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Author Topic: LowerParticleEffects/V2/V2.1/V3  (Read 59070 times)

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ben_wh

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #120 on: December 19, 2012, 04:52:42 PM »

I have been able to use this with JSGME.  However, my set-up for this is a bit unusual - I used 4.10 classfiles but the effect from Steppenwolf.  I remembered that I had to do minor tweaking due to this set up but it worked.

(DBW 1.71 install)

Cheers,
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rhinofilms

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #121 on: January 03, 2013, 11:39:53 PM »

Can someone tell me the origins of these great looking WIP effects mods?






4.12?  Combination of existing effects mods?

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squiffy

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #122 on: January 04, 2013, 07:30:41 AM »

Can someone tell me the origins of these great looking WIP effects mods?






4.12?  Combination of existing effects mods?



I believe that is the work of *Steppenwolf*, so I think you're in the right place, but to my knowledge no release has been posted...

Hey Steppenwolf, those are your WIP videos right?  If so, they look great!  Need some testers?
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*Steppenwolf*

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #123 on: January 04, 2013, 11:26:47 AM »

Thanks, guys! I was working with members of TD as 3rd party support on possible effects for 4.12, but I have had to stop work because of real life responsibilities. And the Java guy I was working with has had a child! So, he is even more busy than me. What TD will do with the effects that were worked on I don't know. I hope they are able to progress with things further for they are able to implement big changes, but it is so much work. I am waiting to see what happens with things too, so I often check in here at SAS to see about new patches and mods! Thank you for showing interest in things...fingers crossed!

Kevin

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rhinofilms

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #124 on: January 04, 2013, 01:11:35 PM »

I hope you continue... those videos look fantastic and I'm sure we will be all over it when it's released.
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ben_wh

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #125 on: January 05, 2013, 01:51:58 AM »

Steppenwolf,

I do hope that your effects get wider adoption - personally I think that yours strike an almost perfect balance between visual realism and performance.

Cheers,
 
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bomberkiller

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #126 on: January 05, 2013, 06:26:59 AM »

Hi Rhino,

thank you for sharing the videos!


Hi Squiffy,

thank you for declaration!


Hi Steppenwolf,

these mods are outstanding!


Now I need some drinks for better dreaming...

wbr, Gerhard  ;D
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FAC N° 9 ...cheers mein Schatz

rhinofilms

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #127 on: January 07, 2013, 11:56:39 PM »

I'm using plutonium 4.3 on v4.10, UP3, and I'm happy with it except that the ground explosions kill my FPS.  Could I just drop the effects files from effects/explodes (without the class files) into my plutonium effects files?  Or am I oversimplifying?

I think that's what ben_wh did?
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*Steppenwolf*

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #128 on: January 08, 2013, 06:32:20 PM »

Please, before you change anything - back it up!

No, you're not oversimplifying. This mod was built upon the files of Plutonium. Files are(smallest to biggest explosions):
RS82..........rockets, usually.
Bomb250....common bomb explosion(250, 500 lbs types).
Bomb1000...bigger bombs.

each one has a 'Land' and 'Water' folder.

Here's the work part though.
Bomb250 'Land'(as an example) has the following .effs in it.

Burn
Burn_Fog
Fontain
Peaces
Shock

Each of the above .effs contain the 'animation' for each of the Bomb250's layers, as well as call the textures.

If you open 'Burn' for Bomb250 you will find the following information:

[ClassInfo]
  ClassName TParticlesSystemParams
[General]
  MatName ..\..\..\Materials\ExplosionDamageSmoke10.mat................................look here! 
  Color0 0.70 0.66 0.62 0.5
  Color1 0.70 0.66 0.62 0.0
  nParticles 8
  FinishTime 0.5
  MaxR 0.0
  PhiN 0.0
  PsiN 0.0
  LiveTime 5.5
  EmitFrq 100.0 
  EmitVelocity 150.0 0.0
  EmitTheta 35.0 55.0
  GasResist 0.068
  VertAccel -1.0
  Wind 0.0
  Size 45.0 65.0
  Rnd 0.0

This one layer to the total Bomb250 effect calls 'ExplosionDamageSmoke10.mat'. The .mat file tells the effect what texture to use. If you open the 'ExplosionDamageSmoke10.mat' you will see this:

[ClassInfo]
  ClassName TMaterial
[General]
  tfDoubleSide              1
  tfShouldSort              1
  tfGameTimer               1
[Layer0]
  TextureName               ExplosionDamageSmoke10.tga.........................................look here!
//  TextureName AlphaSmoke.txa
// SmokeA.tga
  PaletteName
  //WhiteFog.pal
  Frame                     0.0   // Float 0.0 - first, 1.0 - last
  VisibleDistanceNear       0.0   // Float 0.0 - near,  1.0 - far
  VisibleDistanceFar        50000.0   // Float 0.0 - near,  1.0 - far
  TextureCoordScale         0.0 0.0  1.0 1.0 // Uo   Vo   kU   kV
  ColorScale                1.0 1.0 1.0 1.0    // R G B A

  // Wrap Texture Flags (0/1)
  tfWrapX                   1
  tfWrapY                   1
  // Magnification / Minification (nearest on default)
  tfMinLinear               1
  tfMagLinear               1
  tfMipMap                  0
  /// BlendModes
  tfBlend                   1
  tfBlendAdd                0
  tfTestA                   1
  tfTranspBorder            1
  tfTestZ                   1
  tfNoWriteZ                1
  tfUpDateClear             0
  tfModulate                1
  tfNoTexture               0
  tfAnimatePalette          1
  tfAnimateSkippedFrames    0
  tfCompressMajorAlpha      1
  tfNoCompress16Bit         1

// eof



In this case it is 'ExplosionDamageSmoke10.tga. The two are not always named the same though, so check to see that the right .mat and .tga are in the right place. Both the .mat and corresponding .tga should be in the location Effects/Materials. Unfortunately, you will have to check these things for all 'Land' and 'Water' folders for RS82, Bomb250, and Bomb1000. They pretty much all use the same .mats and .tgas though, so it shouldn't take too long once you figure it out. Let me know if that works. Good luck!




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Cloyd

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #129 on: January 12, 2013, 04:55:46 PM »

Congratulations Kevin on getting your effects incorporated into the stock game! They make a big difference to us guys with old, crappy hardware.

Dave
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Mad026

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #130 on: January 13, 2013, 02:53:08 AM »

is there any chanche to make a 4.101 compatible version of this, it looks very nice!?

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santobr

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #131 on: January 13, 2013, 06:40:00 AM »

It wil be compatible with 4.12. :P ;)




santobr.
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