictures, sometimes you get a bit of flame that just becomes thick smoke, and sometimes you get bright flames with much less smoke, I don't know enough about the different IL2 versions to tell what comes from what.
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Thx a lot!
I put PAL's smokes and tracers on top of it.
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Thanks for your work.
However, I have a problem.....my older computer and vid card do not seem to like some of the explosions (it won't render the textures...possibly too big)
could you pack a version that only re-works the tracers and the flak bursts?
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Thanks for your work.
However, I have a problem.....my older computer and vid card do not seem to like some of the explosions (it won't render the textures...possibly too big)
could you pack a version that only re-works the tracers and the flak bursts?
No, sorry, but you can easily do that yourself by removing all of the class files and all of the effects that you don't want. There are no code changes for the tracers or the flak, so all the class files can go if those are the only things that you are after.
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OK....thx for the reply ;D
I've removed all the class files, leaving just a '3DO' and an 'Effects' folder......If I just wanted the flak effect and the tracers (plus tracer smoke) what files should I keep.
I apologize for being a hassle as I mostly just play HSFX vanilla and have limited experience with individual modding :-[
-
Files/Effects/Explodes/Air/Zenitka and Files/3do/effects/tracers, though there might be some other textures involved, I only updated the code for the mod and didn't make the graphical part.
-
Thank you for the reply
-
https://www.mediafire.com/download/xu3d3vd023g3xya/Gurner_FX_for_HSFX7.rar
Ok, here is my version of Gurner's effects updated for HSFX7. It should probably work in regular 4.12 as well. The distance mod is included. Again, it's not perfect. but it works until someone with more experience than me puts together a more complete version. Anyways, try it out, I hope it works for everyone.
[img]http://i.imgur.com/g8Jvp3c.png[/]
[img]http://i.imgur.com/4mJYzUa.png[/]\
[img]http://i.imgur.com/vCPSrok.png[/]
[img]http://i.imgur.com/SPZvkId.png[/]
[img]http://i.imgur.com/oErDaa2.png[/]
Thanks a lot!!! :o :o ;D
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There's a little problem: Effects are not looks like on the images, and laggy :'(
Pentium(R) Dual-Core CPU
E5300 @ 2.60GHz
2.60GHz, 2,00GB Ram
Nvidia Geforce 1GB memory
-
How my effects looks like:
(http://kepfeltoltes.hu/131106/il2fb_2013-11-06_12-59-25-01_www.kepfeltoltes.hu_.jpg)
(http://kepfeltoltes.hu/131106/il2fb_2013-11-06_12-59-52-21_www.kepfeltoltes.hu_.jpg)
(http://kepfeltoltes.hu/131106/il2fb_2013-11-06_13-02-28-48_www.kepfeltoltes.hu_.jpg)
-
is it possible to have or put one effect to time ?
example: for to have only plane crashed effect on terrain? how can I do?
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The effects are really nice and all work fine to me, really epic, except the burning effect - the fire and smoke last too fast!
I have Plutonium Effects installed, and some time ago the effect of burning houses, vehicles, and smoke from wrecks worked fine. But recently, when I attack ground targets, there's burning effect as normal - but it fades out right away - no fire, no smoke afterward!
I'm using DBW 1.71, with Jet Era v1.3, SAS newest button v10.3, SAS AI-Engine-Carrier-Hotkey v2.6. Is there any possibility that it may conflict with other effect mod? And is there anyone has the same error like me?
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the engine mod cause the problem, I had that promlem too but I fixed it, try to load this effect mod before the SAS engine mod, it may solve your problem!
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the engine mod cause the problem, I had that promlem too but I fixed it, try to load this effect mod before the SAS engine mod, it may solve your problem!
Thanks for your suggestion, but could you tell me what exactly did you do to solve this problem? Did you mean using JSMGE, or just changing the order of the mods in #DBW folder?
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I need help.. is it possible to reduce the time of burning objects like houses and trees?
How? because my nvidia is not too strong for those effects...please
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... I believe it is Gurner himself that gave the "fix" to your prob ... ;)
QUOTE:
"It's been a while guys, but to make effects longer I believe you would have to find the specific effect's java and alter the line for the time. The effect's already have a 'FinishTime' of -1, which means they should last until the end of the mission or until the java says to stop.
To make effects time out earlier you could try changing the -1 to something like 1000. See how long it lasts then repeat with more time if desired."
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Hello, greetings and thanks for that wonderfull mod. loved the work with the tracers bullets and so, but i'm having a problem (actually two).
1. I dont see 800mts smoke, just the regular 30m boring smoke and have no idea why. tried installing the files directly on the DBW folder and trought jsgme, nothing. all the other mods seem to work perfectly, tried the visibility mod, works perfectly, again no 800m smoke.
2. I use DBW Bld 1.7 (i'm not sure if its because i dont have 1.71 or idk if i'm actually using 1.71 already. its being almust a year and a half since i installed the 1.7) Idk how or where to download the 1.71 without having to deinstall the whole thing (i hate having to star over for i use some mods i no longer have backups and i cant download them bcause they're a lot, i dont use smoke mods, not that i remember. y use plutonium as well (well thats the only mod i think affects the smoke -i will post my jsgme list next.-)
last thing i dont find the 1.71 download in the DBW main downloading thread, have no clue if i have to download the whole thing or reinstall everything, i'm virtually lost here.
