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Author Topic: WxTech's Effects Pack v1.5 for B.A.T and 4.12  (Read 18363 times)

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WxTech

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #36 on: July 25, 2022, 04:35:54 PM »

genX,
My apologies for mistaking you with another member from the Commonwealth. I do prefer to address folk by their name if they've made it public, as an expression of respect. Now, I'm bad with names to begin with, having to use them for a while before they stick. And without a face to tie it to it's only tougher. And of course the thatch of grey atop my coconut derives from the leaching out of the grey matter within.  😀

Hopefully this odd matter of the unrecognized classfiles can be cleared up for you.

Glenn
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CDS025_DOGO

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #37 on: July 25, 2022, 05:36:29 PM »

I just want to thank you for this beautiful visual Mod. Thank you very much WXtech  :)
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genXgamer

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #38 on: July 26, 2022, 01:32:54 AM »

G'day Glenn

Tested in fresh 4.2.1 straight after work, works great no more smoke hugging ground.

I'll transfer over all of my mods one at a time testing as I go and try and pin point what may of caused the issue.
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Atoka220

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #39 on: July 26, 2022, 08:13:32 AM »

Hey Glenn

If you allow me, I'd share an idea

IMO crashing aircraft's explosions (when hitting the ground) should start out as a big fireball as most of the explosion (all of it if there's no ordnance) is just the fuel igniting. Seeing footages of crashing aircraft, they always result in a big fireball that turns in to a big puff of smoke, then a mushroom cloud. Maybe you could make something similar to the mid-air blows or fuel tank explosions? Currently i find too much instant smoke and very little fire when a plane crashes (it's just my opionion though)


My other idea is the resulting brief mushroom cloud's particles should spin outwards to give more of a rising cloud feeling. Now I don't know how possible it is but anyways here's what I mean
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Andy H

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #40 on: July 27, 2022, 01:13:36 AM »

Just a little feedback and confirmation that might help others. I had problems with ships not showing up in tracks, disabling BigShipGeneric classfiles solved that.


Kamikaze 02 track...




Ta-daaaa!









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WxTech

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #41 on: July 27, 2022, 04:11:14 AM »

Such old tracks are legacy items that I gather cannot be guaranteed to be fully compatible with the evolving game code. I cannot run the track that features a couple of Wildcats taking off to deal with some Bettys; at the start the enemy are sitting in the water.

I wouldn't toss the BigShipGeneric classes folder just to be able to play tracks. As long as things are OK during game play. Without these classes you lose the proper handling of ship damage smoke, slthe improved ship wakes, and the longer fire/smoke for damaged ship guns.
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ssn637

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #42 on: July 28, 2022, 12:41:10 AM »

Gentlemen

Just wanted to let everyone know that I've got WxTech's Effects V1.5 installed over V4.2.1 Flashpoint and am lovin' it!  Including the BigShipGeneric class files...when running the Kamikaze 02 track I don't have any problems with disappearing ships (I should also mention that I've also got the "Ship wake hooks_and_Tanker ships fixes" installed as well):




Funny thing, though.  With previous versions of WxTech's effects, including V1.4, I would pack everything into a WxTech.SFS archive and drop that into the BAT00 folder rather than via JSGME, after having removed any conflicting 3do/Effects folders from the clean BAT 4.2.1 installation.  This worked just fine before, but with V1.5 I noted the ship's bow waves were exaggerated, so I went back to adding the pack to the #WAW folder, which corrected the issue.  Not sure why.  Not a big deal, just wanted to report the anomaly.

Thanks so much for all your awesome effects, WxTech, which have greatly enhanced the user experience and immersion with this game!

Cheers

Geoffrey
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Andy H

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #43 on: July 28, 2022, 03:18:51 AM »


 I've got a problem with carrier aircraft spawning in the sea away from the carrier when 'BigShipGeneric' enabled. Any ideas? Wouldn't be the first time I've screwed things up all by myself.
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WxTech

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #44 on: July 28, 2022, 11:44:40 AM »

Andy,
What game version, and what does log.lst report?

I could use more competent help on the Java front. I tried to follow Mike's guide on setting up Eclipse, but the old links in some cases went nowhere. After hours of trying I could get no joy. And so I'm still using the very limited Jode compiler, which sometimes does strange interpretations. And I'm no Java guy, either.
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Andy H

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #45 on: July 28, 2022, 05:39:47 PM »

I'm using BAT 4.2.1.

Panic over - I put it in JSGME (BATMODS), and all's well, Carriers showing up and aircraft spawning on deck.

Thanks yet again for your improvements.
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ssn637

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #46 on: July 28, 2022, 11:30:10 PM »

Glad you got that worked out, Andy H!

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WxTech

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Re: WxTech's Effects Pack v1.5 for B.A.T and 4.12
« Reply #47 on: July 29, 2022, 02:28:39 AM »

Hey Glenn

If you allow me, I'd share an idea

IMO crashing aircraft's explosions (when hitting the ground) should start out as a big fireball as most of the explosion (all of it if there's no ordnance) is just the fuel igniting. Seeing footages of crashing aircraft, they always result in a big fireball that turns in to a big puff of smoke, then a mushroom cloud. Maybe you could make something similar to the mid-air blows or fuel tank explosions? Currently i find too much instant smoke and very little fire when a plane crashes (it's just my opionion though)


My other idea is the resulting brief mushroom cloud's particles should spin outwards to give more of a rising cloud feeling. Now I don't know how possible it is but anyways here's what I mean


I've pondered a variety of crashing plane effects. The main guide has been devising a set that works on a variety of crates, from wood and canvas biplanes to multi-engine bombers. Hence my current bunch that I hope strikes a middle ground.

Perhaps it might eventually be possible to check for some plane characteristic that would determine a set of effects to call. Such as engine type, or number of engines, etc.

To obtain the convective boiling of a smoke cloud, where the center rolls upward, outward and downward, might be possible by creating a second effect where the direction of rotation is reversed. I'll at least have to try a test to see if indeed the particle rotation direction is controllable, for this could open up a number of potentialities.
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