Glenn, a question about this amazing piece of work, I've been using DESPEREAUX's big ship fire and damage mods. Have those effects been incorporated into this package? If not do you know if they play nicely together....
Thanks for all of the impressive effects and modifications that you turn out! Who would have believed that an almost 20 year old sim would still have so much life!
Thanks, Pied
Despereaux's ships' gun muzzle fire and smoke will not conflict with mine, because the very same effect file names are retained (as they're set in a class, which I've not altered in this respect.)
To use his effects, simply place his mod folder above mine. Then his stuff will take precedence.
In this instance things are simple, mainly because Despereaux did no work on class files. And the .mat and .tga files used are unique to those particular effects.
But for future reference, there is one potential point of bad consequences to consider whenever adding mods. And that is if between the different mods effects are sharing the same .mat and/or .tga files. This can lead to textures being inadvertently substituted.
For instance...
You already have Mod A, and a particular effect of which which calls a .mat file called FireBall.mat, which in turn points to a very yellow texture called FireBall.tga. You like its appearance, and wouldn't want that to change.
Now you're adding Mod B to your install, which has a different effect entirely pointing to the same FireBall.mat, that in turn points to a very dark red FireBall.tga. For that effect all is fine. But now the other different effect in Mod A, because it uses the same texture, is now buggered up in appearance. It used to be yellow, but now it's dark red.
To fix that, you could rename in Mod B the new FireBall.tga to. say, FireBall_1.tga, and FireBall.mat to FireBall_1.mat. Then inside the effect file calling FireBall.mat, change that name to FireBall_1.mat.
Those who use mods extensively should be very conversant and comfortable with handling files within Windows. This is sometimes needed in order to rectify conflicts. And it's necessary if you want to integrate mods, so as to reduce extraneous folders.
If you look in my Effects\BigShip\Gunfire150mm, GunFire250mm, and GunFire350mm folders, and open the Burst.eff and Fire.eff files with Notepad, you'll see that I based mine upon Despereaux's effects, albeit the first version of his, if memory serves.
If you like his latest work, you could simply replace .eff my files with his. And of course put his .mat and .tga files into Effects\Materials (unless they reside elsewhere), overwriting mine if named the same.
Again, understanding how files are structured within the game and where and to what they point, and how mod folders are implemented, will stand you in very good stead.