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Author Topic: Gurner FX 4.3  (Read 338313 times)

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MANYSH

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #144 on: March 19, 2012, 03:51:20 PM »

You need place HumoFuegoMotor1.mat and HumoFuegoMotor1.tga to .........Effects\Materials .............and go to...... Effects\Explodes\Objects .delete your "House" folder then paste "House" folder from Gurner FX mod And drop bomb on the city :D
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Chewaca

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #145 on: March 20, 2012, 03:18:53 AM »

Chewaca - Have you tried the mod I posted specifically for flashing lights?  Are you saying the original mod has white lights if used in #DBW folder instead of JSGME?

No, Gurner, I only say that changing the name of the folder from "Files" to "_0_0_Gurner FX" i donĀ“t have any problem with the lights. I changed the name of the folder in JSGME and with that name appears in the #DBW folder. For information only, I have the "officials DBW mods" and Plutonium disabled
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gianluca

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #146 on: March 20, 2012, 04:23:05 AM »

Hi Gurner, as promised here is my feedback which is positive! Flashing light (white rear) working! Of coourse I would disable it in WWII scenario....
One more questiion: is this last (4.1) version supposed to have the flak bust effetc illuminating the cockpit?

Best regards and thks,

Gianluca
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #147 on: March 20, 2012, 04:24:19 AM »

Morning fellow pilots!  :)

TICI - I'm sorry, I told you the wrong file to remove.  That one was to do with the nav lights, which took control of my brain... So you can put that back in, unless you need flashing white lights, in which case remove it.  Remove this instead: A1EB51AC0BFF8CAE.

I have checked and you have all the files needed for the fires.  If removing the above file does not work, try the following:

This mod has the same name as your previous HSFX mod - move the previous one out of JSGME first.
Conflict with other mod.  Get rid of other mods.
This mod is not being activated due to problem with file structure or something.  Test some other new aspect of the mod (like contrails) to see if any of it is working.
Try this: Do as Manysh says and copy the files for the smoke from the new mod to the old mod.  Remember to put the two humofuegomotor1 files in the effects/materials folder.  If you do that and if the old mod fires worked for you it is IMPOSSIBLE for the new fires not to work unless the mod is not loading at all.  But we know that the old mod loads because you used it before.  Only problem is that this way you will lose the other new features. 

I can see no reason if the old mod worked why the new one would not work apart from that class file, especially if the other elements of the new mod work.  Drop a bomb - does it look right?

Lastly, it's easier to upload pics than you think - have a look at photobucket.  It can be rewarding to post beautiful aviation images and receive the adulation of your peers!
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #148 on: March 20, 2012, 04:28:39 AM »

Gianluca - Excellent!  I'm glad it works ;D  Now I just have to make the solid green tail light white for ww2 scenarios! 

The mod should and does have Sanka's illumination effect.  I believe I even tested it with my plane flashing like a christmas tree to see if that was the trade-off for your flashing white light.  Unless I dreamed it the flak effect and flashing light worked simultaneously.
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #149 on: March 20, 2012, 04:46:45 AM »

Chewaca - You're absolutely right about the flashing light, but for me at least, and for a reason that I don't yet understand, if I do that I lose the smoke from the fires and the explosion effects are missing some textures.
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zack

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #150 on: March 20, 2012, 04:48:24 AM »

Dear Gurner,
So - what to do to have white rear navi light, but not FLASHING?
Thank You!
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #151 on: March 20, 2012, 04:56:08 AM »

Manysh, I still don't know where to find that nasty fire texture.  To be honest, I think the Force is probably stronger with you than it is with me, so if you can't find it I probably can't either!  :D  I'll keep looking, though

Zack - I understand you want a solid (not flashing) white tail light.  I do not know how to do that yet, but I'll look into it.  For now, leave your lights off - It'll make you harder for the enemy to spot.  I'd hate for your last thought as you go down in flames to be "Well at least I died with a historically correct tail light illuminated"   ;D
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zack

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #152 on: March 20, 2012, 05:22:02 AM »

Ok, thanks.
I have one more question - is it possible to add different heavy black engine smokes (which I prefer the most) to Your mod?
I mean - I prefer ones from Steppenwolf's "Lower particle effects" mod, but I don't know which files should I replace...?
Ii tried with: BlackHeavySPD.eff and Black HeavyTSPD.eff - but  - no result.
Should I add something more?
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MANYSH

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #153 on: March 20, 2012, 06:26:30 AM »

Manysh, I still don't know where to find that nasty fire texture.  To be honest, I think the Force is probably stronger with you than it is with me, so if you can't find it I probably can't either!  :D  I'll keep looking, though

I can't find it too  :-X
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slipper

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #154 on: March 20, 2012, 07:58:18 AM »

Gurner

Tried the updated mod you sent me and it works fine mate, have not tried with a lot of destruction yet, so will let you know later. The fuel explosion for the largest fuel tanks still does not work mate? It goes straight to a black cloud, followed by a very small fire and black smoke column. the funny thing is that the smaller fuel tanks seem to work fine.

I was wondering if there could be some delay for the building fire effects, so that they do not start immediatley after building is destroyed, but appear a bit later?

Still can't find a set of plane/engine damage smoke effects i like, i do however prefer the fire effect for plane damage in the effects i sent you. Do you know what files are responsible for just the fire?

Socorrista made some effects here

http://ultrapack.tuttovola.org/index.php?topic=2691.0

Does one of them contain the static fire effect yourself and MANYSH are looking for?

cheers again mate

speak later


slipper
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #155 on: March 20, 2012, 08:46:01 AM »

Zack - you need the .MAT and .TGA files associated with the .EFF files.  Open the .EFF file with notepad and it will mention for example "humofuegomotor1.mat".  Find the .mat file (probably in a textures or materials folder somewhere) and look in it with notepad and it will mention a texture, for example "humofuegomotor1.tga".  Copy both of these into the appropriate places in the mod you are trying to change and you should be good to go.

Thanks Slipper, I'll look at those effects.

For your fire try FireSPD in 3DO/effects/aircraft

Can you please post a picture of the fuel tank you are talking about (intact) and tell me the map and location of the fuel tank?  I would like to destroy it and find out what it's problem is!   >:(
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