Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6 7   Go Down

Author Topic: WxTech's Effects Pack v1.4 for B.A.T and 4.12  (Read 12645 times)

0 Members and 3 Guests are viewing this topic.

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6049
Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #36 on: March 01, 2022, 10:28:57 AM »

That link doesn't seem to point to anything like you described. The most recent video there is of WW1 fighter v bomber combat...

I did, however, shortly before checking in here, find the video you posted over at "the other place", in which torpedo drops were made. And yes, I noted that my v1.4 effects were in use in that one.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6049
Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #37 on: March 02, 2022, 12:03:30 AM »

I've increased the size for the 4 variations of the Bomb1000 land effects by a factor of 1.4. This doubles the projected area, and nearly triples the volume.

I've implemented another version of the FAB-1000 land effect that I can't recall the origin of. It creates a tall, long-lasting smoke column, kind of reminiscent of a nuke. Of course I applied some of my own tweaks.  ;)
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Atoka220

  • Bomber
  • Modder
  • member
  • Offline Offline
  • Posts: 804
Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #38 on: March 04, 2022, 01:56:14 PM »

Hey again

I did what you said and the Fab 5000 explosion now looks sweet with that flash

However playing some nuke testing missions I've found some oddities

This is a 400kt nuke


And its explosion


Here you can see how large the destruction radius is from the smokes


That down there on the edge of the valley is a 1 megaton nuclear boom


And this is 200kt


I guess these might be too large and maybe they don't have a special effect for them?
Seemingly the smaller yield nukes look fine. I first tried the ww2 little boy with its 16kt and it also had the sweet mushroom cloud, then i tried one from the bear
Logged
There are 2 certain things in life: Death and CTDs

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6049
Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #39 on: March 04, 2022, 04:41:04 PM »

I've not done any real fiddling with the nuke effects, as this area holds no interest for me. I did briefly play around with checking them out and examining the .eff files when I was still on 4.09 a few short years back. The horrible flicker and texture disappearance due to the massive destruction (if not out in purely empty country) was awfully off-putting, and I had additional reasons to look at it no more.

I think there are at least a couple of nuke mods floating about. Just make sure the same .mat file names are used, as they're set in Explosions.class.

Part of the reason I include the Explosions.java file is for players to see what goes on 'under the hood'. The best commonly available text editor for viewing .java files is Notepad++, because it applies helpful formatting to aid readability. Good old Notepad will work, too.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6049
Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #40 on: March 04, 2022, 04:47:51 PM »

Looking at that last screenie of the distant mushroom cloud reminds me why I have as yet no burning desire to use il2ge; shaders are not yet globally implemented. It's so incronguous to see the landscape affected by atmospheric haze, while other elements such as clouds, effect smokes, and more, are drawn with no hazing applied at all. The aesthetics are so jarring that I can't reconcile the disparity.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Atoka220

  • Bomber
  • Modder
  • member
  • Offline Offline
  • Posts: 804
Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #41 on: March 05, 2022, 06:24:33 AM »

That's true
I also miss the real morning fogs that render the landscape next to invisible and smokes towering above it
But then also slibenli doesn't seem to work that much on it currently and there can be a million reasons for that. So maybe he'll be able to work it out and implement it in the future

For the flicker and texture disappearance, well yes, it's the game engine limitations and can look really broken ;D
One thing you should do though is maybe extending the visibility/render range for the mushroom cloud
Once I was flying a test mission way over 10 000 meters or above FL33 and the explosion was visible for mere seconds cause I flew out of the effects' render range so quickly lol

But if it would need changing tons of stuff that's not even worth it, you can leave it alone. I very rarely do nuke missions anyways (and i think so do others)
Logged
There are 2 certain things in life: Death and CTDs

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6049
Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #42 on: March 05, 2022, 09:09:17 AM »

The adjustable long distance visibility mod could have the effects parameter (one of the four; I forget which) increased to, say, 50,000. Then the .mat files for the nuke effects could have their far visible distance increased similarly.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

raf1659

  • member
  • Offline Offline
  • Posts: 383
Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #43 on: March 07, 2022, 02:35:57 PM »

A little bug in the ISE class:


Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6049
Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #44 on: March 07, 2022, 04:09:34 PM »

The Ise is among the 29 ships (present in BAT 4.0 WAW) I've fixed in this respect. Well, there's one outstanding to do, requiring me to break out the Poor Man's 3D Software, aka a spreadsheet, to put the 3 hull sections together so that I can properly position the hooks. There's some error that crashes the 3D Viewer utility, putting that handy visualization tool out of the picture.

Once that last tub is done, I'll release the fixes for the lot.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Chaoic16

  • Modder
  • member
  • Offline Offline
  • Posts: 930
Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #45 on: March 08, 2022, 11:03:47 PM »

WxTech,

As always, your works are a masterpiece for IL-2 1946. Your various mods, including this effect mods makes my IL-2 1946 + BAT better simulation.  Thank you for excellent work.

Cheers!
Logged

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6049
Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #46 on: March 12, 2022, 04:27:11 PM »

I've revisited the ships' wakes 'n waves business, in both the Java and .eff files. In addition to BigshipsGeneric.class, ShipsGeneric.class also got a makeover in the wake code, and so that class will be added as a new thing (included in the same folder as BigshipsGeneric.class. There is now much better consistency in the wake and wave effects among the variety of ships.

I still have to address the buggered hooks for the Warspite; once done those approx. couple dozen ships in BAT 4.0 WAW needing fixing will be released. It won't be a heavy pack, for typically only one mesh per ship is involved.

Interestingly, the re-jigged math seems to no longer cause those oddly displaced wakes out to the side. And so for any ships still having weirdly oriented hooks there should be no more of that eye sore popping up. (Although it seems the wake does take on a slight wiggling, being no longer dead straight.)
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

WxTech

  • Modder
  • member
  • Offline Offline
  • Posts: 6049
Re: WxTech's Effects Pack v1.4 for B.A.T and 4.12
« Reply #47 on: March 13, 2022, 08:27:32 PM »

I've updated the entire package, as outlined in a note at the top of the first post.

If odd ship wake behaviour was an annoyance that caused you to go back to the v1.3 BigshipGeneric.class files (if not the entire v1.3 effects package), this should largely correct that. (But to more properly fix the inconsistent hooks for these effects, I will shortly be releasing a bunch of ship fixes for WWII (as included in the B.A.T. 4.0 WAW module.)

The same link for the full v1.4 package applies.
Logged
Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
Pages: 1 2 3 [4] 5 6 7   Go Up
 

Page created in 0.037 seconds with 26 queries.