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Author Topic: dust trail in desert  (Read 1972 times)

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bomberkiller

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Re: dust trail in desert
« Reply #12 on: May 02, 2022, 04:46:47 AM »

Quote
Looks like the situation has been solved! Gentlemen, thank you very much for your advice and assistance! I wish you all the best!

Wunderbar!   :)


Wolf,

please, be sure to read and remember what WxTech has noted here! Anyone who installs mods in their game should know exactly what they are doing!

The order of the mods to be loaded must also always be observed. Especially when mods are very similar.

Problems like yours occur very often when you implement "mod packages" in your game!

With best regards

 ]cheers[

Gerhard
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wolf44

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Re: dust trail in desert
« Reply #13 on: May 02, 2022, 07:55:27 AM »

Initially, I did not notice any problems. I saw on Youtube, a scene from Il-2 1946 mod, in which Hurricane Mk IID attacks tanks in the desert. Then I noticed what dust is behind the tanks, as in the archive footage. I realized I hadn't seen any dust in my simulator.
Gentlemen, thank you again for your help and advice! Every time I understand a process in the simulator, I run into another one I don't know what to do with ... :D

All the best! Stay safe!

wolf44

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Yaro59

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Re: dust trail in desert
« Reply #14 on: May 07, 2022, 11:02:38 AM »

 Wolf44, after installing this mod, is there no dust behind the trucks either.
At my place, as you can see it is missing. I think something needs to be changed
               But still, there's a lot of dust, smoke ...noise   


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WxTech

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Re: dust trail in desert
« Reply #15 on: May 07, 2022, 12:57:37 PM »

I looked at the tank dust mod Bomberkiller provided a link to in post #4. It will be compatible with all game versions, as it merely provides the standard effects for:

- Aircraft dust blown back by prop blast on non-winter maps (GrayGroundDust1.eff).
- Dust raised by the aircraft wheels when rolling above a certain speed (SmokeAirTouch.eff).
- TankDust on all maps (TankDust.eff).

These effects are provided in two flavours, which you must choose from. One is for general use, the other is intended for desert maps. Note that ONLY ONE can be in effect at any given time, as they both cover the same effects! If you intend to fly desert maps, put this folder in your MODS or #SAS or #WAW3 folder:

    0_0_0_can't see shit! desert

If you want to fly on non-desert maps, put this folder in your MODS or #SAS or #WAW3 folder:

    0_0_0_can't see shit!

You could of course put both of these folders in place, and simply put a "-" character at the beginning of the folder's name you do not wish to use. Any time you should make a swap in this fashion, you must quit and restart the game.

Note that the root folder "Massive Dust Trail" is NOT to be put in your game! Only the two aforementioned child folders (starting with "0_0_0") go into whatever is your mods folder.

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

I note that these effects are based on the class "TSmokeSpiralParams". Nowadays smoke effects are most often based on the class "TParticlesSystemParams", as they make for a more realistic appearance. ALL of my smoke effects are of the "particle" type. The spiral type was used extensively in the early days of the game, as this is less resource intensive. But they introduce a systematic 'corkscrew' action, which I find objectionable.

For instance, let's examine the desert tank smoke effect.

Code: [Select]
[ClassInfo]
  ClassName TSmokeSpiralParams
[General]
  MatName DesertTankDust.mat
  Color0 0.912 0.772 0.616 0.5
  Color1 0.980 0.984 0.772 0.001
  nParticles 400
  FinishTime -1
  MaxR 30
  PhiN 5
  PsiN 0
  LiveTime 100
  EmitFrq 3
  TranspTransitionTime 1.0f
  EmitVelocity 3.5 0.5
  EmitTheta 0 0
  Wind 2.5
  Size 8 50
  GasResist 0.09
  VertAccel -0.015
  Rnd 0.4

The particles live for 100 seconds (LiveTime 100), and during this time the particles execute 5 spirals about the mean axis of emission (PhiN 5), meaning that it takes 20 seconds for each full spiral to complete. By the time a particle disappears, its distance as it spirals about the mean axis will have got to as far as 30 meters (MaxR 30). The particles are emitted at a rate of 3 per second (EmitFrq 3), meaning that over the 100 second live time there will be drawn at any given moment 300 smoke particles. nParticles 400 is unnecessary; 300 is perfectly fine, but this causes no issue. From creation to the point of disappearance, each smoke particle grows from 8 to 50 meters (Size 8 50); this is the size of the full square texture. The particles will tend to slowly sink, the rate being a balance between the VertAccel value of 0.015 m/s^2 downward and the GasResist value of 0.09 exerting some amount of retardance to motion. The 'effect wind' will cause the particles to drift at a characteristic speed of 2.5 m/s, sometimes stopping and sometimes going faster.

