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Author Topic: Gurner FX 4.3  (Read 338309 times)

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slipper

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #180 on: March 21, 2012, 05:12:02 PM »

Gurner

Yeah mate i was thinking of an effect similar, but smaller, to the effect of one of the larger bombs exploding (e.g 4,000lb 'cookie'), where you get the fireball slowly rising before turning into a smoke column, is this possible maybe?

Also i was thinking, now we have the dynamic light in the cockpit from the flak bursts, do you think in theory that it would be possible to get a dynamic fire glow effect, from ground fires, burning engines etc. Similar to this




As regards the new fire effects, i do get some dissapearing of effects, but only when a large ammount of buildings are on fire. Will test somemore and let you know mate.

regards

slipper

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Alex T.

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #181 on: March 21, 2012, 07:44:55 PM »

guys, how can I get this to work with a simple SAS Modact installation?
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.50calBMG

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #182 on: March 21, 2012, 08:46:38 PM »

k, first, hello everybody.
second, im a little tired because of a band trip to disneyworld and getting back at 2:30 yesterday morning, so dont get mad at me if i repeat this question.

i just installed this mod via jsmge and it works fine, but when an aircraft explodes in air or when i blow up a truck, there are these huge whiteish yellowish squares that come up around the explosion. is there a fix for this? if there is, please let me know because i think its just a tad bit off from realistic, wink wink.
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CWMV

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #183 on: March 21, 2012, 08:53:26 PM »

Have also noticed prop discs turning into squares at a few hundered meters distance.
Not sure it has much to do with this though...
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.50calBMG

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #184 on: March 21, 2012, 08:59:34 PM »

i have no problems with the propellers, or i do and havent noticed them yet. i just have problems with the fires coming from an explosion. gun port, exaust, engine, fuel tank, and any other fires work fine, just when something explodes does it happen.
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vpmedia

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #185 on: March 22, 2012, 08:46:24 AM »

I've found some files which you may consider an improvement, the name says it all:
http://www.vpmedia.eu/il2/zip/better_debris.zip

Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #186 on: March 22, 2012, 10:45:33 AM »

Thanks Istvan,  you seem to have a vast library of cool tgas!
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #187 on: March 22, 2012, 10:47:57 AM »

50cal and cwmv - I think it's just you guys with these problems.  Certainly I see no "artifacts" with my game.  You could try re-downloading and disabling any other mods. 
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #188 on: March 22, 2012, 10:55:01 AM »

Alex T - for sas modact d/l the sas modact version of V2 and then replace the classfiles and 3do and effects folders in v2 with those in v4.1.  If you have a nav light preference check the last few pages for d/l links to flashing or solid white tail lights.

SLIPPER - Would be difficult to make an effect that complicated cos I only have one or maybe two spare effects to play with per "house"  So for example the normal fuel fireballs take one effect file.  To add smoke I would need another spare effect file which I think is not available.  But I'll have a look of course.

The light effects you propose are beyond my limited abilities I'm afraid.  I think I've seen it discussed before though, so someone may be working on it...
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TICI

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #189 on: March 22, 2012, 11:36:01 AM »

After testing and testing I found the solution on the high withe smoke with fire in bombed city for HSFX 5.01
I downloaded your DBW 1,71 V.4.1 and I replaced all the classfiles with the previous classfiles for HSFX which I had been using with the game and now it works like your pics.
The issue it is not a conflict but something is missing from your version for HSFX 5.01.
Hopefully this will help you.
TICI
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #190 on: March 22, 2012, 11:52:40 AM »

Well done, TICI, glad you got it working.  Sorry but I couldn't test it myself because I don't have HSFX.  Hope you enjoy the effects  :)
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.50calBMG

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #191 on: March 22, 2012, 01:07:14 PM »

50cal and cwmv - I think it's just you guys with these problems.  Certainly I see no "artifacts" with my game.  You could try re-downloading and disabling any other mods. 
well, that figures. wooohooo! yeah, go meeee!
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