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Author Topic: WxTech's Effects Pack v1.2 for B.A.T.  (Read 12297 times)

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ssn637

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #36 on: September 29, 2021, 07:20:20 AM »

Nice to know that the HEX files included with the mods we prefer are still recognized in BAT V4.2 even though the BAT-CLASS folder and files have been integrated / updated.
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Vampire_pilot

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #37 on: September 29, 2021, 07:25:06 AM »

there is no difference! The same rules as before apply, order of loading, and all that.

WxTech

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #38 on: October 03, 2021, 07:57:43 PM »

A small but significant boo-boo for you to fix yourselves...

Navigate to:

!0  WxTech_Effects_v1.2\Effects\Smokes\12mmSmoke.eff

You will see:

  MatName .Gunsmoke.mat 

Change to:

  MatName Gunsmoke.mat 

In other words, delete the period at the beginning of the .mat file name. This will re-instate the missing muzzle smoke for some guns (incl. some 20mm).
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vegetarian

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #39 on: October 04, 2021, 12:55:54 AM »

mmm - I don't seem to have that file in that location. In my installation it's in:

#WAW\!0_WxTech_Effects_v1.2\Effects\Smokes\12mmSmoke.eff (i.e. not in the 3DO folder)

Anyway, I opened the file (with Notepad++) and deleted the period at the beginning of the file name as per above. Hope that's right!

Cheers
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WxTech

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #40 on: October 04, 2021, 02:12:27 AM »

Veg,
You're correct. I was looking at another File Explorer window I had open while I was typing that up, and mindlessly transcribed the path I was seeing. Well, that's my story and I'm sticking to it! ;)

Thanks for the heads up; correction made.

Cheers!
Glenn
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

vegetarian

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #41 on: October 04, 2021, 05:08:22 AM »

You're welcome, happy to help. Given all the great modding work you are doing (BTW - your tougher P40 engine mod is a game changer, helped me survive a few P40 MTO campaigns!) I'm not surprised you have a number of File Explorer windows open  :)
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sturmbock

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #42 on: October 04, 2021, 03:25:56 PM »

Thank you very much WxTech for this awesome mod. I've installed it and after one weekend playing with it I'm still amazed, the effects are really good and there is no impact on FPS, zero, nothing.

 ]wav[
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SAS~tsisqua

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #43 on: October 04, 2021, 07:03:05 PM »

Yes, I just wanted to say that even though I got all caught up in the excitement of BAT 4.2 , that this mod of yours for WAW was awaited for with the same anxious anticipation! No less important to me than the entire new BAT update.
Thank You, WxTech!
These improvements are beautiful, and too many to list!
Bird
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stanislao

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #44 on: October 05, 2021, 11:02:05 AM »


 :(   I would like to know if it happens to you too .. the WxTech_BigShipGeneric_classes mod creates this effect for me on the bow of the ships .. if I disable it everything goes back to normal, I disabled all the effects-mods but as I re-enable the BigShips mod the bow wave changes again as per attached image!


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pied

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #45 on: October 05, 2021, 01:30:39 PM »

Square bow wave also on my install after installation of new effects package....
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WxTech

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #46 on: October 05, 2021, 02:37:05 PM »

This squared bow wave is by design. I did mention in the Readme that in BigShipsGeneric that 5be two changes I made are:

- an increase in the time fire and smoke are visible for destroyed ships' guns, and
- A change to the V-shaped bow wave to one of constant width, in 4 sizes based basically upon the ship's turning radius (as a surrogate for width, on the assumption that size scales more or less as the turning circle size.)

I know this looks odd, even ugly, due to the limitation in the way the textures must smoothly join together downstream. Meaning the texture must appear initially at full opacity, making the sharp leading edge obvious.

A more sophisticated approach would involve an initial expansion to create a V or arc-shaped prow, instead 9f this instantaneous full-width aspect. Again, a limitation to the effect generator.

What I was wanting here is a representation of the cavitation in the water initially tossed aside from the bow, and which settles into a constant-width pattern a bit wider than the ship. I hated the V-shaped pattern of disturbed water because cavitation does NOT keep expanding like a wave. Cavitation is a physical phenomenon subject to friction, entrainment and turbulent intermixing. A wave is the propagation of energy.

I recently obtained the cleaned up Java for the latest BAT version of BigShipGeneric and incorporated my changes. I can't compile it because I don't yet have the rest of the necessary classes. If anyone can do this, I'll supply two versions, one having the original method retained for the bow wave. Both will have the longer times for generation of fire/smoke for destroyed ships' guns.

And for 4.12 and BAT up to 4.1.1, I'll shortly provide two versions of this class as well.
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stanislao

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #47 on: October 06, 2021, 05:30:14 AM »


 :-[    No, I'm sorry to say, but the square bow wave is really an intolerable solution and even semi-transparent foam is not an acceptable solution. Too bad I did not understand that changing the two bow whiskers, by default, would involve all that series of consequences, so for now I return to the previous solution. Thanks anyway for all your other great mods!   ;)

 
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