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Author Topic: WxTech's Effects v1  (Read 17597 times)

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PO_MAK_249RIP

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Re: WxTech's Effects v1
« Reply #60 on: May 19, 2021, 04:31:46 AM »

Great stuff I am eagerly awaiting the next version   :P
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Matz

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Re: WxTech's Effects v1
« Reply #61 on: May 26, 2021, 05:31:30 AM »

Hi WxTech,

First can I say a big thankyou for your work (and to all those that keep improving our sim).
 
I seem to have a problem with the stationary objects “Lights” that I am using to mark out a training airfield (Gatow on the Berlin map). It is the central place in a training campaign I have put together .





Since adding the Effects mod, these airfield lights do not show up in the missions.





The .mis files still show the entries for all the various lights (I use most of them) – a couple of examples are below:
111_Static vehicles.stationary.Smoke$Smoke17 0 32099.92 40345.77 645.00 1.00
104_Static vehicles.stationary.Smoke$Smoke16 0 33579.94 40369.57 585.00 1.00.
In the FMB I cannot add any of the Light Types 1 to 3, 5 and 6. Strangely, Light Type 4 still seems to work.

I am running a heavily modified ModAct with over 100 items in the #SAS folder (will post a copy if it will help)

With Effects in my #SAS folder I get these messages in the logfile (I have trimmed it down to the two sections that seem relevant)
Code: [Select]
INTERNAL ERROR: Can't open file '3DO/Effects/Tracers/TEXTURES/flareblue.mat'
WARNING: object '3DO/Effects/Tracers/TEXTURES/flareblue.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Tracers/TEXTURES/flaregreen.mat'
WARNING: object '3DO/Effects/Tracers/TEXTURES/flaregreen.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Tracers/TEXTURES/flarered.mat'
WARNING: object '3DO/Effects/Tracers/TEXTURES/flarered.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Tracers/TEXTURES/flarewhite.mat'
WARNING: object '3DO/Effects/Tracers/TEXTURES/flarewhite.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Can't open file '3DO/Effects/Tracers/TEXTURES/flareyellow.mat'
WARNING: object '3DO/Effects/Tracers/TEXTURES/flareyellow.mat' of class 'TMaterial' not loaded

Code: [Select]
INTERNAL ERROR: TAnimatedSprite::TAnimatedSprite - 3DO/Effects/Fireworks/FlareYellow.eff contains No Material
INTERNAL ERROR: TAnimatedSprite::TAnimatedSprite - 3DO/Effects/Fireworks/FlareYellow.eff contains No Material

java.lang.RuntimeException: INTERNAL ERROR: TAnimatedSprite::TAnimatedSprite - 3DO/Effects/Fireworks/FlareYellow.eff contains No Material

at com.maddox.il2.engine.Eff3D.New(Native Method)
at com.maddox.il2.engine.Eff3DActor.NewPosMove(Eff3DActor.java:205)
at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:160)
at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:138)
at com.maddox.il2.objects.vehicles.stationary.SmokeGeneric.<init>(SmokeGeneric.java:101)
at com.maddox.il2.objects.vehicles.stationary.SmokeGeneric.<init>(SmokeGeneric.java:62)
at com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke17.<init>(Smoke.java:45)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.vehicles.stationary.SmokeGeneric$SPAWN.actorSpawn(SmokeGeneric.java:231)
at com.maddox.il2.game.Mission.loadStationaryActor(Mission.java:1562)
at com.maddox.il2.game.Mission.loadNStationary(Mission.java:1592)
at com.maddox.il2.game.Mission._load(Mission.java:672)
at com.maddox.il2.game.Mission.access$600(Mission.java:123)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:411)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
SPAWN: Can't create SmokeGeneric object [class:com.maddox.il2.objects.vehicles.stationary.Smoke$Smoke17]

There are a bundle of the second set - I guess one for each light unit placed on the map (about 70 or so). If I cut the Effects folder out, things return as they were - Lights on...  Maybe it's something else in my build, but I thought I would ask here first.

Sorry to distract you from the cockpit work, but is there a way to have the runway lights AND your Effects package please
P.S. I would offer to help with Objects if I had any idea what to do with an SFS file  ;)
Thanks
Matz

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WxTech

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Re: WxTech's Effects v1
« Reply #62 on: May 27, 2021, 03:00:10 AM »

Matz,
I've started to look into the lights business. In both my 4.12 game and BAT 4.0 my lights are visible. What work I did with lights was a good while ago, in my 4.08/4.09 days. They've not been an area of great focus for me, as the simple application for basic nav lights and runway lights in early war scenarios worked for me. I'm kind of aware of the long standing matter of light textures having been shared among different in-game uses, but that never seemed to affect me because of my more limited range of scenarios and hence mods.

I see that BAT has many additional light effects and textures. An area which I guess I'll be getting more familiar with.

In the meantime, my guess is some mod conflict that's making the lights invisible (at even a short distance) for you. Can you identify any and all mods you have that involve lights in any capacity?
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cbradbury

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Re: WxTech's Effects v1
« Reply #63 on: May 27, 2021, 03:42:53 AM »

On the subject of lights, WxTech, I wonder if your expertise might help with the landing light issue - see from post #11 in the thread below:

https://www.sas1946.com/main/index.php/topic,66642.0.html

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WxTech

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Re: WxTech's Effects v1
« Reply #64 on: May 27, 2021, 05:11:26 AM »

I'm replying about the landing light issue over in that thread...
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Clint Watters

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Re: WxTech's Effects v1
« Reply #65 on: July 04, 2021, 08:50:58 AM »

My god, just came across this mod,
It's by far the best FX mod I ever tried.
I'm going to use this one as my permanent one !
Please keep improving this is gold !
Thank you for making it !
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Clint Watters

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Re: WxTech's Effects v1
« Reply #66 on: July 04, 2021, 11:06:58 AM »

I like your effects very much so I made a little demo for the community so we can all see what you have made.
cheers !  ;D
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WxTech

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Re: WxTech's Effects v1
« Reply #67 on: July 04, 2021, 11:52:44 AM »

Clint,
Thanks for the kind word. And bigger thanks for the YT feature! I was hoping someone might eventually put out a 'moving picture', because still images cannot impart the dynamic aspects. And I've not yet got round to seeing how to make videos to post.
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Clint Watters

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Re: WxTech's Effects v1
« Reply #68 on: July 04, 2021, 12:09:53 PM »

Quote
Thanks for the kind word. And bigger thanks for the YT feature!
It's no trouble at all !
I was glad to do it, your effect pack has some serious potential  :o
I hope you'll go further with it !
Cheers !
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baggo

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Re: WxTech's Effects v1
« Reply #69 on: July 04, 2021, 06:46:04 PM »

i agree with clint this package has serious potential for even more improvement, a landmark achievement, and fps triumph in one,i can only say thankyou so very much for all your work to date, so appreciated by all,many many thanks , kev.
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blackshark

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Re: WxTech's Effects v1
« Reply #70 on: July 22, 2021, 09:21:18 AM »


I also have a heavily modded DBW install with GurnerFX; should your mod work with DBW ? I suppose to check it I have to disable all GurnerFX mod (put a - before) ? or maybe I can only place your mod higher in the mod folder ?

Lastly, in the first post you write about GurnerFX, does it mean there are (or will be) a replication of GurnerFX effects for 4.12 ?

A great thank you for your help

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blackshark

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Re: WxTech's Effects v1
« Reply #71 on: July 22, 2021, 10:39:21 AM »

just found this on YT about explosion effects


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