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Author Topic: WxTech's Effects Pack v1.6 for B.A.T and 4.12  (Read 19662 times)

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Old_DaD

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #192 on: September 12, 2024, 04:31:55 AM »

I tried placing Novichoks classes above WxTech effects containing those same classes in #WAW
and still no joy.
I realise that the prob is to do with House.classfiles..and it's the body type "Vehicle".
I changed some of my static.ini entries to this type..but had to revert back to Fuelsmall to get them placed in FMB

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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #193 on: September 12, 2024, 04:48:45 AM »

I have a faint memory of reading about that mod some months ago, but didn't see any particular advantage for me and cast it from my mind. I just tried to find it but no joy. If I'm not given a pointer to where I can locate an offending mod I might not even be able to think about looking into it.

Does this Novichok creation afford indispensible benefits that make it a must-have?
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Old_DaD

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #194 on: September 12, 2024, 04:55:28 AM »

Its in BAT lounge page 3 in middle.
The aim of this MOD was to enable .him objects, in this case some new! vehicles ( OpelBlitz's etc) , to be used and placed on maps.
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Frankiek

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #195 on: September 12, 2024, 07:34:24 AM »

Yes the mod allows the use of static objects composed by multiple meshes using a him file instead of mono mesh sim.
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TTC Redfield

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #196 on: October 10, 2024, 12:13:48 PM »

Hello everyone,

Thank you WxTech for your extraordinary mod that I have been using since its release  ]hello2[, I am having a problem that I thought was normal because it is version 1.6
it is about the effects of the engine on water at low altitude this effect is no longer present at all,

In the Gear.java file I understood that the effect is activated at 8.1m instead of 16.2m but there it is not activated even at 3m:
Here is a screenshot:



I found that it was the file "9EE807369FED1864" in the folder "WxTech_Gear_class_BAT-4.1.2+" that would be the cause because once removed it gives this:




Could you help me correct the file I can't open it I don't know the procedure, thank you  ]notworthy[


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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #197 on: October 10, 2024, 09:07:11 PM »

TTC,
I get the prop-induced ground/water effect at speed, but the faster the plane the lower it must get in order to make the effect visible. As I type this out on my phone, I don't recall what I had done for v1.6 as compared to the further tweaking I might have done since. But I *think* I might have constructed the effect implementation such that as airspeed increases, the point in 3D space at which the effect is generated both moves farther rearward and moves farther below the surface. The result is to have the visible part of the effect particles become more diffuse and hence less 'intense' due to seeing just the top portions of them.

Try getting even nearer to the surface, and be sure the throttle is set so as to deliver at least 50% (I'd have to verify that figure) of the motor's maximum power output (not the same as 50% throttle setting.)

Are you getting the prop spray effect for float planes when taxying and at high enough throttle? If so then things should be operating as I have intended.

In my own view, the stock implementation of prop dust/spray is rather too exagerrated when the plane is off the surface. Once at flying speed, the motor's thrust vector is essentially horizontal. And at higher airspeed the rearward velocity component of pushed air relative to the environmental air is reduced. These two factors lead to a reduced surface effect, which is what I have striven for.

Let me know how your examinations proceed.

Glenn
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TTC Redfield

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #198 on: October 11, 2024, 03:45:22 AM »

Thanks for the answer, indeed before version 1.6 the propeller spray effect on the water worked,

I did some tests again and I don't have the propeller spray effect with the seaplane as you can see in this image:



the only effect is the plane's floats:



I also did some tests again with the throttle at 110% and we were even closer until breaking the propeller but no propeller spray effect:




looking at the Java code of the Gear.Java file if I understand correctly the effect is supposed to work at 8.1 m?

Line 1683 to 1702

Code: [Select]
if(FM.EI.getNum() > 0)
        {
            for(int k = 0; k < FM.EI.getNum(); k++)
            {
                FM.actor.pos.getAbs(Aircraft.tmpLoc1);
                Pn.set(FM.EI.engines[k].getPropPos());
                Aircraft.tmpLoc1.transform(Pn, PnT);
                float f2 = (float)(PnT.z - Engine.cur.land.HQ(PnT.x, PnT.y));
                if(f2 < 8.1F && FM.EI.engines[k].getThrustOutput() > 0.5F)  //was 16.2m (height above sfc within which prop blast occurs)
                {
                    Pn.x -= f2 * Aircraft.cvt(FM.Or.getTangage(), -30F, 30F, 8F, 2.0F);
                    Aircraft.tmpLoc1.transform(Pn, PnT);
                    PnT.z = Engine.cur.land.HQ(PnT.x, PnT.y);
                    if(clpEngineEff[k][0] == null)
                    {
                        Aircraft.tmpLoc1.transformInv(PnT);
                        if(isWater)
                        {
                            clpEngineEff[k][0] = Eff3DActor.New(FM.actor, null, new Loc(PnT), 1.0F, "3DO/Effects/Aircraft/GrayGroundDust2.eff", -1F);  //prop blast
//                            clpEngineEff[k][1] = Eff3DActor.New(new Loc(PnT), 1.0F, "3DO/Effects/Aircraft/WhiteEngineWaveTSPD.eff", -1F);  //silly wave from prop blast! KILL it!


