I love the new version of your mod! it is an excellent mod. I still think you could make the machine gun / cannon firing flashes brighter if possible.
Other than that, it's perfect! I am even able to use it in DOF, TGA, and JTW besides WAW. I am able to enjoy the new effects in DOF right now.
Now that you have all the modded files at your disposal, you have the power! Using Notepad, open up an effect file of interest and make your changes. After each change, in order to assess your handiwork you'll need to restart the game for the new change to take effect. Here's a list of all the hit flash effects and a description of all the effect variables.
List of bullet and cannon hit flash effects
-------------------------------------------
Against aircraft:
3do\Effects\Fireworks
7_Burn.eff
12_Burn.eff
12_BigBurn.eff
12mm_BigBurn.eff
12mm_BigBurn2.eff
20_Burn.eff
20_BurnBig.eff
20_BurnBig2.eff
37_Burn.eff
37_BurnBig.eff
Not used by my Explosions.class, and so can be ignored:
12_BigFlame.eff
12mm_BigFlame.eff
12mm_BigFlame2.eff
-------------------------------------------
Against ground and objects:
Effects\Explodes\Bullet\Land
Flash.eff
Exp_Flash.eff
Effects\Explodes\Bullet\Object
Flash.eff
Effects\Explodes\Cannon\Land
Flash.eff
12mm_Exp_Flash.eff
20mm_Exp_Flash.eff
20mm_Exp_Flame.eff (not used by me)
Effects\Explodes\Cannon\Object
Flash.eff
Effects\Explodes\CannonBig\Land
Flash.eff
-------------------------------------------
To make your own changes, by way of example, using 7_Burn.eff, from the Fireworks folder.
7_Burn.eff file contents as current:
[ClassInfo]
ClassName TParticlesSystemParams
[General]
MatName ../TEXTURES/7mmFlash.mat
Color0 1.0 1.0 1.0 0.95
Color1 1.0 1.0 1.0 0.5
nParticles 2 //1
FinishTime 0.06
MaxR 0
PhiN 0
PsiN 0
LiveTime 0.06
EmitFrq 256
EmitVelocity 0 0
EmitTheta 0 0
GasResist 0.05
VertAccel 0
Wind 0
Size 1.2 0.6 //1.05 0.5
Rnd 0
ClassName: Either TParticlesSystemParams, TSmokeSpiralParams or TSmokeTrailParams. The first creates particle-based effects (as here) that are subject to more randomization. The second creates particle-based effect that are more highly constrained in a 'corkscrew'-like pattern (used a LOT in the game's early days, but essentially completely out of favor today). The last are the simple trail type effects used still for tracer smoke, contrails and jet engine exhaust.
MatName: Points to the texture used, located in the Textures folder, which in turn is located in the same Effects folder containing the Fireworks folder. An excellent, low-overhead, free viewer of these textures is Irfanview.
Color0: Sets color and opacity at the creation of the effect particle. The numbers are the red, green, blue and opacity values, ranging between 0.0 and 1.0. When RGB values are all 1.0, this makes the texture hue exactly as it appears in your viewer; decreasing one or more of these 3 values subtracts from that particular color channel. The opacity of 1.0 is fully opaque; 0.0 is fully transparent, or invisible.
Color1: Like Color0, but applying to the particle at the point of disappearance. During the life of the particle (set via LiveTime), the values change linearly from Color0 to Color1.
nParticles: Total number of particles to be created, or allowed to be displayed at the same time if FinishTime is set to -1. Note here that I originally used one, but then changed this to 2. I left in the original value as a reminder, and rendered not readable by use of the "//" characters which tell the code parser that what follows is a 'remark' or 'comment'.
FinishTime: The length of time, in seconds, required to execute the transition between start and finish for particle Size. This is different to LiveTime!
MaxR: For effects using the TSmokeSpiralParams class, this sets the widest point of the 'corkscrew' path followed by the particles. For TParticlesSystemParams based effects, it *seems* to be applied, in some manner I've not been able to divine, in conjunction with PhiN and/or PsiN.
PhiN: For effects using the TSmokeSpiralParams class, sets the number of 'corkscrew' spirals to execute during the LiveTime.
