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Author Topic: WxTech's Effects Pack v1.6 for B.A.T and 4.12  (Read 19667 times)

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Whiskey_Sierra_972

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #168 on: May 14, 2024, 02:06:45 PM »

Walter,
I gather that it's the static Blitz giving you the problems, not the moving vehicle...

Those 3 classfiles are for House.class, which is an important part of my mod, working hand in hand with the all-important Explosions.class. Are other stationary objects besides the Opel Blitz impacted?


Thanks for your reply!

Yes the issue is only for the Opels static objects (like buildings or towers)


Here is the log about:

Code: [Select]
WARNING: GObj: delete object - Exception !!!
Mesh 3do/Cars/OpelBlitz36s/Summer/live_stat.him not created
com.maddox.il2.engine.GObjException: Mesh 3do/Cars/OpelBlitz36s/Summer/live_stat.him not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.MeshShared.<init>(MeshShared.java:37)
at com.maddox.il2.engine.MeshShared.get(MeshShared.java:27)
at com.maddox.il2.objects.buildings.House.activateMesh(House.java:641)
at com.maddox.il2.objects.buildings.House.access$100(House.java:23)
at com.maddox.il2.objects.buildings.House$SPAWN.actorSpawn(House.java:212)
at com.maddox.il2.builder.PlMisHouse.insert(PlMisHouse.java:217)
at com.maddox.il2.builder.PlMisHouse.insert(PlMisHouse.java:245)
at com.maddox.il2.builder.PlMisHouse.insert(PlMisHouse.java:259)
at com.maddox.il2.builder.Plugin.doInsert(Plugin.java:211)
at com.maddox.il2.builder.Builder.insert(Builder.java:2623)
at com.maddox.il2.builder.Builder.access$1400(Builder.java:36)
at com.maddox.il2.builder.Builder$17.begin(Builder.java:1949)
at com.maddox.rts.HotKeyCmd.start(HotKeyCmd.java:103)
at com.maddox.rts.HotKeyEnv.startCmd(HotKeyEnv.java:247)
at com.maddox.rts.HotKeyEnv.keyPress(HotKeyEnv.java:271)
at com.maddox.rts.HotKey.msgMouseButton(HotKey.java:108)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:98)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

I'll check if other stationary with .him extension are affcted right now....

EDIT

CHECKED

No other objects with .him extension in my BAT422HF4 static.ini file....
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #169 on: May 14, 2024, 03:16:50 PM »

If Novichok supplied his modded Java it would make it easier to see what would be needed to incorporate into my own House.class.

A little peeve of mine is mods for crucial base classes released without the commented Java file(s) being included.
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Whiskey_Sierra_972

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #170 on: May 15, 2024, 01:51:29 PM »

I have tested the .him model also in JTW where I haven't added too much mods and this effects pack , the previous test was in WAW , here the log:

Code: [Select]
WARNING: GObj: delete object - Exception !!!
Mesh 3do/Cars/OpelBlitz36s/Summer/live_stat.him not created
com.maddox.il2.engine.GObjException: Mesh 3do/Cars/OpelBlitz36s/Summer/live_stat.him not created
at com.maddox.il2.engine.Mesh.<init>(Mesh.java:419)
at com.maddox.il2.engine.MeshShared.<init>(MeshShared.java:37)
at com.maddox.il2.engine.MeshShared.get(MeshShared.java:27)
at com.maddox.il2.objects.buildings.House.activateMesh(House.java:641)
at com.maddox.il2.objects.buildings.House.access$100(House.java:23)
at com.maddox.il2.objects.buildings.House$SPAWN.actorSpawn(House.java:212)
at com.maddox.il2.builder.PlMisHouse.insert(PlMisHouse.java:217)
at com.maddox.il2.builder.PlMisHouse.insert(PlMisHouse.java:245)
at com.maddox.il2.builder.PlMisHouse.changeType(PlMisHouse.java:270)
at com.maddox.il2.builder.WSelect$2.notify(WSelect.java:244)
at com.maddox.gwindow.GWindowComboControl.setSelected(GWindowComboControl.java:129)
at com.maddox.gwindow.GWindowComboControl.editScroll(GWindowComboControl.java:207)
at com.maddox.gwindow.GWindowComboControl$EditBox.notify(GWindowComboControl.java:273)
at com.maddox.gwindow.GWindow.mouseRelMove(GWindow.java:509)
at com.maddox.gwindow.GWindowRoot.doMouseMove(GWindowRoot.java:186)
at com.maddox.gwindow.GWindowManager.doMouseMove(GWindowManager.java:73)
at com.maddox.il2.engine.GUIWindowManager.msgMouseMove(GUIWindowManager.java:130)
at com.maddox.rts.MsgMouse.invokeListener(MsgMouse.java:101)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendToArray(Message.java:1147)
at com.maddox.rts.Message.sendTo(Message.java:1128)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:180)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:422)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

The strange thing is that installing some of the Aviaskins tanks

https://www.sas1946.com/main/index.php/topic,51617.0.html

The fire truck YAG6 have the static as .him and is loading without any issues....

https://www.mediafire.com/file/vk3xh2eh9422bpw/Update%20YAG6_2%20for%20AviaSkins%20pack%2017th%20March%202018.7z

Maybe the errors depends from how the .him is done?
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PO_MAK_249RIP

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #171 on: May 16, 2024, 09:02:08 AM »

Any news on the new version WxTech?
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #172 on: May 25, 2024, 02:43:12 PM »

Walter,
Are you using also the mods I've done for the train models? In other words, are you retaining the full content of my train folder? I've fixed a number of damage hooks, and added some where missing.
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #173 on: May 27, 2024, 03:57:58 PM »

Walter,
I don't know if I can shed any light as to why a train doesn't draw in the builder's object window...

