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Author Topic: Gurner FX 4.3  (Read 338290 times)

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Oscarito

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Re: Gurner FX 4.3
« Reply #1116 on: May 29, 2014, 09:01:28 AM »

It's much better to just shut it down by using:

nParticles 1.0
LiveTime 0.5
EmitFrequences 0.5
Hi HolyGrail

Please, tell me what and where is the file I should edit like you've suggested above to eliminate the awful smoke we are talking about.

Many Thanks!
 :)
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SAS~HolyGrail

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Re: Gurner FX 4.3
« Reply #1117 on: May 29, 2014, 03:08:22 PM »

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



Hi HolyGrail

Please, tell me what and where is the file I should edit like you've suggested above to eliminate the awful smoke we are talking about.

Many Thanks!
 :)

Hi Oscarito ,
If you don't have some kind of effects mod where this " BlackHeavySPDWing.eff " is inside 3do/effects/aircraft folder
then there is not much you can do or you will have to create effects mod with just this 3do/effects/aircraft folder
structure and place this edited new BlackHeavySPDWing.eff file inside .

Or here you can try , I created one for you thou I did not test if this one is working or not so give it a try .
Just unzip the file and place it in to your #SAS folder or #UP folder or whatever folder you have for mods .
Keep in mind you will be missing one smoke as this will get rid of this one particular damage smoke .

https://www.mediafire.com/download/fnanrapa99470v3/!AAAAAA_No_More_Ugly_Smoke.zip

~S!~  :)

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rotte7teufel

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Re: Gurner FX 4.3
« Reply #1118 on: May 31, 2014, 04:19:26 AM »

Another problem hehe I try to put regular version and HSFX 7 of Gurner at my MA5.3 and after when my bomb touch the ground I have beauty CTD ... i have already JCat Merge Effect put in JGSME could it collide ? in JGSME its ok no collision with Gurner ? .... CHRS
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Oscarito

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Re: Gurner FX 4.3
« Reply #1119 on: June 01, 2014, 01:07:39 PM »

Done!

I've installed Gurner effects pack and slightly modified it with some excellent material sent to me by Santo and the file made available by HolyGrail. Here it is, the result:

Before...

----------------------------------------------------------------------------------------------------------------------------

...and after
Much better now, don't you think so?
A real smoke trail instead of a black blotch in sky... ;)

----------------------------------------------------------------------------------------------------------------------------
Now, I don't know if someone else have noticed this bug in "Gurner effects pack", I mean these muzzle flashes...
I've replaced them by the correct effect by simply deleting "GunFireDay" folder in 3do/Effects


Thank You All for the Help!!
 ;)
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BravoFxTrt

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Re: Gurner FX 4.3
« Reply #1120 on: June 01, 2014, 02:06:17 PM »

Not only that but square dust clouds when you shoot the dirt
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Oscarito

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Re: Gurner FX 4.3
« Reply #1121 on: June 01, 2014, 02:28:26 PM »

Oh, Yes!
BTW, the square muzzle flash also appears in Flak and ships!
Well, back to square one then. Goodbye beautiful smokes.
Damn! I wonder why this mod is marked "4.12" (the only one!)
Any suggestion on how to fix this?
-------------------------------------------------------------------------------------------------------------
edit:
Guess I've got it.
Loaded back "GunFireDay" folder and edited "Gunfire.txt" file in 3do/Effects/GunFireDay/Textures
Under [General] section, have nFrames value reduced to about half (from 21 to 10)
This seems to do the trick (I hope...)
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Uufflakke

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Re: Gurner FX 4.3
« Reply #1122 on: June 01, 2014, 04:10:29 PM »

I use Gurner's pack for a long time now but no square mussle flash and no square dust clouds at all.
Never had that since day one.
Perhaps it conflicts with another mod or it has to do with the modpack?
I have DBW 1.71 by the way.
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BravoFxTrt

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Re: Gurner FX 4.3
« Reply #1123 on: June 01, 2014, 08:12:05 PM »

I tried it in PreDBW2, it works, but like I said before square dust and a few other anomalies, It is not 4.12 Friendly...
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PA_Willy

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Re: Gurner FX 4.3
« Reply #1124 on: June 02, 2014, 12:40:18 AM »

It's 4.12 friendly.

Only change this in conf.ini and square muzzle flash will disappear:

Quote
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

Problem is that anisotropic filter must be enabled.
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BravoFxTrt

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Re: Gurner FX 4.3
« Reply #1125 on: June 02, 2014, 08:10:36 AM »

Thank you Willy
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flightdok74

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Re: Gurner FX 4.3
« Reply #1126 on: June 02, 2014, 12:02:08 PM »

I have it set like you show Willy, but still getting the square flashes?........ :(........never mind, I checked it again and  all is good to go now.......TY....... ;)
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Oscarito

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Re: Gurner FX 4.3
« Reply #1127 on: June 02, 2014, 12:20:51 PM »

Yes...
These changes in Conf.ini appear to solve every little anomaly previously experienced by me with this mod.
Very good.

Thanks Willy!
 ;)
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