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Author Topic: Gurner FX 4.3  (Read 338285 times)

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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #108 on: March 18, 2012, 08:18:54 AM »

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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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #109 on: March 18, 2012, 10:13:08 AM »

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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gianluca

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #110 on: March 18, 2012, 10:17:47 AM »

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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slipper

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #111 on: March 18, 2012, 12:56:05 PM »

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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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #112 on: March 18, 2012, 01:07:50 PM »

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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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #113 on: March 18, 2012, 01:15:17 PM »

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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gianluca

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #114 on: March 18, 2012, 02:14:50 PM »

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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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #115 on: March 18, 2012, 02:31:11 PM »

Makes sense - easy to get shot down if you look like a flying Christmas tree!  ;D
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JG13~Wulf

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #116 on: March 18, 2012, 02:36:54 PM »

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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Dakpilot

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #117 on: March 18, 2012, 03:12:23 PM »

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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zack

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #118 on: March 18, 2012, 03:27:54 PM »

How to install this mod?
I'm running DBW 1.71.
Thanks.

Should I remove my Plutonium one then?
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #119 on: March 18, 2012, 04:13:27 PM »

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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