Mod soup:
#DBW_CirXs_POVMoD
#DBW_Ecran Wide for 4.101
#DBW_Forgotten Countries Full
#DBW_FX_Small Collection
#DBW_MissionPro Combo by PAL
#DBW_MyScreenshots as TGA v2.0
#DBW_Small_Font_Mod 4 FMB Maps
#DBW_MOD_Static
#DBW_MOD_Pilots
#DBW_MOD_Maps
#DBW_MOD_Fov
#DBW_MOD_Effects
#DBW_MOD_Aircraft
#DBW_AI_fix_DBW_1_7
#DBW_6dofTrackIR_ClassFiles
#DBW_MOD_Etc
i use the 0_0_Plutonium_Universal_Max_Effects_V1 as it came with the dbw bld 1.7 -do i need a specific version of thies? maybe V2? if it is so, then pls post the link for i'm not sure if is this https://www.sas1946.com/main/index.php?topic=19849.0 if it is wich of the 4 versions should i use? i've never had problems with bomb bay doors, and i think i use the ai fix -not ai mod- so i'm kinda -very- lost.
My rig: W7 Home premium, Core 2 Duo @3.0Ghz at 3.01Ghz micro OC, 2gb ram ddr3, Gts 2501Gb Core edition.
I can nuke berlin and still play smoothly, create massive battles and play smoothly, play DGEN campaigns without a single fps drop, so no fps-performance problems there.
Extra mods placed directly into the DBW folder
Ricochet mod (i like the tracers for the .50 and apparently doesnt affects you mod -i have tested a lot looking for differences) and the big clouds mod.
i'm desperated for i love this mod and cant get those pretty good looking high smokes.. some help? thanks in advances, greeting from Venezuela!
Aww a last thing, i wouldnt really mind to play witth the boring smoke for all the other mods seem to work right -the fire mod, visibility and train vapor -i think- but its really a stone in the shoe not having those amazing smokes u.u
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Should be fine in DBW 1.7 or 1.71.
Obviously all other effects mods (plutonium, dbw_mod_effects, fx_small collection etc) should be deactivated before attempting to use this one. They are unlikely to work correctly if used simultaneously.
So for beginners:
Download the appropriate 4.3 class files for your install.
Download the new 4.3 3do and Effects folders.
Remove the new 3do and Effects folders from their containing folder and place them in with all the class files. (#UP_Gurnerfx/#UP#/files, for example)
If using DBW or UP, place the whole lot in your JSGME folder and activate it.
Blow shit up.
Here it is - V4.3 3do & Effects folders - https://www.mediafire.com/?p13cz0bmdcxkedl
V4.3 Class files in JSGME packs for DBW171 and #UP3, HSFX6 and Modact can go in Mods folder
DBW 171 - https://www.mediafire.com/?pjbwi9kjv80500x
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Is this mod working on IL2 4.12.2 m HSFX 7.01 Gurner?
Merry Christmas!
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Sorry, not compatible with 4.12
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Should be fine in DBW 1.7 or 1.71.
Obviously all other effects mods (plutonium, dbw_mod_effects, fx_small collection etc) should be deactivated before attempting to use this one. They are unlikely to work correctly if used simultaneously.
So for beginners:
Download the appropriate 4.3 class files for your install.
Download the new 4.3 3do and Effects folders.
Remove the new 3do and Effects folders from their containing folder and place them in with all the class files. (#UP_Gurnerfx/#UP#/files, for example)
If using DBW or UP, place the whole lot in your JSGME folder and activate it.
Blow shit up.
Here it is - V4.3 3do & Effects folders - https://www.mediafire.com/?p13cz0bmdcxkedl
V4.3 Class files in JSGME packs for DBW171 and #UP3, HSFX6 and Modact can go in Mods folder
DBW 171 - https://www.mediafire.com/?pjbwi9kjv80500x
Sorry I didn't post this before...
Thank you Gurner!
Mighty fine effects! Great eye-candy!
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My attempt to attack a train tonight caused CTD with this error:
java.lang.NoSuchMethodError
at com.maddox.il2.objects.trains.Cargo2$1.doAction(Cargo2.java:39)
at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
I was playing my heavily modded DBW version, and disabling this effect mod fixes the issue. Then I noticed that I get the same crash in clean DBW 1.71 after installing SAS Engine MOD v2.6 together with this mod, but neither of these mods cause this crash alone. Thus, looks like classfiles in this mod conflict with SAS Engine mod, likely the Explosion classfiles included in both mods. Is there any possibility to update classfiles of this mod to be compatible with SAS Engine mod? Or at least this should be an useful warning about incompatibility so that others won't crash their updated DBW while attacking trains.
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hi all Gurner I loved you mod but it caused the following weird as H**l error on my system (Laptop HP 8510p) with DBW 1.71. On every aircraft the ammo (With limited ammo ON) was depleted, only after firing a few rounds (and I mean just a few 1-2 seconds of firing). And the weirdest of all (as far as I could investigate) on every different variation of the Spitfire (and only on the Spitfire) the plane freezed on mid air when the throttle went above 80%. That last one was the strangest because the game didn't actually freeze you could see the prop rotating, and rotate the camera around and perform every normal action on the game BUT the plane would just stand still in midair. As soon as you reduced throttle back to 80% or less the plane would start moving again. After I removed the mod everything was back to normal, even after I installed the Plutonium Effects V2 mod, everything was working normal.
I am just mentioning this to help others with the same problem since I found no reference of such a problem anywhere last night. Thanks again to every modder out there for your efforts and accomplishments.
