[UPDATE, Feb 21, 2022] This mod is superseded by v1.4, available in this thread:
https://www.sas1946.com/main/index.php/topic,68462.0.html===================================================================================
NOTE: This one archive is for B.A.T. and 4.12. You will select the relevant folders for your game version (handy lists are to be found in the INSTALL file contents reproduced below. The three basic game configurations:
4.12 WITHOUT Engine Mod
4.12 WITH Engine Mod OR B.A.T. up to 4.1.1
B.A.T. 4.1.2 and later
Upon extracting, you will consult the appropriate list that identifies which of the 7 folders of the 11 provided you will manually copy over to your mod folder.
Vpmodpack might be happy with this pack; consider it as 4.12, and factor in the presence or absence of the Engine Mod, as appropriate. I don't use vpmodpack and so cannot promise anything.
I've had one vpmodpack user who reported success with v1.2...
Get it here:
https://www.mediafire.com/file/ttu7tkr94j89cso/WxTech_Effects_v1.3_for_BAT_and_4.12.7z/fileFrom the included
INSTALL_WxTech_Effects_v1.3.txt file, in the root folder:
WxTech Effects pack, v1.3
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This mod pack completely supersedes any earlier version (up to v1.2). Differently to my earlier approach, where I offered separate packs for B.A.T. and 4.12 modact, this one pack serves for ALL 4.12 and B.A.T. game versions; you pick the folders appropriate to your game version.
The main changes made since v1.2 (in no particular order):
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- Made smokes from the surface more irregular, to better suggest turbulent intermixing.
- Further tweaked aircraft damage smokes, in appearance and particle behavior.
- For smokes from fuel and certain other sources, made them a bit longer lasting.
- For Tanker type ships, made a new, richer fire effect, and added illumination at night.
- For ships, made the smoke emission orientation vertical, so now these smokes have behavior consistent with other surface smokes.
- For the larger ships' guns, tweaked the muzzle fire/smoke and added illumination.
- For aircraft damage smokes (except oil damage), have the smoke emission orientation vertical, for consistent behavior.
- For aircraft crashing into the layered forests, the fire/smoke now issues forth from ground level, not the top of the forest.
- Have better differentiation of explosions among vehicles (like cars and tanks.)
- Explosions of vehicles are accompanied by some illumination.
- Added a new secondary explosion effect for train wagons, tanks, cars, stationary planes, with a probability of occurrence; the blasts vary in size, and have high velocity particles with 'vapour' trails.
- For fuel tank and barrel fires, at night there is illumination of the immediate surrounds.
- Now have two sizes of effects for "House" objects of type Fuel, Rock and Wood.
- Offer the choice of simple 3D tracers, animated GunCam tracers and static GunCam tracers (the latter have all tracers as 'wiggly', and don't require an animated texel, and are the default upon installation.)
- Have created a much improved cumulus cloud texture set. More irregular structure, but not cartoonishly so, and with decent opacity.
In the end, hundreds of files were re-worked, a number of new ones created, and some new Java code introduced. Since the v1.2 release, this update has consumed AT LEAST a hundred additional hours.
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FIRST. If you already have an earlier version of my effects pack, delete ALL its related folders. If you didn't rename them beyond altering the prefix characters (for organizing in your mod folder listing), these folders will all have "_WxTech_" in their names. Additionally, the names will contain:
"Effects"
"BigShipGeneric_classes"
"Train_classes"
"GUN_classes"
"ROCKET_classes"
"PAL_SmokeTrails"
If you have made any of your own alterations to files, and wish to retain them, archive these so that you can incorporate them in this update.
