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Author Topic: Gurner FX 4.3  (Read 338324 times)

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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #156 on: March 20, 2012, 08:52:21 AM »

TICI - It's concievable that your problem is somehow related to what I saw when testing Chewaca's theory.  However, I believe that if you saw smoke when using V2 you must also see smoke when using V4.1, all other things being equal.
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zack

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #157 on: March 20, 2012, 10:40:59 AM »

Thanks a lot Gurner,
I have tried, but I'm not able to find proper .eff file...
Should be:
EngineHeavySPD.eff, EngineHeavyTSPD.eff, BlackHeavySPD.eff, BlackHeavyTSPD.eff, BlackHeavyGND.eff, EngineSmokeTSPD.eff, EngineSmokeSPD.eff....?

I'm just lookin' the one responsible for black heavy engine smoke..and...got total mess...
Sorry for being importunate, but I'm trying to be more and more familiar with game structure...
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #158 on: March 20, 2012, 10:46:51 AM »

Zack - try blackheavyspd and blackheavytspd.  Open them and find the mat and tga files also cos it won't work unless they match up.

TICI and for general information - it seems you will not get smoke and the bomb/crash effect will change if my mod loads BEFORE either phantom or FW-190 mod.  Not sure which one or why at present...
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TICI

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #159 on: March 20, 2012, 11:07:19 AM »

Thank you for your effort. I tried everything including installing via MOD or JSGME but there is no difference. After the explosion in the bombing of the city the smoke is black like before ( There is only a tiny grey in it ) and the difference between before and with ths new version is very minimal.
I will try testing when I have more time.
TICI
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #160 on: March 20, 2012, 01:14:27 PM »

Manysh - how about effects explodes wreckage burn?

TICI - all the other effects work fine?  Have you removed that other class file?  Have you tried moving the relevant files from v4.1 into v2?  Do you have the Phantom and FW-190 mods?

It might help to see some screenshots so if you get on the case with photo bucket it could be advantageous
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zack

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #161 on: March 20, 2012, 01:28:01 PM »

Zack - try blackheavyspd and blackheavytspd.  Open them and find the mat and tga files also cos it won't work unless they match up.
Thank You Gurner!
It works perfectly now- means Your mod is perfect for me!
The last (probably :D) question - is it possible to change rear navi light from green to white?
I don't know how but in Steppenwolf's mod everything was correct.
Must be easy then...?
Once again - BIG thanks for Your effort.
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MANYSH

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #162 on: March 20, 2012, 01:37:14 PM »

Manysh - how about effects explodes wreckage burn?

This one is only for static plane, I give up ;)
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TICI

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #163 on: March 20, 2012, 01:40:11 PM »

Every other effects work fine except the large white smoke over the city when bombed. I've done everything as described except the removal of the file A1EB5.........which it is NOT THERE so cannot be removed. I do not have the Phantom & FW-190 mods but the HSFX 5.01 install as follow:
JSGME activated: Hsfx history mod, Perfect map texture,Expert mode, Carrier Take off mod 5.4,Hakenkruz enabler,
Enable with tiger flyby's if using SAS modact, 02 West Front maps
in MOD folder : 0_Wolfighter_Gore4allPlanes V.1.4, Sound Dive, Tiger Flyby Patch for SAS Mod folder, 01_HolyGrail_Potenz_Animated Oil Blotch.Blood.Splatter, Advanced Damage FX4 Canopy V1.2, 6DOF NormalMouse PAL, FOV Mod, TurretFix+FasterTurret.
Everything works fine and well.
If I can only change the look of the big white smoke over the city on fire.
For the pictures I need help from some friend because I don't know how to post them.
Hopefully this would help.
Which files are responsible for the smoke in question ?.
TICI
                       
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MANYSH

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #164 on: March 20, 2012, 02:43:09 PM »

Tici

go here https://www.sas1946.rocks/images/imageshit/dead/dead.gif download this program, install. Then run the program and add pic, press upload. When it finish copy hotlink for forum 1 and paste too you post done !  ;)

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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #165 on: March 20, 2012, 03:06:23 PM »

Or for photobucket click upload, then view your album, mouse over the image, click on the box of text next to where it says IMG CODE and paste into your post. 

Remove all the other mods you have temporarily to make sure there is no conflict like the one I see with phantom or fw190. (which is only a problem if my mod loads first, by the way.  No problem if it loads after.)  You can put them back later.

The procedure for changing the smoke is described repeatedly in this thread - you need humofuegomotor1.mat and humofuegomotor1.tga from 3DO/effects/textures and you need the house folder from effects/explodes/objects
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Gurner

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #166 on: March 20, 2012, 03:17:00 PM »

Zack - you mean Steppenwolf's lower particle fx mod?  Isn't that 4.09 only?  Or are you only using the 3DO and Effects folders with plutonium classfiles, in which case yes, it would be easy once I find the right tga.  Then hopefully we'll have all the types of lights covered.  I never imagined I'd have so much trouble with nav lights!  :o
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zack

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Re: Gurner FX compilation new V4.1 - Significant improvements!
« Reply #167 on: March 20, 2012, 03:31:33 PM »

Or are you only using the 3DO and Effects folders with plutonium classfiles, in which case yes, it would be easy once I find the right tga. 
Hi Gurner,
Yes - exacly like  You said.
But now - I'm using Your mod.  :D

With correct navi lights colour - it will be completed in my opinion.
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