I am an old simmer (I played the first version of Il2 Sturmovic), and I haven't been in touch for at least a decade. I thought flight simulator were dead, but you guys keep them alive the old way.
;)
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how come when I downloaded this only the bomb explodion effects alterd? Also when I hit the ground the plane doesnt explode. (And when the plane acualy explodes its the same look) thanks
-yughun
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Hey Gurner! I have a question. Is there a possibility for effects of shrapnels hitting ground after bomb explosion?
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Hi Gurner it's me again. Can You tell me what is the best software for making effects, and do You have a link for it?
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This is the best mod pack I ever seen and I use it every time in HSFX 6, I just wish it was compatible whit IL2 4.12.2 m HSFX 7.02... But anyway thx very much Gurner for your brilliant work.
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is there any way to disable the 3d smokelines of the 50cals ?
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My attempt to attack a train tonight caused CTD with this error:
....
Birdman, try to delete these classfiles from Gurner folder:
1BC4B26241526824
1D60BDFC2CAB271E
3CD0D030925E4B02
3E93304E41B6C4AC
4D88231E747CC83A
72DCDF4D2AD25E8
73E75268DA63A6DC
559BC060C7959470
668BD1109D5B7064
925C70BA4FFD5BB8
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I have tried this mod yesterday. The effects are really great but i get huge FPS drops during the fights, exspecially if bombs hit the ground :(
Are there still no tools to improve il2 on multicore 64 bit systems ?
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Hey Gurner the new COD patch came out and your stuff is still better... and by a lot. Teach them haha!
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Great job, really like these effects, got them working in latest DBW.
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Gurner FX is working now in 4.12 HSFX7.02 ,somebody made it compatible, I found this on the freeil2modding forum and its not possible to give a link because its blocked. Its in the odder mods topic on freeil2modding forum down below.
I like it and I would share this info...
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Gurner FX is working now in 4.12 HSFX7.02 ,somebody made it compatible, I found this on the [name banned] forum and its not possible to give a link because its blocked. Its in the odder mods topic on [name banned] forum down below.
I like it and I would share this info...
I don't know where that is. Do you think you could give me the link in a PM? Thanks.
Aviar
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it works with 4.12.2 with this link too!(from this site)
Tested with modact, and works smoooooothly! :D
So the 4.12 icon can be added
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I don't use a modactivator, I even don't know what its is...
Maybe this screenie will help
(http://i9.photobucket.com/albums/a68/Ojisan_bart11/Gurnerfx702_zpsbfd1f894.jpg) (http://s9.photobucket.com/user/Ojisan_bart11/media/Gurnerfx702_zpsbfd1f894.jpg.html)
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This mod needs a 4.12 version update (Gurner said it iirc), missing effects are not very noticable...imho you can only say that it works in 4.12 when you experienced every aspect of it in 4.10.
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I have gurnersfx in 4.10 HSFX6 and now i use it on 4.12 HSFX7.02, i like very much and the distance mod 10km is also included... Maybe there are Some little differences but its a good alternative for 4.12.
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Just in case people missed it or forgot, a few months ago I rewrote Gurner's effects for 4.12. It's not a perfect conversion, and a few things are missing or left out, but it still works nicely, especially the distance mod, and most importantly doesn't break anything in 4.12. Go to post #1060 of this thread for the download link. I originally did it for HSFX, but I've just tried it out with the new TFM DBW for 4.12 and it works there as well- just make sure to disable the "small FX collection" from the SAS modact.
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Just in case people missed it or forgot, a few months ago I rewrote Gurner's effects for 4.12. It's not a perfect conversion, and a few things are missing or left out, but it still works nicely, especially the distance mod, and most importantly doesn't break anything in 4.12. Go to post #1060 of this thread for the download link. I originally did it for HSFX, but I've just tried it out with the new TFM DBW for 4.12 and it works there as well- just make sure to disable the "small FX collection" from the SAS modact.
Yes, you did a fantastic work. It's the perfect conversion to 4.12. I'm using it for several weeks now, without any problem.
Thank you.
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Just in case people missed it or forgot
Andqui, I put the link into first post. Also added a 412 icon. ;)
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Thannks Gurner for this fantastic mod!
The effects work all fine, except that smoke and fire disappears after about 2 seconds.
Only smoke and fire of my plane crashing lasts for an indefinite time. I read something about a
FinishTime -1 setting, where do I find this one?
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Hi!
How can I eliminate this dark smoke marked with red arrow?
I know it is a matter of taste but I think this smoke is a little bit exaggerated and perhaps unnecessary.
It looks like a short and broad brush that does not dissipate well and does not follow the same pattern of the other smokes.
Sadly, this kind of smoke is present in stock game, in HSFX 7.02 and in this mod, which makes me think people regard it as fashionable...
I wonder if some modder could consider the possibility of releasing a more "subtle"smoke effect like those of old Plutonium effects packs featuring long, thiner and well dissipated smoke trails that did not interfere with playability.
(http://i1243.photobucket.com/albums/gg560/Oscarito109/il2fb2014-04-2903-30-08-56.jpg) (http://s1243.photobucket.com/user/Oscarito109/media/il2fb2014-04-2903-30-08-56.jpg.html)
(http://i1243.photobucket.com/albums/gg560/Oscarito109/il2fb2014-04-2903-30-25-58.jpg) (http://s1243.photobucket.com/user/Oscarito109/media/il2fb2014-04-2903-30-25-58.jpg.html)
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Hi.guys,I have just done my first mod for Sturmovik 1946,with the good advice I got on here I installed SAS Megapatch 414.2 then installed Modact 5.3,and all is good.However I wished also to install Gurner fx .