Thanks for the help 8)

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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #199 on: October 12, 2024, 10:39:13 AM »

Hmmm. It certainly works OK in B.A.T. 4.0, which is the game version I've been developing in. For B.A.T. 4.1.2 and later I'm not able to test things myself, being limited to adapting code to the newer classes. :(

I got so tired of having to keep re-working (certain) Java classes for my own game with each upgrade that I just kind of froze things for me at B.A.T. 4.0. That attitude was reinforced when trying to compile some later version classes to no avail.

And yes, I halved the activation height threshold from 16.2m to 8.1. And I made the silly expanding wave effect invisible (not, of course, the waves caused by the floats! ;)  ) It looks utterly wrong to have a plane appear to be dragging a cable behind it up to such a height. And as noted, my imementation puts the 3D position of the effect farther under the surface (both land and water) as the plane rises, so as to make the dust/spray more diffuse. The stock scheme keeps that point of emanating ON the surface always, causing the 'cable-dragging' appearance I really dislike.
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stanislao

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #200 on: October 12, 2024, 01:14:47 PM »


 :)   Ciao WxTech, I'm challenging you...  I've been waiting for twenty years for some game engine guru who can manipulate, extending to all the objects available in the Objects folder, the property that has been given since the dawn of time to green and red lights as well as all types of smoke to be lifted from level 0 (ground) and brought stably to any height you want simply by pressing the F5 key and the left mouse button at the same time. I've never asked anyone to intervene on this mechanism so essential for all builders of dioramas or missions, I was hoping that some expert would think of it but it didn't happen. It would be of enormous advantage in manipulating the scenarios and would make everything easier and faster, by raising and overlapping buildings, objects and characters could be placed on top of vehicles or on stairs, terraces, embankments, piers, bridges, trains etc etc. in short, a variety of infinite possibilities... well, you'll see.

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Vampire_pilot

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #201 on: October 13, 2024, 01:49:21 AM »

Hmmm. It certainly works OK in B.A.T. 4.0, which is the game version I've been developing in. For B.A.T. 4.1.2 and later I'm not able to test things myself, being limited to adapting code to the newer classes. :(

I have to say again, this is a shame, since BAT 4.2 brought a lot change in the game engine and some essential java classes. It wished you would have updated back then and I still wish it now.
But this is your show and you do you. It's fine.

Whiskey_Sierra_972

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #202 on: October 13, 2024, 04:59:20 AM »

Yes I hope this too...

I have added in BAT422HF4 some (almost all checked) of the great WxTech works and got a lot of improvements that coupled with the new BAt upgrade could give a further enhance in IL2 playability and graphical assets!
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TTC Redfield

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #203 on: October 13, 2024, 07:50:05 AM »

Hmmm. It certainly works OK in B.A.T. 4.0, which is the game version I've been developing in. For B.A.T. 4.1.2 and later I'm not able to test things myself, being limited to adapting code to the newer classes. :(

I got so tired of having to keep re-working (certain) Java classes for my own game with each upgrade that I just kind of froze things for me at B.A.T. 4.0. That attitude was reinforced when trying to compile some later version classes to no avail.

And yes, I halved the activation height threshold from 16.2m to 8.1. And I made the silly expanding wave effect invisible (not, of course, the waves caused by the floats! ;)  ) It looks utterly wrong to have a plane appear to be dragging a cable behind it up to such a height. And as noted, my imementation puts the 3D position of the effect farther under the surface (both land and water) as the plane rises, so as to make the dust/spray more diffuse. The stock scheme keeps that point of emanating ON the surface always, causing the 'cable-dragging' appearance I really dislike.

Thanks no problem, I understand it can be frustrating to start over

great effect packs in all cases :banana_dancing_on_computer:
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