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Author Topic: LowerParticleEffects/V2/V2.1/V3  (Read 59775 times)

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Mad026

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #132 on: January 13, 2013, 08:50:26 AM »

it looks very realistic.  :D
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alotef

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #133 on: January 15, 2013, 10:05:51 PM »

This is the best effects pack I ever used. Very, very well done, Steppenwolf!
~Mike
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modlife

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #134 on: January 16, 2013, 04:40:42 AM »

 :)Thanks.

*Steppenwolf*
 Well done !!!
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skulz

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #135 on: January 20, 2013, 12:24:20 PM »

Wow this is amazing, Can someone tell if I can use it with "v4.10.1 with modact 3" or "v.4.11.1 modact 4"? Wonderful effects mate. thanks.
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*Steppenwolf*

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #136 on: January 20, 2013, 06:21:26 PM »

Thanks guys!
skulz - I'm not sure. Maybe someone else has tried though.
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Flash

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #137 on: January 21, 2013, 01:24:07 PM »

This is the best effects that I have seen! Especially impressed water effect, they look so realistic!
Hope I will see all effects in 4.12.

Excellent job *Steppenwolf*!!!
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*Steppenwolf*

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #138 on: January 21, 2013, 03:08:47 PM »

Thanks! The water effects should be much better in 4.12 in my opinion. Every water effect so far has only been made from one .eff file(excluding .sim of course). But me and my friend were able to add multiple .effs for ball and exploding ammo, as well as try to make a more dynamic/fluid looking effect animation. And the .sim is timed better for look and performance.



If anything modders will be able to use the numerous effs to make even better effects! I hope DT will put the effects in 4.12!
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SAS~Storebror

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #139 on: January 22, 2013, 08:11:37 AM »

Wow this is amazing, Can someone tell if I can use it with "v4.10.1 with modact 3" or "v.4.11.1 modact 4"? Wonderful effects mate. thanks.
No chance at the moment, the classfiles would need to be reworked completely.

Best regards - Mike
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KG3_V

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #140 on: February 14, 2013, 11:42:05 AM »

Thank you for you great work !
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*Steppenwolf*

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #141 on: February 14, 2013, 01:51:10 PM »

Thanks! Enjoy that ROF by the way.
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KG3_V

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #142 on: February 14, 2013, 01:55:33 PM »

Ich geh mal davon aus du bist Deutscher :D

Ich würde gerne, aber nach 10 Min Dogfight in ROF ist meine Hand am Ende. Im Moment benutze ich nicht die Ruderpedale da ich erst meinen alten Schreibtisch was demolieren muss. Und das Ruder am X52 geht auf die Hand mit der Dauer
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rhinofilms

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Re: LowerParticleEffects/V2/V2.1/V3
« Reply #143 on: February 16, 2013, 09:46:58 AM »

Code: [Select]
[quote author=*Steppenwolf* link=topic=20628.msg333901#msg333901 date=1357695140]
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!
[/quote]

Thanks Steppenwolf.

All I needed to do was replace the RS82, Bomb250 and Bomb1000 folders with yours, and then copy the contents of the Materials folder to the current Materials folder and it worked on my 4.10, DBW 1.7 install!

I'm so happy I could shat.

I would like to also replace your smokes for burning ground vehicles and planes but I can't seem to figure out which files are responsible.  I have tried replacing everything with the word smoke in the file, but apparently I'm still too stupid to find the right one.  My rig can handles the higher particle smoke effects, but I like how yours diffuse more widely.

Can anyone help?
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