I downloaded the following files, " V4.3 3do & Effects folders " I then had two folders "3DO and "Effects" I placed them inside my SAS folder.I dont think Ive done this correctly though as I dont see anything that tells me that "gurners fx" has loaded ok.Although as I said my game is working fine with the two installs I made.I would appreciate any help. :)
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Hi Boyle, You need to maintain the file structure. Did you put the 3do and effects into #SAS as seperate folders? If you did you need to remove them and place the complete 'GurnersFX' folder (which contains the 3do and effects folders) into #SAS instead. The game doesnt report that the effects are installed you'll just notice the difference when you fly.
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Oscarito: if you ever find the answer I would be interested to know as well. I have custom smokes installed (mix of plutonium - uranium and gurner's, cinema and lower particle effects ) but none of the known effects is responsible. I checked the sfs files to see if new effects were added by TD, but I couldn't find any new effects in the 3do/effectsaircraft folder, so this is a mistery to me as well..
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Found it: it is BlackHeavySPDWing.eff in 3do/effects/aircraft folder
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Found it: it is BlackHeavySPDWing.eff in 3do/effects/aircraft folder
What do you do with it, dash it out or delete it and what effects will it have overall? Thanks TC
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You can change it to whatever you like: if you set the number of nParticles and FinishTimeand to 1, and the Color1 and color0 to 0 0 0 0, the effect will be entirely gone (no smoke at all). I changed the content of this effect file (you can edit it in notepad) for the content of the smokeblackmedium.eff, which looks much more real to me (backup the original file first!)'
This is what my BlackHeavySPDWing.eff looks like now:
[ClassInfo]
ClassName TParticlesSystemParams
[General]
MatName ../TEXTURES/Smoke.mat
Color0 0.15 0.15 0.15 0.2
Color1 0.35 0.35 0.35 0.01
nParticles 512
FinishTime -1.0
MaxR 0.0
PhiN 0.0
PsiN 0.0
LiveTime 3.0
TranspTransitionTime 0.5f
EmitVelocity 1.2 2.7
EmitFrq 162.0
Wind 1.0
Size 2.0 4.8
GasResist 0.03
VertAccel 0.25
Rnd 0.1
EmitTheta 60.0 250.0
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One of the mistakes we have been dealing with at one point about 6 years ago .
FinishTime should stay -1.0 , there is a reason for this to be set at -1.0 infinite time because other aircraft damage
effects sequences and Java processing are dependent on it otherwise there will be error in console when the java process
will get BlackHeavySPDWing trigger and a literally few minutes later the game engine java process will be looking for it
checking the active status while in reality the BlackHeavySPDWing effect was unexpectedly shut down because of the 1.0 value .
Aircraft effects sequences progress and Java processing will basically get stuck waiting for the once triggered BlackHeavySPDWing
effect to be active ( because it was triggered ) before progressing to the next and it can have a weird visual aircraft damage consequence .
It's much better to just shut it down by using:
nParticles 1.0
LiveTime 0.5
EmitFrequences 0.5
~S!~ HG :)
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I stand corrected: thanks for the extra information Holygrail: I just learned something new. :)
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Hello Panzerkeil,
so BlackHeavySPDWing.eff is responsible for the dark smoke marked with the red marker. But do you know which effect file does it for the thinner smoke that is trailing the dark one?
I want to use some effects from HSFX 6 in HSFX 7 but I don`t know which is which.
Thanks
Marjak
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You can change it to whatever you like: if you set the number of nParticles and FinishTimeand to 1, and the Color1 and color0 to 0 0 0 0, the effect will be entirely gone (no smoke at all). I changed the content of this effect file (you can edit it in notepad) for the content of the smokeblackmedium.eff, which looks much more real to me (backup the original file first!)'
This is what my BlackHeavySPDWing.eff looks like now:
How about posting a screen shot, we have a screen shot of the before but not the after. Thanks TC
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Found it: it is BlackHeavySPDWing.eff in 3do/effects/aircraft folder
Hi Panzerkeil
Sorry for delaying, I was not logged in, so did not receive notifications.
Is this file from sfs files in the game root (fb_3doxx) or from some effects mod you are using?
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It's much better to just shut it down by using:
nParticles 1.0
LiveTime 0.5
EmitFrequences 0.5
Hi HolyGrail
Please, tell me what and where is the file I should edit like you've suggested above to eliminate the awful smoke we are talking about.
Many Thanks!
:)
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Found it: it is BlackHeavySPDWing.eff in 3do/effects/aircraft folder
Hi HolyGrail
Please, tell me what and where is the file I should edit like you've suggested above to eliminate the awful smoke we are talking about.
Many Thanks!
:)
Hi Oscarito ,
If you don't have some kind of effects mod where this " BlackHeavySPDWing.eff " is inside 3do/effects/aircraft folder
then there is not much you can do or you will have to create effects mod with just this 3do/effects/aircraft folder
structure and place this edited new BlackHeavySPDWing.eff file inside .
Or here you can try , I created one for you thou I did not test if this one is working or not so give it a try .
Just unzip the file and place it in to your #SAS folder or #UP folder or whatever folder you have for mods .
