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Author Topic: WxTech's Effects Pack v1.2 for B.A.T.  (Read 12305 times)

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WxTech

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #60 on: November 01, 2021, 10:58:24 AM »

This is the first mention I've seen of anything virus wise in my mods Mediafire is, I should think, diligent about checking for viruses in incoming uploads... If your anti-virus is reporting anything, you should proceed with caution. Now, if said software is reliable at removing a detected virus, I guess you can proceed with installation? I can only refer you to the anti-virus software recommendation on what to do.
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Schwal262

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #61 on: November 01, 2021, 11:38:46 AM »

Okay thank you.
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PO_MAK_249RIP

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #62 on: November 03, 2021, 05:22:10 AM »

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Atoka220

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #63 on: November 03, 2021, 07:33:11 AM »

Hello Wx
I tried this mod and man does it add a whole new level of visual fidelity
And the frame loss is rather insignificant

The only thing I don't like is the lights effect. Can they be disabled without messing up something? I mean the nav/landing/stationary lights. I prefer the original

The other thing is does your mod have an increased visibility distance mod? I don't see it mentioned anywhere and effects despawn fairly close like in stock game
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WxTech

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #64 on: November 03, 2021, 11:43:47 AM »

Hello Wx
I tried this mod and man does it add a whole new level of visual fidelity
And the frame loss is rather insignificant

The only thing I don't like is the lights effect. Can they be disabled without messing up something? I mean the nav/landing/stationary lights. I prefer the original

The other thing is does your mod have an increased visibility distance mod? I don't see it mentioned anywhere and effects despawn fairly close like in stock game

Thanks for the compliment!

------------------

Regarding the lights; is it only a matter of the texture? Specifically, that the texture has 'spikes', and you'd like to use a 'smooth' one lacking these spikes? Or is the texture larger than you'd like? If so, you can disable or delete these textures from:

3DO\Effects\Tracers\Textures\
  FlareRed.tga
  FlareGreen.tga
  FlareWhite.tga

There may already be present some or all of these textures named with a preceding "-" character. They have more black space around them, making the textures draw as smaller than mine. If you want to try those, first rename the files as pointed to above with, say, preceding "--" characters. Then rename those with a preceding"-" character by removing the "-" character, making them now the currently used ones.

You could also rename the corresponding .mat files (FlareRed.mat, etc.) with preceding "-" characters so as to render them not read, and thus using the stock files.

If you want a more complete reversion to stock, you can rename this Textures folder as "-Textures".

I highly recommend to obtain a handy little graphics app called IrfanView. It's great for viewing .tga files. And you can perform edits as long as such a file doesn't have an alpha channel; it cannot save 32-bit images.

After any such change, you'll need to restart the game.

-------------------

The max visibility distance mod is not included. Whistler recommends to NOT use this mod in BAT. I'd like to know why. I HAVE altered the four visibility limits in my own BAT 4.0 World.class file, and things seem to work OK. At least smokes are visible to longer distance.

Maybe I should make available at least one version of World.class with boosted visibility distances. Perhaps a couple or few having different limits...
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Atoka220

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #65 on: November 03, 2021, 12:14:35 PM »

Regarding the lights; is it only a matter of the texture? Specifically, that the texture has 'spikes', and you'd like to use a 'smooth' one lacking these spikes? Or is the texture larger than you'd like? If so, you can disable or delete these textures from:

3DO\Effects\Tracers\Textures\
  FlareRed.tga
  FlareGreen.tga
  FlareWhite.tga


The max visibility distance mod is not included. Whistler recommends to NOT use this mod in BAT. I'd like to know why. I HAVE altered the four visibility limits in my own BAT 4.0 World.class file, and things seem to work OK. At least smokes are visible to longer distance.

Yes, I meant the spiky textures
Also from a distance they are very hardly visible and can't differentiate colors like for PAPI and VASI landing systems or any landing aids
I'll try disbaling those files then


For the visibility, well at least I have my frames then lol
It was odd dropping a nuke, then few seconds after the flash the cloud disappeared cause I flew out of range. Or bombing an airfield and then the smoke disappearing as it was still in clear view

I do have InfranView in fact, but never used it, but I'll try it
Thanks for your answer

Edit: I got it, thanks
I also had to disable the respective .eff files in the fireworks folder
Now everything is perfect ;D

Note the visible VASI lights too
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Andy H

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #66 on: November 03, 2021, 12:39:13 PM »


Try Mick's realistic nav lights, works for me  - just make sure they load first.

https://www.mediafire.com/file/j8e6u0ebw3vudkc/%2521_Realistic_NavLights.7z/file
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WxTech

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #67 on: November 04, 2021, 08:35:44 PM »

I've just made available an increased visibility distance mod for B.A.T., available in the following thread, here in the Effects sub-forum:

https://www.sas1946.com/main/index.php/topic,67712.0.html

I did this for my own B.A.T. 4.0 game very soon after upgrading from 4.12.2, and before reading whistler's admonition to not do so. I've suffered no issues I know of, and the view distance is boosted where the .mat files have a sufficiently large distance set.

Knowing that the stock distance limits in B.A.T. are, in the main, conservative like they've always been, I offer this for folks to try, and see if it provides agreeable results.
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Atoka220

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #68 on: November 14, 2021, 08:56:01 PM »

An idea just popped into my mind

Is it possible for you to add some random orange flames to the exhaust on badly damaged engines? Like the ones on startup. I don't know how realistic that would be actually, but I think a badly shot up engine with severed fuel/exhaust lines and stuff could spit some flames in it's last breaths
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WxTech

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #69 on: November 14, 2021, 09:56:11 PM »

An idea just popped into my mind

Is it possible for you to add some random orange flames to the exhaust on badly damaged engines? Like the ones on startup. I don't know how realistic that would be actually, but I think a badly shot up engine with severed fuel/exhaust lines and stuff could spit some flames in it's last breaths

My first thought is that this would require the addition of new code in the relevant class that could be beyond the current abilities of this Java chimp.  ;)  I do like the idea, though! Post it I the requests/ideas thread, is what I'd suggest; perhaps a brighter spark than me might look into it...
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cbradbury

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #70 on: November 22, 2021, 04:30:29 AM »

Hi Glenn, whilst you are working on the next version, just though I would ask about ship funnel smoke. What are your intentions here? The default funnel smoke is way too dense for oil burners, and I currently use tobias' reduced CVE smoke for anything in WAW and JTW. Any plans?

Yours,

Clive
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WxTech

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Re: WxTech's Effects Pack v1.2 for B.A.T.
« Reply #71 on: November 22, 2021, 06:40:37 AM »

Hi Glenn, whilst you are working on the next version, just though I would ask about ship funnel smoke. What are your intentions here? The default funnel smoke is way too dense for oil burners, and I currently use tobias' reduced CVE smoke for anything in WAW and JTW. Any plans?

Yours,

Clive

Clive,
He he. I'm pushed here and pulled there. I've had others bleating about my previous lighter toned, less opaque smoke, complaining about it being not dark and obvious enough. Ya definitely can't please everyone all the time!   ;)

Find ShipPipeSmoke.eff (in Effects/Smokes/ if memory serves) and increase the values of the first three numbers for both Color0 and Color1 lines. This will make the textures lighter in tone. If you want a thinner smoke, reduce the last number for Colir0; this will reduce the opacity.

This reduced CVE smoke... Does it work exclusively for those vessels only? That would imply a mod in the CVE class to assign to it its own dedicated exhaust smoke effect. Is that the case?

Glenn
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