Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 90 91 92 [93] 94 95 96 ... 100   Go Down

Author Topic: Gurner FX 4.3  (Read 338161 times)

0 Members and 3 Guests are viewing this topic.

Oscarito

  • member
  • Offline Offline
  • Posts: 642
Re: Gurner FX 4.3
« Reply #1104 on: April 29, 2014, 01:36:04 AM »

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.

Logged
v4.12+MA 5.3 - Win 7

boyle

  • member
  • Offline Offline
  • Posts: 9
Re: Gurner FX 4.3
« Reply #1105 on: May 16, 2014, 06:51:13 AM »

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. :)
Logged

PO_MAK_249RIP

  • CMON U SPURS!
  • member
  • Offline Offline
  • Posts: 2087
Re: Gurner FX 4.3
« Reply #1106 on: May 16, 2014, 10:44:37 AM »

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.
Logged
Corsair Carbide case, Intel core i5 4690 3.5ghz with Arctic Cooler, Asus Rock H97 performance, MSI Ventus XS OC 1660GTX 6GB DDR6, 32GB Patriot Viper 1600Mhz, 256GB/500GB Crucial SSDs, Windows 10 64bit.

panzerkeil

  • member
  • Offline Offline
  • Posts: 216
  • Woof!
Re: Gurner FX 4.3
« Reply #1107 on: May 16, 2014, 11:29:50 AM »

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..
Logged

panzerkeil

  • member
  • Offline Offline
  • Posts: 216
  • Woof!
Re: Gurner FX 4.3
« Reply #1108 on: May 18, 2014, 01:51:18 AM »

Found it: it is BlackHeavySPDWing.eff in 3do/effects/aircraft folder
Logged

too-cool

  • member
  • Offline Offline
  • Posts: 157
Re: Gurner FX 4.3
« Reply #1109 on: May 25, 2014, 08:52:39 AM »

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
Logged

panzerkeil

  • member
  • Offline Offline
  • Posts: 216
  • Woof!
Re: Gurner FX 4.3
« Reply #1110 on: May 25, 2014, 11:19:26 AM »

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
Logged

SAS~HolyGrail

  • Modder f*ck*r =)
  • SAS Team
  • member
  • Offline Offline
  • Posts: 874
  • A little mod in the making !
Re: Gurner FX 4.3
« Reply #1111 on: May 25, 2014, 01:31:11 PM »

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  :)
Logged
Dignified silence is worth more than a thousand insults...

panzerkeil

  • member
  • Offline Offline
  • Posts: 216
  • Woof!
Re: Gurner FX 4.3
« Reply #1112 on: May 26, 2014, 01:21:13 AM »

I stand corrected: thanks for the extra information Holygrail: I just learned something new. :)
Logged

Marjak

  • member
  • Offline Offline
  • Posts: 60
Re: Gurner FX 4.3
« Reply #1113 on: May 26, 2014, 01:26:47 PM »

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
Logged

too-cool

  • member
  • Offline Offline
  • Posts: 157
Re: Gurner FX 4.3
« Reply #1114 on: May 26, 2014, 02:36:50 PM »

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
Logged

Oscarito

  • member
  • Offline Offline
  • Posts: 642
Re: Gurner FX 4.3
« Reply #1115 on: May 29, 2014, 08:49:42 AM »

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?
Logged
v4.12+MA 5.3 - Win 7
Pages: 1 ... 90 91 92 [93] 94 95 96 ... 100   Go Up
 

Page created in 0.037 seconds with 24 queries.