Keep in mind you will be missing one smoke as this will get rid of this one particular damage smoke .
https://www.mediafire.com/download/fnanrapa99470v3/!AAAAAA_No_More_Ugly_Smoke.zip (https://www.mediafire.com/download/fnanrapa99470v3/!AAAAAA_No_More_Ugly_Smoke.zip)
~S!~ :)
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Another problem hehe I try to put regular version and HSFX 7 of Gurner at my MA5.3 and after when my bomb touch the ground I have beauty CTD ... i have already JCat Merge Effect put in JGSME could it collide ? in JGSME its ok no collision with Gurner ? .... CHRS
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Done!
I've installed Gurner effects pack and slightly modified it with some excellent material sent to me by Santo and the file made available by HolyGrail. Here it is, the result:
Before...
(http://i1243.photobucket.com/albums/gg560/Oscarito109/il2fb2014-06-0105-28-38-39.jpg) (http://s1243.photobucket.com/user/Oscarito109/media/il2fb2014-06-0105-28-38-39.jpg.html)
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...and after
Much better now, don't you think so?
A real smoke trail instead of a black blotch in sky... ;)
(http://i1243.photobucket.com/albums/gg560/Oscarito109/il2fb2014-06-0105-19-15-49.jpg) (http://s1243.photobucket.com/user/Oscarito109/media/il2fb2014-06-0105-19-15-49.jpg.html)
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Now, I don't know if someone else have noticed this bug in "Gurner effects pack", I mean these muzzle flashes...
I've replaced them by the correct effect by simply deleting "GunFireDay" folder in 3do/Effects
(http://i1243.photobucket.com/albums/gg560/Oscarito109/il2fb2014-06-0105-39-11-34.jpg) (http://s1243.photobucket.com/user/Oscarito109/media/il2fb2014-06-0105-39-11-34.jpg.html)
Thank You All for the Help!!
;)
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Not only that but square dust clouds when you shoot the dirt
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Oh, Yes!
BTW, the square muzzle flash also appears in Flak and ships!
Well, back to square one then. Goodbye beautiful smokes.
Damn! I wonder why this mod is marked "4.12" (the only one!)
Any suggestion on how to fix this?
-------------------------------------------------------------------------------------------------------------
edit:
Guess I've got it.
Loaded back "GunFireDay" folder and edited "Gunfire.txt" file in 3do/Effects/GunFireDay/Textures
Under [General] section, have nFrames value reduced to about half (from 21 to 10)
This seems to do the trick (I hope...)
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I use Gurner's pack for a long time now but no square mussle flash and no square dust clouds at all.
Never had that since day one.
Perhaps it conflicts with another mod or it has to do with the modpack?
I have DBW 1.71 by the way.
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I tried it in PreDBW2, it works, but like I said before square dust and a few other anomalies, It is not 4.12 Friendly...
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It's 4.12 friendly.
Only change this in conf.ini and square muzzle flash will disappear:
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0
Problem is that anisotropic filter must be enabled.
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Thank you Willy
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I have it set like you show Willy, but still getting the square flashes?........ :(........never mind, I checked it again and all is good to go now.......TY....... ;)
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Yes...
These changes in Conf.ini appear to solve every little anomaly previously experienced by me with this mod.
Very good.
Thanks Willy!
;)
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thanks for the corrections guys! Nice work!
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Why doesn't the carrier decks catch on fire when hit by a bomb?
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It was implemented only in update 4.12, it is not related with this mod.
santobr.
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Does anyboy know how to correctly put Gurner FX on MA.5.3/TFM 412 ... because I put it on #SAS and I didnt see any difference even more I enable it by JSGME and still nothing ( already I Can say it was enable without conflict ) ... so maybe I do smoething wrong ? or GURNER not work properly with TFM ? ... chrs
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OK Solved I put wrong Gurner :P ..... learning all the time :)
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does anyone can answer clearly if this gurner 4.3 fx works with modact 5.30 in 4.12.2 patch?
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Surely it works! But do not forget to set Conf.ini according to reply #1124 on previous page to avoid any bug.
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can you tell me the exact steps of what i do because in the instructions have so many threads! For dbw for one for the other and i got lost in all those! I wanted the steps exactly for modact 5.30 4 12.2 what to do to work properly .Hope it wont difficult for you to tell me the steps
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No problem! Just follow this link:
https://www.mediafire.com/?p13cz0bmdcxkedl
Extract the content directly to your #SAS folder in game directory.
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Oscarito did it include Distance View mod ?
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I don't think so since there are extra class files that must be added to get this. I do not use this feature but guess those files marked for UP3 are the correct...
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Oh .... OK thanks :)
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so for long distance mode i must download and put in the sas directory the files which they are for the ultra pack 3?
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That's what is written but perhaps it would be more logical to put them directly into the "Gurner FX 4.3" folder. Guess both ways should work. As I've said before I don't use this so make some tests yourself to confirm.
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thnx for the help
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Hi guys, long time away from this forum. Had to relearn how to install mods all over again.
(re)Newb question.
I've pulled my IL-2 1946 out of the mothballs, updated it to 4.10.1 and installed DBW, which is fine since I feel no need to go to 4.12 yet.
Installed some campaigns, a few additionnal mods (Jiver's sound mod, Abyssinia mod pack, Carsmaster water mod).
I now wanted to install Gurner's FX mod, but Il-2 will not start if I activate it.
Since I only installed the class files in JSGME, I believe my error is that I did not include the 3do and effects folders. In reading the instructions, I might have misunderstood that I need to include those.
Having said this, where exactly do I include these folders? I see most of the support posts here are for HSFX, but seeing as the file folders are different for DBW, I'm a bit confused.
