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Author Topic: Gurner FX 4.3  (Read 338295 times)

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kiberniths

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Re: Gurner FX 4.3
« Reply #1140 on: June 24, 2014, 05:44:21 PM »

so for long distance mode i must download and put in the sas directory the files which they are for the ultra pack 3?
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Oscarito

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Re: Gurner FX 4.3
« Reply #1141 on: June 24, 2014, 09:39:40 PM »

That's what is written but perhaps it would be more logical to put them directly into the "Gurner FX 4.3" folder. Guess both ways should work. As I've said before I don't use this so make some tests yourself to confirm.
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kiberniths

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Re: Gurner FX 4.3
« Reply #1142 on: June 25, 2014, 03:10:50 AM »

thnx for the help
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FroggyCanuck

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Re: Gurner FX 4.3
« Reply #1143 on: September 02, 2014, 02:00:41 PM »

Hi guys, long time away from this forum. Had to relearn how to install mods all over again.

(re)Newb question.

I've pulled my IL-2 1946 out of the mothballs, updated it to 4.10.1 and installed DBW, which is fine since I feel no need to go to 4.12 yet.
Installed some campaigns, a few additionnal mods (Jiver's sound mod, Abyssinia mod pack, Carsmaster water mod).
I now wanted to install Gurner's FX mod, but Il-2 will not start if I activate it.

Since I only installed the class files in JSGME, I believe my error is that I did not include the 3do and effects folders. In reading the instructions, I might have misunderstood that I need to include those.

Having said this, where exactly do I include these folders? I see most of the support posts here are for HSFX, but seeing as the file folders are different for DBW, I'm a bit confused.

Thanks!
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BravoFxTrt

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Re: Gurner FX 4.3
« Reply #1144 on: September 02, 2014, 02:51:57 PM »

Hi Frog, and welcome back to SAS,

I just put the class files in a folder call it "Files", and put both "Files and Effects" Folders in my Mods Folder.
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FroggyCanuck

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Re: Gurner FX 4.3
« Reply #1145 on: September 02, 2014, 07:43:15 PM »

Thanks BravoFxTrt for the quick reply.

I put the folders in with the class files ("files") as you mentioned and it seems to work now, at least it launches!

Cheers!
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Clint Watters

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Re: Gurner FX 4.3
« Reply #1146 on: September 15, 2014, 08:58:35 PM »

Hello everyone,

I'm on 4.12.2 + SAS Modact 5.3 + Jetwar 1.33

I'm having a problem with this mod.
I'm 99.9% sure gurner FX is conflicting with my SAS Engine Mod v2.7

I don't know what to do anymore...

I have tried to rename gurner fx folder so it's loaded before SAS Engine mod.
I have tried to run the classfiles with JSGME
I have tried to run gurner FX with JSGME
I have tried both classfiles and gurner FX in mod folder loaded before SAS Engine mod

I'm quite desperated now lol.
So that's the reason why I'm writing here, because I could not find an anwser myself.

If someone could help me please do it!

Best regards,

C.W.
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rotte7teufel

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Re: Gurner FX 4.3
« Reply #1147 on: September 18, 2014, 08:46:40 AM »

Clint which mods You using ? Engine Mod 2.7 work fine with Gurner FX for sure ... but in my JSGME ( 4.12.2 + MA 5.3 + TFM 412 + lots other mods including GurnerFX 4.3 :) ) it collide with JCat Merge Effects after when I deactivate it work well so look the problem in other activated mods .. cheers !!
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victor639514

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Re: Gurner FX 4.3
« Reply #1148 on: October 26, 2014, 09:15:29 AM »

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!!
 ;)


That's a very nice and smooth looking smoke. ^^ Though can you tell me specifically how should I configure the BlackHeavySPDWing.eff to get the exact look as your better looking smoke?
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Clint Watters

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Re: Gurner FX 4.3
« Reply #1149 on: October 30, 2014, 10:45:50 AM »

I'm not using many "effect" mods. Gurner FX is the one and only I'm trying to get to work on my setup.
I'm confused. I have downloaded:

----> Here it is - V4.3 3do & Effects folders - https://www.mediafire.com/?p13cz0bmdcxkedl

and:

Modact    - https://www.mediafire.com/?azftp4d1k5d3lp5

I'm on modact 5.3. Are those the right files to download?

Once I got them both, I just took the "classfiles" copied, pasted them into the Gurner FX 3DO & Effects folder.
I pasted the whole Gurner FX 3DO & Effects folder into #SAS mod file.
With the classfiles added I get a 30% crash in the second load (When I'm loading a mission)
Without the classfiles, no crash at all, but no wide napalm blow from Gurner FX.

I have tried the same method with JSGME as well. The results are the same.

Please help,

C.W.

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Knochenlutscher

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Re: Gurner FX 4.3
« Reply #1150 on: October 30, 2014, 11:56:10 AM »

Clint, post an excerpt of your Logfile, however it crashes or not.
30% crash screams for it. At least stuff there can Help.
Best wishes
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Clint Watters

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Re: Gurner FX 4.3
« Reply #1151 on: November 10, 2014, 09:45:26 AM »

I never found out how to find where the log file was in my game setup. All I know is the Shift+Tab that you can hit while in game.

A friend of mine Steven, sended me somekind of a mix: Gurner FX 4.3 + 00_New Napalm file.

I just added them into MOD file, and it worked. Only problem is, the smokes do not last for very long. 2-3 minutes most of the time.
The smokes also tend to disappear quickly when I'm flying away.

I've tried to install "Long View Distance Mod" The DBW version. I didn't really know what version to get, I'm on 4.12 + Modact 5.3
I don't see any download for Modact for this Distance mod.

Anyway, I'm not trough this problem yet.  :\'(

Thanks for your concern,


Best regards - Clint W.
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