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Author Topic: New BigShip Smoke&Fire v3.2  (Read 7488 times)

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DESPEREAUX

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Re: New BigShip Smoke&Fire v3.0
« Reply #24 on: February 24, 2021, 04:06:14 AM »

So I take it there are some non-ship vehicles/weapons which use the BigShip effects. I guess this makes sense for suitably large-bore guns on them. I wonder what is the smallest bore gun assigned the the ship's 150mm fire and smoke effects. I suppose one could do a text string search in the decompiled classes, to see which guns invoke them...
Thanks for this. After erafitti sent a screenshot, I realized that the ship's cannons share the same effect with ground vehicles. So I decided to just compromise on the size of the effect.
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DESPEREAUX

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Re: New BigShip Smoke&Fire v3.0
« Reply #25 on: February 24, 2021, 04:08:36 AM »


At a great distance it can even be seen (view image). Paladin Length-hull 6,89m (2 pixel in image)


Are you satisfied with the kind of effect you see now?
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DESPEREAUX

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Re: New BigShip Smoke&Fire v3.0
« Reply #26 on: February 24, 2021, 04:10:14 AM »


Is it possible to make the flashes from the guns bigger for night?
If the effect is clearly visible during the day, then in theory it should be even better visible at night.
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erafitti

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Re: New BigShip Smoke&Fire v3.0
« Reply #27 on: February 24, 2021, 04:18:39 AM »


At a great distance it can even be seen (view image). Paladin Length-hull 6,89m (2 pixel in image)


Are you satisfied with the kind of effect you see now?


It seems quite realistic to me.

Un saludo.
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whistler

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Re: New BigShip Smoke&Fire v3.0
« Reply #28 on: February 24, 2021, 05:00:38 AM »

Thanks for this. After erafitti sent a screenshot, I realized that the ship's cannons share the same effect with ground vehicles. So I decided to just compromise on the size of the effect.

That's the problem when modding effects in already modded games: a change can impact anything. Tricky business!
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NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html

DESPEREAUX

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Re: New BigShip Smoke&Fire v3.0
« Reply #29 on: February 24, 2021, 05:08:17 AM »

Quote
That's the problem when modding effects in already modded games: a change can impact anything. Tricky business!

I will know now :) Thank.
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DESPEREAUX

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Re: New BigShip Smoke&Fire v3.0
« Reply #30 on: February 24, 2021, 05:10:40 AM »

Quote
It seems quite realistic to me.
That's good. If you write anything.
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erafitti

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Re: New BigShip Smoke&Fire v3.0
« Reply #31 on: February 24, 2021, 05:12:01 AM »

Night.



Un saludo.
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DESPEREAUX

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Re: New BigShip Smoke&Fire v3.0
« Reply #32 on: February 24, 2021, 08:10:50 AM »

Quote
Night.
Seems to be OK :) Thanks!
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hello

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Re: New BigShip Smoke&Fire v3.1
« Reply #33 on: February 25, 2021, 02:53:23 AM »

Thanks for these great improvements, but... could somebody perhaps upload a simple mission to test/see these new effects?
That would be very nice. I am rather clumsy with the full mission builder.
Thank you very much in advance and very best regards!

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DESPEREAUX

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Re: New BigShip Smoke&Fire v3.1
« Reply #34 on: February 25, 2021, 05:05:09 AM »

Thanks for these great improvements, but... could somebody perhaps upload a simple mission to test/see these new effects?
That would be very nice. I am rather clumsy with the full mission builder.
Thank you very much in advance and very best regards!
You can watch it with the video. I do like this. You can turn on the mod to look, then turn it off to look.
https://www.mediafire.com/file/snwl2kbg2pttiae/records.7z/file
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hello

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Re: New BigShip Smoke&Fire v3.1
« Reply #35 on: February 25, 2021, 12:24:20 PM »

Thank you, it looks VERY GOOD! Absolutely convincing and absolutely worth installing: thanks for your mod.
Best regards
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