Thanks!
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Hi Frog, and welcome back to SAS,
I just put the class files in a folder call it "Files", and put both "Files and Effects" Folders in my Mods Folder.
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Thanks BravoFxTrt for the quick reply.
I put the folders in with the class files ("files") as you mentioned and it seems to work now, at least it launches!
Cheers!
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Hello everyone,
I'm on 4.12.2 + SAS Modact 5.3 + Jetwar 1.33
I'm having a problem with this mod.
I'm 99.9% sure gurner FX is conflicting with my SAS Engine Mod v2.7
I don't know what to do anymore...
I have tried to rename gurner fx folder so it's loaded before SAS Engine mod.
I have tried to run the classfiles with JSGME
I have tried to run gurner FX with JSGME
I have tried both classfiles and gurner FX in mod folder loaded before SAS Engine mod
I'm quite desperated now lol.
So that's the reason why I'm writing here, because I could not find an anwser myself.
If someone could help me please do it!
Best regards,
C.W.
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Clint which mods You using ? Engine Mod 2.7 work fine with Gurner FX for sure ... but in my JSGME ( 4.12.2 + MA 5.3 + TFM 412 + lots other mods including GurnerFX 4.3 :) ) it collide with JCat Merge Effects after when I deactivate it work well so look the problem in other activated mods .. cheers !!
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Done!
I've installed Gurner effects pack and slightly modified it with some excellent material sent to me by Santo and the file made available by HolyGrail. Here it is, the result:
Before...
(http://i1243.photobucket.com/albums/gg560/Oscarito109/il2fb2014-06-0105-28-38-39.jpg) (http://s1243.photobucket.com/user/Oscarito109/media/il2fb2014-06-0105-28-38-39.jpg.html)
----------------------------------------------------------------------------------------------------------------------------
...and after
Much better now, don't you think so?
A real smoke trail instead of a black blotch in sky... ;)
(http://i1243.photobucket.com/albums/gg560/Oscarito109/il2fb2014-06-0105-19-15-49.jpg) (http://s1243.photobucket.com/user/Oscarito109/media/il2fb2014-06-0105-19-15-49.jpg.html)
----------------------------------------------------------------------------------------------------------------------------
Now, I don't know if someone else have noticed this bug in "Gurner effects pack", I mean these muzzle flashes...
I've replaced them by the correct effect by simply deleting "GunFireDay" folder in 3do/Effects
(http://i1243.photobucket.com/albums/gg560/Oscarito109/il2fb2014-06-0105-39-11-34.jpg) (http://s1243.photobucket.com/user/Oscarito109/media/il2fb2014-06-0105-39-11-34.jpg.html)
Thank You All for the Help!!
;)
That's a very nice and smooth looking smoke. ^^ Though can you tell me specifically how should I configure the BlackHeavySPDWing.eff to get the exact look as your better looking smoke?
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I'm not using many "effect" mods. Gurner FX is the one and only I'm trying to get to work on my setup.
I'm confused. I have downloaded:
----> Here it is - V4.3 3do & Effects folders - https://www.mediafire.com/?p13cz0bmdcxkedl
and:
Modact - https://www.mediafire.com/?azftp4d1k5d3lp5
I'm on modact 5.3. Are those the right files to download?
Once I got them both, I just took the "classfiles" copied, pasted them into the Gurner FX 3DO & Effects folder.
I pasted the whole Gurner FX 3DO & Effects folder into #SAS mod file.
With the classfiles added I get a 30% crash in the second load (When I'm loading a mission)
Without the classfiles, no crash at all, but no wide napalm blow from Gurner FX.
I have tried the same method with JSGME as well. The results are the same.
Please help,
C.W.
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Clint, post an excerpt of your Logfile, however it crashes or not.
30% crash screams for it. At least stuff there can Help.
Best wishes
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I never found out how to find where the log file was in my game setup. All I know is the Shift+Tab that you can hit while in game.
A friend of mine Steven, sended me somekind of a mix: Gurner FX 4.3 + 00_New Napalm file.
I just added them into MOD file, and it worked. Only problem is, the smokes do not last for very long. 2-3 minutes most of the time.
The smokes also tend to disappear quickly when I'm flying away.
I've tried to install "Long View Distance Mod" The DBW version. I didn't really know what version to get, I'm on 4.12 + Modact 5.3
I don't see any download for Modact for this Distance mod.
Anyway, I'm not trough this problem yet. :\'(
Thanks for your concern,
Best regards - Clint W.
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Gurner FX is not fully compatible with 4.12, some effects will work, some won't.
For example all my stationary smoke effects looked terrible with GurnerFX.
Keep in mind that 4.12 patch includes a full set of new effects compared to 4.10.
Some java guru needs to sit down and redo al the classfiles for 4.12 which imho is a quite impossible task because only the author knows what was changed before.
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It would be nice 2 get rid of the goofy ground-hugging crashed plane smoke column.
G's BlackHeavyGND.eff w/ HAE looks gr8t but makes the plane invincible.
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I cannot activate this mod for the life of me.
I'm running DBW TFM
Here's what I do:
-download Gurner FX 4.3 3do and effects
-download DBW 1.71 class files.
-copy 1.71 class files to mod folder
-copy "3DO" and "Effects" into /files of the class folder
- attempt to enable in JSGME. hangs then stops responding.
any ideas?
