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Author Topic: Gurner FX 4.3  (Read 338310 times)

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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #168 on: March 20, 2012, 03:47:12 PM »

That's weird, because I just tried it and my rear light was green, and I can't find any lights in those folders. 
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zack

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #169 on: March 21, 2012, 06:04:49 AM »

Hm..You're absolutely right Gurner...
Just went thru 3DO and Effects folders - found no "light/flare" files!
But when this mod is active - I have WHITE rear navi light, when I'm using Yours - got GREEN...
What the hell?

PS. I'm using also "Realistic Lights v1.5" mod, but it has no influence on colurs.
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slipper

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #170 on: March 21, 2012, 09:04:42 AM »

Gurner

These are the fuel tanks i mean mate.



They are located on the Europe winter map in all the industrial areas of the towns and cities.
I was wondering for all the fuel tanks, wether it is possible to create a slow rising fireball effect?

cheers mate

slipper
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Roger Smith

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #171 on: March 21, 2012, 11:54:17 AM »

Hm..You're absolutely right Gurner...
Just went thru 3DO and Effects folders - found no "light/flare" files!
But when this mod is active - I have WHITE rear navi light, when I'm using Yours - got GREEN...
What the hell?

PS. I'm using also "Realistic Lights v1.5" mod, but it has no influence on colurs.

I kinda like it, makes it look like christmas lights
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #172 on: March 21, 2012, 12:03:32 PM »

Merry Christmas!

Zack - it could be that we have a green light in my mod because of something that is present rather than missing in my mod, and the reason you get white lights with LPFX mof is because the think that is making the lights green in my mod is not there!  Testing...

Slipper - thanks for that, seems like it's using the smoke for the fuel effects, but the explosion from the building effects.  No idea how or why...

Rising fireball like the explosion for the smaller tanks or you want me to design a special new fire effect?

How are you getting on with the animated fires?  Any disappearing textures?   
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MANYSH

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #173 on: March 21, 2012, 01:43:38 PM »


I was wondering for all the fuel tanks, wether it is possible to create a slow rising fireball effect?

cheers mate

slipper

I Don't think so, For all this ground buildings is the same script, so if you create slow rising fireball effect it will be for all houses, fences trees, and fuel tanks . I am working on animated fire building, main problem is when you hit fence or tree is the same effect
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #174 on: March 21, 2012, 02:15:27 PM »

Actually Manysh, it might be possible - You can have totally different effects for "rock", 2 different types of "wood" and 2 types of "fuel"  For example, in V4.1 I have fuel tanks that explode with a fireball effect, houses that explode with a cloud of dust and hay stacks that explode with shrapnel.  Also, when you destroy fences like the ones on the Slovakia map (woodS) I have made it so that the fence just dissintegrates into a cloud of dust and does not burn because in real life fences and walls were usually just obliterated.  Certainly looks better than having a compound surrounded by a square of tiny flames!

That big fuel tank that Slipper has posted seems to be the exception, as it does not follow the same rules as the other objects, and I don't know why!  Yet...
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #175 on: March 21, 2012, 03:00:16 PM »

Zack - Here it is, as requested.  Solid white tail light.  Hope it brings you every happiness!   ;D


http://www.gamefront.com/files/21453521/%23DBW_1.71Gurner4.1+white+solid.zip

Please test and let me know if everything is working as it should.  Enjoy!
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lokitexas

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #176 on: March 21, 2012, 03:28:23 PM »

I think I want to try this mod, and take out Plutoniums.

I am running DBW 1.71 and DCG beta 3.47.

I saw above that you can put the Plutoniums mod in the JSGME and this one as well, and swap between. Is hard to do for only a semi-smart person such as myself?

Thanks much for any suggestions, it is appreciated.
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zack

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #177 on: March 21, 2012, 03:56:48 PM »

Hi Gurner,
You are absolutely Wizard!
Many thanks for complete Your mod!

Isn't she lovely now?:


Thank You once again!

PS. What was the reason of green tail light ?
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #178 on: March 21, 2012, 04:25:43 PM »

Lokitexas - My compilation is already switchable in JSGME - place it in JSGMEMODS folder - To do the same for Plutonium just
Remove plutonium mod from #DBW folder and make a backup (copy paste)
make a copy of my mod, rename it #DBW_Plutonium
then delete the class files, 3do and effects folders from the "files" folder in my renamed mod
then take the class files, 3do and effects folders from plutonium and place them in the newly empty "files" folder in the newly renamed #DBW_Plutonium mod.
Then place it in JSGMEmods folder and you can switch between them as you wish.

Make sense?

REMEMBER - remove the plutonium mod from the #DBW folder first!
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #179 on: March 21, 2012, 04:34:44 PM »

Zack - You're welcome.  I see nav lights in my sleep now.  ;D

Basically, I started with my V4.1 for those that want flashing white tail lights, and then replaced the flashing effect with a solid one.  Took a while to figure it out but then it just came to me when I was watching a programme about medieval queens of England, weirdly.  I used Santo's solid white light that was in that 1.5 light mod you mentioned.

One class file is diferent from the original V4.1 so let me know if you have any trouble with it.   
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