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Author Topic: Gurner FX 4.3  (Read 338223 times)

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ghostsweeper

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Re: Gurner FX compilation NOW VERSION 4.2 + Awesome Long view distance mod
« Reply #828 on: December 27, 2012, 12:11:22 AM »

Quote from: Gurner
https://rapidshare.com/files/1375470365/Gurner_sUP3Distance.zip

Link broken.
_______________

Nevermind, I opted to try the Dark Blue World mod right now, sorry for any inconvenience.
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NS~mati140

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #829 on: January 01, 2013, 07:31:03 AM »

Gurner,

Are you planning a new version once final version of SAS Engine v2.6 / DBW 1.8 comes out? The current one has some incompatibilities with 2.6 causing CTD on some ocasions (carrier take off for instance), which I assume to be because of rewritten classfiles in that version. Your mod is awesome and it would be great to have it up and running when MiG-21 comes out.
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SAS~Anto

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #830 on: January 01, 2013, 08:21:49 AM »

Following from that,  Gurner the source files will be made available soon so it will be easy for you to update it. So far,  your effects run fine with it but with your classes disabled.
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TICI

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #831 on: January 01, 2013, 08:43:49 AM »

Gurner any news yet on the 10Km distance for HSFX 6 ?. Happy new Year.
TICI
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rhinofilms

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #832 on: January 01, 2013, 09:31:35 PM »

I was using RPs_5.0 as well as Tiger's Ultimate Sound Mod (TigerSoundsV3 and TigerSoundsV3_Buttons), all activated through JSGME.  For some reason about a third of missions and campaigns would result in CTD, but they would all load correctly if I deactivated the sound mods so I blamed it on that.  However, I switched to this new effects pack and now everything works with the sound mods activated.

In case it helps someone....
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rhinofilms

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #833 on: January 02, 2013, 10:06:29 PM »

Can someone tell me which files control the train steam (not the look of the locomotive itself)?
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vpmedia

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #834 on: January 02, 2013, 10:47:44 PM »

iirc its 'effects/smokes/SmokeLocomotive.eff'

rhinofilms

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #835 on: January 03, 2013, 07:59:43 PM »

There's a files/effects/smoke/smokeblack_locomotive.eff, but I think that's for when a train is destroyed.  There's also a locomotive_light.eff-- is that it?
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Gumpy

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #836 on: January 03, 2013, 08:20:56 PM »

Vpmedia is correct. 

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rhinofilms

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #837 on: January 03, 2013, 08:31:49 PM »

Thank you guys.  I was looking for just the smoke stack steam and tried the two  HumoLoc files.  I think the gurner smokes are genius in general, but I like the locomotive steam from RPs_5.0 better so I replaced these two files and it worked.
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rhinofilms

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #838 on: January 06, 2013, 09:01:25 AM »

Hey, slipper. Look in Effects/Explodes/Objects/House/Fuel & FuelS for the oil tanks and drums. Look in Effects/Explodes/Objects/Vags/Fire - Fire_Smoke - and Pieces for stationary plane effects. Also under Smokes try SmokeBlack_plane, and Ammovag_expl under 3DO/Effects/Fireworks. I honestly have to test them myself when I work on them because I forget which ones do what. There's too many .effs to keep up with and it's been awhile since I worked on those. Try those and let me know what happens.

I've found that the smokes from destroyed static objects (like stationary planes placed in FMB, not the actual smoke objects in FMB) look great but die after a minute or two.  I looked at all the eff files in the Smokes folders per Steppenwolf's reference above, and all the Finishtimes = -1.0 so they should last forever. 

Can someone tell me exactly where those files are located? I think I may be looking in the wrong place.

Update:

Never mind, I found this from Gurner:
Hey Phoenix.

I think you're trying to edit an old Plutonium mod, which cannot have unlimited time fires due to a compatibility problem with 4.101.

Sanka has made Plutonium compatible with 4.101, and you can download it here:  https://www.sas1946.com/main/index.php/topic,19849.0.html

Personally I prefer my effects package, of course  :D, but as mine uses the class files from Plutonium I am deeply indebted to Sanka for bringing it to 4.10.  https://www.sas1946.com/main/index.php/topic,20929.0.html

If you use the correct version of Plutonium a finishtime value of -1 will have the desired effect.

Livetime controls the amount of time the particles are visible before they dissappear, finishtime controls the amount of time the particles are generated for.  So with finishtime1 and livetime 10 the particles/images will be drawn for 1 second and will remain on screen for 10 seconds.
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vpmedia

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Re: NEW RELEASE - Gurner FX 4.3
« Reply #839 on: January 06, 2013, 10:16:29 AM »

iirc Finishtime=-1 means a loop, the Livetime parameter is responsible for how long the effect is being played.
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