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Hey Guys,
I had a question about the effects from burning static planes on the ground. Is it possible
to increase the burn time on the static planes? I've looked at the files in this add on, and I
see a file called SmokeFire_plane.eff. I'm not sure if this is the file that I'm looking for(?)
but in the past, I've seen files that you could modify so that a strafed and burning plane
would burn for 10-20 minutes. The way it is now, is that with in about 5 minutes or
less the fires go out!! I would love to buzz over a airfield full of burning aircraft wrecks!!
Any ideas? Any clues? I do not want to monkey around with any files unless I have a plan.
Thanks for any tips! 8)
Horrido!
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An FYI for anyone who wants to know:
If you're running 4.12.2m and ModAct 5.30, and you want longer flak smoke distances (and perhaps other smokes as well, I only tested the flak smoke), simply download the effects files from the link below:
https://www.mediafire.com/download/xu3d3vd023g3xya/Gurner_FX_for_HSFX7.rar
Ok, here is my version of Gurner's effects updated for HSFX7. It should probably work in regular 4.12 as well. The distance mod is included. Again, it's not perfect. but it works until someone with more experience than me puts together a more complete version. Anyways, try it out, I hope it works for everyone.
Then, extract and use ONLY the following classfiles:
8A318408BB7C513E
64F83BC6574C11DE
949499C0F4E85D88
This works for the stock 4.12.2m effects.
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guys I've just download the gurner fx mod but I dont know how to install it I need to put in my jsgememods ? I've SAS
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You should put mods into that folder named "#SAS" :-\
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You should put mods into that folder named "#SAS" :-\
Ohh thank you 1 more question How can I active it ?
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What do you mean by...active it?
Just put the mod into that folder and you're done! ;)
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What do you mean by...active it?
Just put the mod into that folder and you're done! ;)
ah okay bro sorry for that I'm new here so I dont know thank you so much :))
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No problem!
And BTW, welcome aboard... :D
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Hi, is this super mod also working whit the new CUP addon? Is it also just put in the SAS and its ok?
I like the the smoke distance very much in this mod. :P
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This mod is for 4.10 only. The effects were reworked in 4.12 so this mod needs to be adjusted to the changes (iirc I posted about these changed effects in this thread before). DBW 1.71 is the best enviroment to run this mod.
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Ok, thx vpmedia for quick answer .
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no errors on 4.13
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I got mine working in 4.12.2 Modact just fine.
I used this link.
https://www.mediafire.com/download/p13cz0bmdcxkedl/Gurner+FX+4.3.zip
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I try running this with HSFX 7 , stock 4.12.2 & stock 4.13 and it doesn't seem to work. I can't even get the increased view distance mod to work. Does anyone know how to increase it?
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Hello, Just wondering how do you get Gurner Fx on CUP?
I have the latest CUP and am trying to get this work.
Any help is appreciated, and Thanks in advance.
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GurnerFX is for 4.10, best works with DBW modpack in my experience.
I know about one effects pack for 4.12:
http://www.mission4today.com/index.php?name=Downloads3&file=details&id=2189
Theres an improved version (better fps) of this in my modpack.
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question! is it possible to decrease time of smoke vehicles who burn on the ground? anybody of you can help me?
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:( the problem is that I Would like to remove smokes and fire on the houses and trees because my pc strains very much...
help ::(
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Hi everyone, I found a mod that is converted from Gurner FX to the new Custom Mod, it works only for 4.12.2 + HSFX 7.0.3.
Download:https://mega.nz/#!pohSEQDa (https://mega.nz/#!pohSEQDa)
password: !Hjgqe6rBZTuyWXGeVLO6Mnh7VcqJZCT5GjD9Uf9ra20
Installation: After downloading, install in the root folder of your il-2 with HSFX 7.0.3.
Attention
-Activate HSFX first and custom mod then no graphics errors.
There is a bug in the machine guns that can be fixed with this mod.
Download: https://www.mediafire.com/?vog4gpoy3q8qp7c (https://www.mediafire.com/?vog4gpoy3q8qp7c)
Installation: After downloading and extracting copy the folder vp_damage_layers_v1_5 into the folder MODS, located in the root folder of your IL-2. If your IL-2 does not have a Mods folder, you can create it in the main game folder.
Enable Custom Mod in the JSGME application
Ready Gurner FX in HSFX 7.0.3!
I do not know who converted the mod but I found this brazilian site:
https://il2dambustersbrasil.blogspot.com.br/p/sons-gerais.html
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I have HSFX 7.03 installed. Would like to see the smoke and fires burning all the time and visible in longer distance like used to be on Gurner effects which dosen't work with 4.12/HSFX 7.03. Anyone able to help ?. I would appreciate.
TICI
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Have you tried davesFX pack?
https://www.sas1946.com/main/index.php/topic,52854.0.html
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I Tried this one, but the clasfile starting 8A318.... freezes the loading of the game. I tried without it but the fire/smokes doesn't stay on all the time and the distance is still short . I like the effects I have now . I just need like Gurner effects for the Fire/Smoke to stay on all the time and the distance to 30km at least.
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Have you tried this version by Adqui
https://www.sas1946.com/main/index.php/topic,20929.msg416562.html#msg416562
This is the only version of GurnerFX I have ever been able to get working in 4.12
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Thanks. It works well, I just had to remove the classfile 8A318408BB7C513E to avoid the freeze of the game on aircraft loading . For the rest everything seems to work fine. What it is the distance on this version 15 or 30 Km.? and it is possible to increase it ? and with which file. I remember Gurner had files that you can interchange to test the distance when the fires fades away.