PsiN: For all particle-based effects (i.e., not simple trail types), sets the number of rotations of a particle during the LiveTime.
LiveTime: The time, in seconds, from particle creation to termination. It directly controls the rate of execution of the Color0-Color1 transition.
EmitFreq: The rate of generation of particles, as a count per second.
EmitVelocity: The range of speeds, in meters per second, that the particles are initially flung from their origin. If the two values differ, the velocity for each particle will be randomly set within this range. These values need not be stated as min followed by max; they are equally valid if max precedes min.
EmitTheta: The range of direction, in degrees (I think; I've also seen gradians stated as the unit of measure) about the emission axis, that particles are flung from their origin. If degrees, a value of 180 will have particles emitted potentially in all possible directions.
GasResist: Sets the rate at which an emitted particle is decelerated by the surrounding air. Permitted values are 0.0 to 1.0. Because acceleration is a non linear phenomenon having to do with a rate of change, this makes the selection of a good value here not so intuitive. For a particular effect involving particles being flung away and slowed down, the EmitVelocity contributes crucially to the overall behavior.
VertAccel: Sets the rate at which a particle is affected by gravity or bouyancy, and is expressed in meters per second squared. If negative, the particle falls (or wants to). Note that the gravitaional acceleration is -9.8. If GasResist is zero, acceleration continues apace unimpeded. When GasResist is non zero, this will impose a terminal velocity.
Wind: Sets a speed, in meters per second, for a particle to move horizontally, as though under the influence of a wind. Each effect can have its own Wind value. All having a non zero value will move in the direction of the game's internal 'effect wind', and subject to the varying velocity applied from moment to moment. This 'effect wind', as I call it, is entirely separate from the wind applied to planes, ordnance and (moving) windsocks. Which is too bad, and something that I think will involve addressing in a .dll (outside the capabilities of us mere modders.)
Size: The range of size of a particle, in meters, from creation to termination. That is, the two values are the start size and the finish size. Note that this concerns the full texture box. If a texture occupies but a small portion of the full graphic, the apparent size will be smaller than intended if you've focused only on the visible part, neglecting the unused outer portion.
Rnd: Supposedly a randomization value. I've yet to see truly definitve evidence that this actually does anything, but not that I've performed a structured examination. The closest I might say is for trail type effects, where the opacity varies.
And if you don't want to read the code window content (which you can copy and save to a file), here it is again, but more readable here:
List of bullet and cannon hit flash effects
-------------------------------------------
Against aircraft:
3do\Effects\Fireworks
7_Burn.eff
12_Burn.eff
12_BigBurn.eff
12mm_BigBurn.eff
12mm_BigBurn2.eff
20_Burn.eff
20_BurnBig.eff
20_BurnBig2.eff
37_Burn.eff
37_BurnBig.eff
Not used by my Explosions.class, and so can be ignored:
12_BigFlame.eff
12mm_BigFlame.eff
12mm_BigFlame2.eff
-------------------------------------------
Against ground and objects:
Effects\Explodes\Bullet\Land
Flash.eff
Exp_Flash.eff
Effects\Explodes\Bullet\Object
Flash.eff
Effects\Explodes\Cannon\Land
Flash.eff
12mm_Exp_Flash.eff
20mm_Exp_Flash.eff
20mm_Exp_Flame.eff (not used by me)
Effects\Explodes\Cannon\Object
Flash.eff
Effects\Explodes\CannonBig\Land
Flash.eff
-------------------------------------------
To make your own changes, by way of example, using 7_Burn.eff, from the Fireworks folder.
7_Burn.eff file contents as current:
[ClassInfo]
ClassName TParticlesSystemParams
[General]
MatName ../TEXTURES/7mmFlash.mat
Color0 1.0 1.0 1.0 0.95
Color1 1.0 1.0 1.0 0.5
nParticles 2 //1
FinishTime 0.06
MaxR 0
PhiN 0
PsiN 0
LiveTime 0.06
EmitFrq 256
EmitVelocity 0 0
EmitTheta 0 0
GasResist 0.05
VertAccel 0
Wind 0
Size 1.2 0.6 //1.05 0.5
Rnd 0
ClassName: Either TParticlesSystemParams, TSmokeSpiralParams or TSmokeTrailParams. The first creates particle-based effects (as here) that are subject to more randomization. The second creates particle-based effect that are more highly constrained in a 'corkscrew'-like pattern (used a LOT in the game's early days, but essentially completely out of favor today). The last are the simple trail type effects used still for tracer smoke, contrails and jet engine exhaust.