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In this compilation I have the folders named so that it should be clear which ones apply for your installation. To make this selection simpler, I list below the folders to select and copy over into your mods folder (e.g., #WAW3, #SAS, etc.) based on your game version. In all instances, you will be selecting 7 of the 11 available folders
#1) For B.A.T. 4.1.2 and later:
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!0_WxTech_AircraftState_classes_BAT
!0_WxTech_BigShipGeneric_classes_BAT-4.1.2+
!0_WxTech_Effects_v1.3_ALL-game-versions
!0_WxTech_GUN_classes_ALL-game-versions
!0_WxTech_PAL_Tracer_Smoke_ALL-game-versions (requires to add entries to conf.ini)
!0_WxTech_ROCKET_classes_BAT
!0_WxTech_TRAIN_classes_ALL-game-versions
#2) For B.A.T up to 4.1.1, OR
for 4.12 modact WITH the Engine Mod installed:
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!0_WxTech_AircraftState_classes_BAT
!0_WxTech_BigShipGeneric_classes_BAT-to-4.1.1
!0_WxTech_Effects_v1.3_ALL-game-versions
!0_WxTech_GUN_classes_ALL-game-versions
!0_WxTech_PAL_Tracer_Smoke_ALL-game-versions (requires to add entries to conf.ini)
!0_WxTech_ROCKET_classes_BAT
!0_WxTech_TRAIN_classes_ALL-game-versions (may require to install the New Train Mod*)
#3) For 4.12 modact WITHOUT the Engine Mod:
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!0_WxTech_AircraftState_classes_4.12-modact
!0_WxTech_BigShipGeneric_classes_4.12-modact
!0_WxTech_Effects_v1.3_ALL-game-versions
!0_WxTech_GUN_classes_ALL-game-versions
!0_WxTech_PAL_Tracer_Smoke_ALL-game-versions (requires to add entries to conf.ini)
!0_WxTech_ROCKET_classes_4.12-modact
!0_WxTech_TRAIN_classes_ALL-game-versions (may require to install the New Train Mod*)
* The New Train Mod is included in B.A.T., but for 4.12 you can find it in this thread:
https://www.sas1946.com/main/index.php?topic=40779.0Fire up the game and enjoy the new visual goodness!
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Further notes:
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If you are using vpmodpack, consider it a 4.12 game, and choose based on whether you have the Engine Mod installed or not. It's been reported to work for some, but not for others. In the end, the specific array of mods in use will play a role in compatibility...
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Depending on how the various folders are named in your mod folder, there's a chance you may have to alter the prefix characters in my folder names. Currently, this prefix is "!0_". A simple way to move folders higher in an alphanumerically hierarchical listing is to add additional "!" characters. For instance, my "!0_" could be changed to "!!0_", or "!!!0_" to move the folders higher in the listing. The reason for this is to assure that the modded classfiles contained herein are read before any stock or other modded classes having the same name.
I can't recommend too highly a handy utility called classcheck.exe. You place it in your game's root folder. When you run it, it will generate a listing of all possible classfile conflicts in a file called "doubleon.txt". Where doubled (or tripled!) classfile entries are identified, it's up to you to choose how to proceed, mainly by selecting the version of the class to give priority to and moving the folder containing it higher in the listing. That's the simplified overview; things can get more fraught when you have a great many mod folders containing in total a great many classes.
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There's no guarantee that your game will be happy with all these classfiles. If you are experiencing problems, you could try a process of elimination. Obviously, the most important folder is
!0_WxTech_Effects_v1.3_ALL-game-versions
You could start with just this by itself to begin with. If this one can't be made to work, all the other folders are superfluous. If success obtains with this, proceed by adding folders one at a time. In pretty much decreasing order of importance:
AircraftState_classes
BigShipGeneric_classes
Train_classes
GUN_classes
PAL_Tracer_Smoke
ROCKET_classes
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This pack is a collection of 7 individual mods, essentially. There's no reason you have to keep these all separate. If you're comfortable with file handling in Windows, and you're familiar with the mod folder structure, you could combine all these folder into one, thereby reducing the total number of mod folders you have to deal with. If you do so, the natural folder to combine everything into is the fundamental, crucial folder
!0_WxTech_Effects_v1.3_ALL-game-versions
But that's completely optional, of course.
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This pack includes my modded lightning (in thunder weather). The classfiles are in the main Effects folder, along with the Zip.java file for it. Therefore if you have it installed already by itself, you can delete that one (and reduce your mod folder count by one
).
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In many of the sub-folders there will be found various readme files and such, which will provide insight into what does what, as well as, in certain instances, instructions for further customizing. Particularly for the tracers. Explore! With very nearly every possible effect-related file now at your disposal, you have the power to start modding, if you've not yet dipped your toe into these addictive waters.
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As always, this work is offered for use by any and all, for any purpose, without restriction.
WxTech
Nov 29, 2021