TICI
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Try these
]nono[
]nono[
I find it easiest to use the Gurner FX without any distance files, but create a separate folder for each distance
eg
#_GurnerViewdistance25km
#_GurnerViewdistance10km
Then these can be loaded through JSGME as necessary, depending on mission demands.
File structure for JSGME would be eg,
Gurner_View_Distance_10km/#SAS/#_GurnerViewdistance10km
This way you can get optimal performance depending on the demands of the mission
regards
Squash
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Replaced the classfiles with 25 Km. Amazing !!. You can see the smoke and flames from far far away . It looks just much more realistic.
Thanks,
TICI
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Your browser does not support drag'n'drop file uploads.Please use the fallback form below to upload your files like in the olden days.Possibility of having also the 15Km and 20 Km distance options ?. Testing the best option for visual and fps issues ? . The 25 km is amazing but with fps drop. The 10Km is good for fps but the smoke and visual goe away too soon.
TICI
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30, 20 and 10k Versions for DBW uploaded by Korrigan: http://www.packupload.com/SFTKWMEA13F
Mediafire link thanks to PA_Willy: https://www.mediafire.com/?id4uwj5oqc16zob
Hi I am looking to download, from the first post, the "distance" part of the GurnerFX (for DBW) but all the two links are missing, any help would be very appreciated
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Hi everybody,
does the Gurner FX 4.3 works in BAT 3.8.1?
Thanks
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Hi everybody,
does the Gurner FX 4.3 works in BAT 3.8.1?
Thanks
one way to find out. I'd test it using the Modact files on a basic vanilla Modact 5.3 install first then scale up to BAT accordingly paying attention to conflicts with other mods
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BAT has a specific set of effects which grew organically over the years. You may encounter strange side effects or conflicts when you drop another effect pack into it.
It's not supported or advisable but you can do it for yourself of course.
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wine il2fb.exe crash on "TheBlackDeath.ntrk" with follow messages
Searching for missing resources...
Done!
Loading RRR objects resources data...
Done.
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
0032:err:msvcrt:MSVCRT__invalid_parameter (null):0 (null): (null) 0
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
0009:fixme:wgl:X11DRV_wglBindTexImageARB partial stub!
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 30 was clamped to (1 .. 20)
Bomb with charge mass of >1.9kg<, hit >0_Chief6<.
=========================================
Bomb with charge mass of >1.9kg<, hit >0_Chief8<.
=========================================
Bomb with charge mass of >1.9kg<, hit >0_Chief4<.
=========================================
Bomb with charge mass of >1.9kg<, hit >0_Chief8<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >0_Chief3<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >0_Chief5<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >landscape<.
=========================================
Bomb with charge mass of >1.9kg<, hit >1_Chief5<.
=========================================
Exception in thread "main" java.lang.NoSuchFieldError: a
at com.maddox.il2.objects.effects.Explosions$2.doAction(Explosions.java)
at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:374)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
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BAT has a specific set of effects which grew organically over the years. You may encounter strange side effects or conflicts when you drop another effect pack into it.
It's not supported or advisable but you can do it for yourself of course.
I tried. I put it in #SAS Folder, but I can't recognize the difference...
This screenshot is with Gurner FX 4.3:
(https://i.postimg.cc/nhf8T2p2/2020-02-29-11-50-40.jpg) (https://postimg.cc/ppC1LD95)
And this is without:
(https://i.postimg.cc/4yHMQ70j/2020-02-29-12-13-11.jpg) (https://postimg.cc/tny2XTpz)
I also noticed that in both cases, the smoke trials have something like a glitch, or little fast flashes black/gray...
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Only addressing the "glitches", or flashing in brightness for particle effects (which smokes are)... This description would suggest you have Effects=2 in your conf.ini. If so, try Effects=1. On the "2" setting the game applies lighting calculations to add shadowing to the particles (each texture for a smoke effect, for example). This shading makes the Sun-facing side brighter and the opposite darker. When the particle count gets high, the graphics engine glitches, with the texture flashing you describe. Moreover, with Effects=2 the greater consumption of CPU cycles lowers the frame rate.
Setting Effects=1 bypasses the shadowing, which might not be so 'pretty' for some folk. But at least the schizophrenic flickering between light and dark is avoided, and fps is higher. Smoke particles using textures having a variation in tone and color (subtle) can overcome the lack of shadowing. Indeed, I mostly prefer this look with Effects=1, because the added shadowing with Effects=2 tends to be a bit too exaggerated, making the smoke puffs look too 'solid', or substantial.
Now, Effects=1 is not the complete savior. When lots of particles are being drawn, some may briefly disappear. But at least there is none of this bright/dark flashing. ;)
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Have you tried this version by Adqui
https://www.sas1946.com/main/index.php/topic,20929.msg416562.html#msg416562
This is the only version of GurnerFX I have ever been able to get working in 4.12
Now to get this working in BAT (at least the visibility distance)... it's been so long since I did it the first time, don't remember anything about it.
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How do you remove the muzzle flash effects? They look really tacky and blocky, so if I could remove them it would be better
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How do you remove the muzzle flash effects? They look really tacky and blocky, so if I could remove them it would be better
Blocky? Check conf.ini. You have got disabled anisotropic.
[Render_OpenGL]
TexQual=3
TexMipFilter=3 <--
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1 <--
TexFlags.TexCompressARBExt=0
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Thanks for the response, I'll try it out.