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Author Topic: WxTech's Effects Pack v1.4 for B.A.T and 4.12  (Read 12644 times)

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zaxxxx2

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #24 on: February 23, 2022, 05:56:13 AM »

Conflicting classes are with folder ShipAIMod  from  ShipExtention2.22.1(4122)

CRC -746722c4 :   .\WxTech_BigShipGeneric_classes_BAT-to-4.1.1\224492DC94CE4694
CRC -56f37c1b :   .\W_ShipAIMod\224492DC94CE4694

CRC -de96836 :   .\W_ShipAIMod\7DE8101EE03DE756
CRC -347b1eca :   .\WxTech_BigShipGeneric_classes_BAT-to-4.1.1\7DE8101EE03DE756
....
....
etc
etc

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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #25 on: February 23, 2022, 09:08:35 AM »

zaxxxx2,
That Ship AI business is an additional mod that would seem to be throwing a wrench in the works. Any other mod that touches the same classes is just asking for trouble. Here's an illustration of the array of potential conflicts that make mooding classes a hair-pulling exercise. One would have to incorporate all relevant mods to make one that's broadly compatible.

If you like your Ship AI mod, simply remove my BigShipGeneric folder. You will lose my improved smoke column behavior; they would now tend to lie on the water surface, I think. And my increased duration of fire/smoke for destroyed guns will revert to whatever applies; stock or the values in your mod. And my little changes to ship side wave behavioyr will be lost.

The Great bulk of the effects are handled by Explosions.class. if there are no conflicts here, you've got most of what you want.
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cbradbury

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #26 on: February 26, 2022, 06:51:41 AM »

Hi Glenn,

detected a bug in the wake of the Hermes Ski-jump (JTW) as below:




The other ships in the task force (CLs) are unaffected. Disable BigShipGeneric folder and it goes away.

Yours,

Clive
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Atoka220

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #27 on: February 26, 2022, 01:48:31 PM »

Regarding this carrier issue, i have a problem that the wake starts like half a ship's length before the carrier (haven't checked it thoroughly tho)
I have no screen for now
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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #28 on: February 26, 2022, 08:54:04 PM »

Those ships having displaced wakes are the result of the hooks for wakes in their meshes being positioned in an uncommon, less standard placement. I'll see about fixing them, if no one else jumps in.

Basically, the 'standard' placement I've seen is as follows, all on the waterline. The prop and nose hooks are where you'd expect; at the prop and the bow. The other three, center, left and right, form a straight line across the beam located 1/3 to 1/2 the distance between nose and prop, and with left and right at the hull sides. A common location for these last three is at the junction between the bow and center hull sections, hence a 1/3 placement between bow and stern.
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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #29 on: February 26, 2022, 08:59:33 PM »

As I have only the WAW module, looks like someone could do me a favor and extract the Hermes for me... ;)  A handy way is to run the latest Selector in dump mode.

Thanks!
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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #30 on: February 26, 2022, 10:12:19 PM »

About the Hermes wake issue...

I downloaded this ship from the Ships sub-forum. I discovered what I had suspected; the _Left and _Right hooks were reversed, which caused the lateral displacement of the wake.

Mod released, available in this thread:

https://www.sas1946.com/main/index.php/topic,68500.0.html
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Atoka220

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #31 on: February 28, 2022, 01:42:04 PM »

Hi Glenn

I found a weird thing with the FAB 5000

When it impacts, there's a glow in the explosion



But that glow just doesn't wanna go away
This is the crash site of one of our bombers after the super smart AIs crashed into eachother not long after takeoff and the one that didn't blow up, dropped its bomb while falling and of course it exploded
After the mission, we were flying home on the same route and the glow was still there almost an hour later lol
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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #32 on: February 28, 2022, 03:35:14 PM »

I recognize that glowing texture. I've once seen it appear--albeit at much smaller size--for an expired flare that hit the ground. It's a weird thing I've not seen for bombs, but then I've not tested all bombs either.  ;)

It's DEFINITELY not something I'm explicitly invoking. It's something 'buried' somewhere.  I'll look into it...
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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #33 on: February 28, 2022, 03:55:41 PM »

The texture would appear to be:

  3do\Effects\TEXTURES\SplatMKI.tga

It is handled by both of these .mat files (in the same folder):
  Splat.mat
  SplatN.mat

I know this texture is invoked for a period of 30 seconds if Arcade mode is set. Otherwise, I don't yet know of any other causes for its invocation (but I'll search all the classes.)

You could take this approach to eliminate this eyesore for now, assuming this is indeed the responsible texture:

Alter the following parameters for one or both of the .mat files (either line entry below will do the job):
    ColorScale 0 0 0 0   //1.0 1.0 1.0 1.0
    tfNoTexture 1   //0

I'll get back with an update, whether I find out more or not...
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WxTech

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #34 on: February 28, 2022, 05:03:13 PM »

Now I feel silly. This Splat texture is invoked by:

  3do\Effects\Fireworks\FAB-1000(flare).eff

I hardly looked over these FAB-1000 effects in detail to begin with, and not for the past two years.

I see that this effect is based on the TAnimatedSpriteParams class, which limits control. It's constructed to retain the full size and brightness for its entire existence, and with the ColorPeriod set to 0.0. I'll have to see what happens with some changes. Or likely better yet, make a whole new effect around the better TParticlesSystemParams class.

In the meantime, you could disable this effect by putting a "-" in front of its name. Then copy the same effect from the child folder:

  3do\Effects\Fireworks\alternate_FAB-1000\FAB-1000(flare).eff

I'll be looking at these FAB-1000 effects more closely!
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Yaro59

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Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #35 on: March 01, 2022, 08:50:04 AM »

Hi Glenn

If you can find the time, you might want to take a look at this video. You can clearly see the frwinging pieces of hull plating after the 6:20 and 11:20 torpedo hits. Recent video.
It appears to be your work.
Thanks

https://www.sas1946.com/main/index.php/topic,67824.0.html
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