Given the significant number of smoke particles a tank can be generating (300 at a time), a well populated column or columns(!) can result in thousands of particles being drawn at once. And of course other effects can be in process of execution at the same time. This can result in flickering or missing smoke trails when the graphics engine limits are reached.

In all events I recommend to set Effects=1 in conf.ini. Effects=2 will have a pseudo shading applied to every smoke particle (looks nice--when not flickering), which gets to be resource intensive, and can lead to truly ghastly flickering between full black and full white at times.
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WxTech

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Re: dust trail in desert
« Reply #16 on: May 07, 2022, 01:13:27 PM »

Another important point to make.

When installing mods, pay close attention to the order in which they are listed when ordered by name. For instance, my Effects mod appears BEFORE this mod, due mainly to my mod name starting with an "!" character. This mod MUST appear above mine (or any other effect mod dealing with these particular effects) in order that its files take precedence. The first read is the first used.

Rename these folders starting like this, in order to place them nice and high in the mod ordering/listing:

!!!0_0_0............

Then you can keep my effects mod in place. Only the three particular effects dealt with here will take precedence over mine.


Keep this basic structuring in mind when looking to use two or more mods dealing with the same resources. It may require some careful thinking, but it pays dividends to understand the game's file structure and the way it uses resources.
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wolf44

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Re: dust trail in desert
« Reply #17 on: May 07, 2022, 01:32:21 PM »

Thank you for support and advice,WxTech!

wolf44
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WxTech

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Re: dust trail in desert
« Reply #18 on: May 07, 2022, 02:18:36 PM »

I just discovered that in the 0_0_0_can't see shit! variation, the TankDust.eff does not have the necessary .mat and .tga files present! No wonder that no dust is seen. I simply copied DesertTankDust.mat and DesertTankDust.tga from the "smokes" folder in the desert variation, to get the effect to work.

After trying it out, I find the duration of the dust, at 100 seconds, to be FAR too long. I think 15 seconds is fine. (In my own effects mod I have it lasting just 2 seconds.) Here's what I think is OK for the non desert effect. Indeed, it could serve as a decent enough compromise for all maps; remember, there is ONLY ONE TankDust.eff that is used universally, be the map desert, summer or winter. That is, if you don't want to have to be switching out the effect manually, based on the map you intend to use in a given session.

On the other hand, having a couple or few variations of the effect to choose from and to put into effect if one is intending to play a campaign, or otherwise restrict to a particular type of map for a time, is worthwhile to do. Three useful variants would be for 'normal' summer maps, desert maps and winter maps. Or one could add others, for greater refinement. For instance, in damp tropics or during a rainy season dust will be slight or even non-existent.

The contents I just cooked up for TankDust.eff that I might put in my next effects pack release (v1.5):

Code: [Select]
[ClassInfo]
  ClassName TParticlesSystemParams
[General]
  MatName DesertTankDust.mat
  Color0 0.85 0.77 0.69 0.25
  Color1 0.98 0.95 0.9 0.0
  nParticles 50
  FinishTime -1
  MaxR 1
  PhiN 1
  PsiN 1
  LiveTime 15
  EmitFrq 3
  TranspTransitionTime 1.0f
  EmitVelocity 3.5 0.5
  EmitTheta 30 0
  Wind 3
  Size 8 50
  GasResist 0.09
  VertAccel 0
  Rnd 0.4

I made the color less intense, and reduced the opacity. I used the "particle" instead of the "spiral" class, which obviates the silly expanding spiralling effect that would become more painfully obvious over a shorter live time. The total particle count is vastly less.

Anyway, this all is just my own preferences. I always heartily recommend to do one's own experimenting, to obtain what suits one's own tastes.  ;)
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shardana

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Re: dust trail in desert
« Reply #19 on: May 07, 2022, 02:41:13 PM »

Looking forward for your next release then!
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wolf44

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Re: dust trail in desert
« Reply #20 on: May 08, 2022, 09:51:16 AM »

As long as there is modified Il-2, there will be improvements.

All the best for all of you!

wolf44
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