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Author Topic: New gunfire effects.  (Read 23849 times)

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CWMV

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Re: New gunfire effects.
« Reply #72 on: August 18, 2011, 11:08:41 PM »

I don't think they depend on classfiles, but there is an easy way to find out.
Which effects exactly do you want to pinpoint?
In the aircraft folder we should be able to find the correct effect file (they are all labeled pretty simply, and when you open them up in wordpad they tell you which texture they access), then we put them by themselvs in their own airplane folder, remove all classfiles, and see if they are affected.
For what its worth though I don't think they depend on classfiles, I haven't noticed any smokes that do.
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slipper

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Re: New gunfire effects.
« Reply #73 on: August 19, 2011, 05:16:48 AM »

Thanks for the reply mate.

It might be a bit to much work but do you think it would be possible to find out what each .eff file does in the3DO/effects/Aircraft folder ? That way you could pick and choose what effects to add or replace.

I think there's about 35-40 files, i suppose some are self explanatory like EngineStart1.eff, but some TurboJRD1100S.eff,TankSmokeTSPD.eff, TankSmokeSPD.eff, for example what do they do?

If TankSmoke effects fuel tanks on fire, is it only used for this purpose, or do some effects double up?

cheers mate

slipper
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zack

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Re: New gunfire effects.
« Reply #74 on: August 19, 2011, 12:26:49 PM »

Hi Guys,
Is it possible to remove this bullet traces effect from CWMV pack?
It looks a little bit like a christmas tree/Star Wars when firing...
Also - I'm not sure if it's historically correct (?)

Thanx a lot.
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CWMV

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Re: New gunfire effects.
« Reply #75 on: August 19, 2011, 01:26:37 PM »

I can tell you from personal experience that they are the closest thing we have yet seen to an accurate tracer. The only thing I don't like about them is the "Ball" at the end. Ive never seen a tracer, from 5.56 and 9mm (really funny looking tracer) to 105's and TOW2C's that have a "ball" like these have, but I'm not sure that they can be removed. Other than that they are spot-freakin-on.

Now I think we need to make some distinctions here, are we going for the most accurate effects, or more what strikes our fancy?
If we are agreed that our highest goal is to achieve the closest representation of reality then why not add some weight to our arguments?
I'm really wide open to hear about different ideas, but please, if your going to say its not accurate please state why you think its so. Its a good way to get the best true effect going.
So if you don't think its accurate that's fine, in fact Id love to hear it, but it sounds a lot better when you say "I spent many years training with small arms and these tracers aren't accurate/need to be changed in X manner" or "The burning aircraft/war material that Ive witnessed did not smoke in the same way these effects do, can we change them in X way?" Etc.
I guess that this is a good spot to say that the effects Ive included are included because they most accurately reflect what Ive seen in my (limited) combat experience.

BUT if it simply comes down to you not liking the way they look they can be removed. Just like anything esle find the appropriate file/folder and remove it.

This tracer pack, by Hguderian I believe, is a fairly close approximation of all the varying effects we see in real tracers. Definitely closer than the stock game which in no way, shape or form resembles any tracer used in any modern military small arms. The stock effect is so terribly off as to be insulting, and just laughable.
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hguderian

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Re: New gunfire effects.
« Reply #76 on: August 19, 2011, 01:34:10 PM »

In the Name of Truth I say you that those tracers are from AED and his RevolutionFX mod, I've only repacked some mods together.
Cheers
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CWMV

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Re: New gunfire effects.
« Reply #77 on: August 19, 2011, 01:40:25 PM »

In the Name of Truth I say you that those tracers are from AED and his RevolutionFX mod, I've only repacked some mods together.
Cheers
Ah good man Hguderian! Thanks much for the clarification!
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hguderian

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Re: New gunfire effects.
« Reply #78 on: August 19, 2011, 01:50:49 PM »

Give a try to those from Benitomuso...I like AED's ones but in my opinion are more realistic the PAL_tracers!
 
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CWMV

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Re: New gunfire effects.
« Reply #79 on: August 19, 2011, 03:11:31 PM »

Haven't seen them, Link?
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hguderian

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CWMV

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Re: New gunfire effects.
« Reply #81 on: August 19, 2011, 05:01:52 PM »

I'm not sure if I did something wrong or not, but the only thing it seemed to change was the smoke and the tracers looked stock, just colored differently.
Looked nothing like LMG fire to me.
There just wasn't enough to them you know what I mean? The only place a tracer looks like a blob is from directly behind...and I'd assume in front? having never been shot I cant tell for certain but I can guess  ;D Ive been really close, but never that close!
The tracers from your pack have the same sense of speed that real tracers impart. their length and shape is to my eyes generally correct where the PAL and stock tracers are far too short.
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hguderian

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Re: New gunfire effects.
« Reply #82 on: August 19, 2011, 05:26:25 PM »

Too close as target? :=))))))

I'd like both...but from cockpit I prefer PAL ones...I admit that sometimes I switch from one to another type.

Regards
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CWMV

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Re: New gunfire effects.
« Reply #83 on: August 19, 2011, 06:41:04 PM »

Too close as target? :=))))))

I'd like both...but from cockpit I prefer PAL ones...I admit that sometimes I switch from one to another type.

Regards
Well I have been, just no one hit this moving target!
 ???
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