MatName: Points to the texture used, located in the Textures folder, which in turn is located in the same Effects folder containing the Fireworks folder. An excellent, low-overhead, free viewer of these textures is Irfanview.
Color0: Sets color and opacity at the creation of the effect particle. The numbers are the red, green, blue and opacity values, ranging between 0.0 and 1.0. When RGB values are all 1.0, this makes the texture hue exactly as it appears in your viewer; decreasing one or more of these 3 values subtracts from that particular color channel. The opacity of 1.0 is fully opaque; 0.0 is fully transparent, or invisible.
Color1: Like Color0, but applying to the particle at the point of disappearance. During the life of the particle (set via LiveTime), the values change linearly from Color0 to Color1.
nParticles: Total number of particles to be created, or allowed to be displayed at the same time if FinishTime is set to -1. Note here that I originally used one, but then changed this to 2. I left in the original value as a reminder, and rendered not readable by use of the "//" characters which tell the code parser that what follows is a 'remark' or 'comment'.
FinishTime: The length of time, in seconds, required to execute the transition between start and finish for particle Size. This is different to LiveTime!
MaxR: For effects using the TSmokeSpiralParams class, this sets the widest point of the 'corkscrew' path followed by the particles. For TParticlesSystemParams based effects, it *seems* to be applied, in some manner I've not been able to divine, in conjunction with PhiN and/or PsiN.
PhiN: For effects using the TSmokeSpiralParams class, sets the number of 'corkscrew' spirals to execute during the LiveTime.
PsiN: For all particle-based effects (i.e., not simple trail types), sets the number of rotations of a particle during the LiveTime.
LiveTime: The time, in seconds, from particle creation to termination. It directly controls the rate of execution of the Color0-Color1 transition.
EmitFreq: The rate of generation of particles, as a count per second.
EmitVelocity: The range of speeds, in meters per second, that the particles are initially flung from their origin. If the two values differ, the velocity for each particle will be randomly set within this range. These values need not be stated as min followed by max; they are equally valid if max precedes min.
EmitTheta: The range of direction, in degrees (I think; I've also seen gradians stated as the unit of measure) about the emission axis, that particles are flung from their origin. If degrees, a value of 180 will have particles emitted potentially in all possible directions.
GasResist: Sets the rate at which an emitted particle is decelerated by the surrounding air. Permitted values are 0.0 to 1.0. Because acceleration is a non linear phenomenon having to do with a rate of change, this makes the selection of a good value here not so intuitive. For a particular effect involving particles being flung away and slowed down, the EmitVelocity contributes crucially to the overall behavior.
VertAccel: Sets the rate at which a particle is affected by gravity or bouyancy, and is expressed in meters per second squared. If negative, the particle falls (or wants to). Note that the gravitaional acceleration is -9.8. If GasResist is zero, acceleration continues apace unimpeded. When GasResist is non zero, this will impose a terminal velocity.
Wind: Sets a speed, in meters per second, for a particle to move horizontally, as though under the influence of a wind. Each effect can have its own Wind value. All having a non zero value will move in the direction of the game's internal 'effect wind', and subject to the varying velocity applied from moment to moment. This 'effect wind', as I call it, is entirely separate from the wind applied to planes, ordnance and (moving) windsocks. Which is too bad, and something that I think will involve addressing in a .dll (outside the capabilities of us mere modders.)
Size: The range of size of a particle, in meters, from creation to termination. That is, the two values are the start size and the finish size. Note that this concerns the full texture box. If a texture occupies but a small portion of the full graphic, the apparent size will be smaller than intended if you've focused only on the visible part, neglecting the unused outer portion.
Rnd: Supposedly a randomization value. I've yet to see truly definitve evidence that this actually does anything, but not that I've performed a structured examination. The closest I might say is for trail type effects, where the opacity varies.