I hope someone can let us know if there has been any fundamental change to trains that would cause an error between B.A.T. 4.0 and the latest flavour.
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Whiskey_Sierra_972

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #174 on: May 28, 2024, 01:36:41 PM »

I have removed all my previous posts because I find the light at the end of the tunnel!

I have to further test and check but atm no ctd and no spawning issues....seem that in BAT 422HF4 wasn't installed correctly the train mod v1.1....I fixed the .ini files various missing and differences and now I discovered that the cause of the issues seem that the 412 fix by Epervier hasen't been installed....

Adding it have returned all working stationary stocks and running trains....also damaging them work and the fuel exploding doesn't make all trains on fire one after another like a matches box , now they have to be hit....

ATM only smokes doesn't make me sure if all is running correctly because I have black smokes instead of grayish....

Now I have to relax and restart working and testing on it tomorrow!
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ssn637

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #175 on: May 29, 2024, 12:21:44 AM »

Gentlemen

Whiskey_Sierra and Gunny seem to have indeed discovered an issue with BAT4.2.2HF4 and the included Trains objects. 

I checked the class files included in Epervier's Train mod for V4.12.2 and found that none of them were present in my BAT4.2.2HF4 installation, although both the train objects included there as well as in the Trains MOD V1.1 were present and had been added to the configuration files.

https://www.sas1946.com/main/index.php/topic,51115.0.html

I ran a ClassCheck in a folder containing WxTech's Effects Package V1.6 for BAT4.2.2 and Epervier's Class files and found no conflicts. 

If there's a Single Mission someone could recommend to test these effects I'd love to give it a try.  I kept WxTech's three original Effects/Smokes files rather than overwriting these with Epervier's.  That made sense to me but I haven't tested whether or not the smoke is black or grey as Whiskey_Sierra mentioned. 

I flew a mission involving an attack on a German train and found the smoke to be more black than grey.








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gunny0134

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #176 on: May 29, 2024, 03:30:40 AM »

My test results :

   1. Train Mod 1.1+
   2. WxTech effect mod

----> the train's smoke is gray

  1. WxTech effect mod
  2. Train Mod 1.1+

----> The train's smoke is black

The train works well in both combinations.

Since ssn637 also says it doesn't show any class file conflicts, I'll keep it black with confidence. Because black smoke looks good to me.

PS : But, the smoke itself looks richer in gray side. So, after much consideration, I finally decided to choose gray smoke.




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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #177 on: May 29, 2024, 06:59:42 AM »

For users of my effects who would like the locomotive smoke from the stack to be of a lighter hue...

First, here's the contents of the effect file you'll be playing with, SmokeBlack_Locomotive.eff:
Code: [Select]
[ClassInfo]
  ClassName TParticlesSystemParams
[General] 
  MatName ..\Materials\ExplosionDamageSmokeVehicles.mat 
  Color0 0.55 0.55 0.55 0.5
  Color1 1.0 1.0 1.0 0.0
  nParticles 60
  FinishTime -1
  MaxR 0
  PhiN 0.4
  PsiN 1.1
  LiveTime 11
  EmitFrq 5
  EmitVelocity 2 5
  EmitTheta 0 30
  GasResist 0.028
  VertAccel 0
  Wind 5  //for loco stack, perhaps make slower to look better
  Size 4 40
  Rnd 0.0

//assigned to "Vapor" hook; locomotive smoke stack
//used also by damaged tenders (trailors) in stock classes

Do this:

1) Open with a text editor this file:
  Effects/Smokes/SmokeBlack_Locomotive.eff

2) Change
  MatName ..\Materials\ExplosionDamageSmokeVehicles.mat 
to
  MatName ..\Materials\Vas_Smoke.mat

This will make for a lighter hue due to the texture being somewhat lighter in tone, but if you want it to be lighter still, change
  Color0 0.55 0.55 0.55 0.5
  Color1 1.0 1.0 1.0 0.0
to something like
  Color0 0.8 0.8 0.8 0.5
  Color1 1.0 1.0 1.0 0.0

For those not familiar, Color0 sets the texture color and opacity at the start of its appearance, and Color1 sets these values at the point of disappearance. During the life time of the effect particle it will smoothly transition between these start and end values. The first 3 numbers are the RGB values; when all are the same the original color of the texture is retained. Increasing makes brighter, decreasing makes darker. The fourth number is the opacity, from 0 for complete invisiblity to 1 for maximum opacity. If the texture has an alpha channel which already applies some partial transparency, then the Color parameters in the .eff file (and similarly in the .mat file) can not make the texture any more opaque.

Here the tone starts off a bit darkish, progressively getting somewhat lighter as the smoke particles fade away.

I have the LiveTime as 11 seconds. If you like a longer smoke column, increase this. But also increase nParticles!!! Unless you want periodic gaps. For an unbroken smoke column, nParticles must be no less than LiveTime multiplied by EmitFreq. Here the live time of 11 seconds multiplied by the emit frequency of 5/second equals 55 total particles to be drawn at any one instant. If the value is larger, no harm; just don't have it too low unless you really do want cyclical gaps.


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ssn637

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #178 on: May 29, 2024, 07:37:17 AM »

Looks great Glenn!

Thanks so much for the detailed explanation, as always...

Cheers



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gunny0134

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #179 on: May 29, 2024, 08:21:08 AM »

Oh, for me, this is a very meaningful transfer of skills.

If I can fully understand and apply this part, my modding skills will be a step further.

In order to fully understand what master Glenn explained, I will look at the connection relationship between 'eff' and 'mat' one by one from now on.

Thank you always !!
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