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Author Topic: WxTech's Effects Pack v1.6 for B.A.T and 4.12  (Read 19673 times)

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Piotrek1

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #60 on: March 07, 2023, 11:55:15 AM »

Thank you very much for your hard work WxTech 8)

Best regards,
Piotrek
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baggo

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #61 on: March 07, 2023, 01:14:49 PM »

Glen there is a difference in the zenitka folders 1.5 to 1.6 it was the 20 milly flack burst id like to keep,when I minus out -AIR on 1.6 this is the readout I get, kev.

WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 0 was clamped to (1 .. 15)
(-) AEARAF adjusted to 3.299564E-4
(-) AEARAF adjusted to 3.299127E-4
INTERNAL ERROR: Can't open file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff'
WARNING: object 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded

   at com.maddox.il2.engine.Eff3D.New(Native Method)
   at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:248)
   at com.maddox.il2.objects.effects.Explosions.AirFlak(Explosions.java:1618)
   at com.maddox.il2.objects.weapons.BulletAntiAirSmallGermany.explodeInAir_Effect(BulletAntiAirSmallGermany.java:16)
   at com.maddox.il2.objects.weapons.BulletAntiAirGeneric.timeOut(BulletAntiAirGeneric.java:64)
   at com.maddox.il2.engine.CollideEnvXY.doBulletMoveAndCollision(CollideEnvXY.java:999)
   at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:183)
   at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
   at com.maddox.rts.Message._send(Message.java:1217)
   at com.maddox.rts.Message.sendToObject(Message.java:1191)
   at com.maddox.rts.Message.sendTo(Message.java:1134)
   at com.maddox.rts.Message.trySend(Message.java:1115)
   at com.maddox.rts.Time.loopMessages(Time.java:252)
   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)
(-) AEARAF adjusted to 3.2986887E-4
INTERNAL ERROR: Can't open file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff'
WARNING: object 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded

   at com.maddox.il2.engine.Eff3D.New(Native Method)
   at com.maddox.il2.engine.Eff3DActor.New(Eff3DActor.java:248)
   at com.maddox.il2.objects.effects.Explosions.AirFlak(Explosions.java:1618)
   at com.maddox.il2.objects.weapons.BulletAntiAirSmallGermany.explodeInAir_Effect(BulletAntiAirSmallGermany.java:16)
   at com.maddox.il2.objects.weapons.BulletAntiAirGeneric.timeOut(BulletAntiAirGeneric.java:64)
   at com.maddox.il2.engine.CollideEnvXY.doBulletMoveAndCollision(CollideEnvXY.java:999)
   at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:183)
   at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
   at com.maddox.rts.Message._send(Message.java:1217)
   at com.maddox.rts.Message.sendToObject(Message.java:1191)
   at com.maddox.rts.Message.sendTo(Message.java:1134)
   at com.maddox.rts.Message.trySend(Message.java:1115)
   at com.maddox.rts.Time.loopMessages(Time.java:252)
   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)
(-) AEARAF adjusted to 3.2982495E-4
INTERNAL ERROR: Can't open file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff'
WARNING: object 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' of class 'FObjSect' not created
INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded
java.lang.RuntimeException: INTERNAL ERROR: Effect param file 'Effects/Explodes/Air/Zenitka/Germ_20mm/Burn_night.eff' NOT loaded
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baggo

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #62 on: March 07, 2023, 01:32:44 PM »

Glen just to let you know im using the latest version of BAT, and your effects work beautifully, so dont beat your brains out on this mate you do enough for us already, just thought there might be a quick way of keeping the old wirblewind flack burst effect that comes with standard BAT by maybe minising out a file or two, no worries if this isn't possible Glen, thanks again ,kev.
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #63 on: March 07, 2023, 01:57:27 PM »

Kev,
It's the Burn_night.eff file which my Explosions.class is trying to load, and which B.A.T. does not include. This effect generates an additional, somewhat larger flash during twilight and at night.

In the Germ_20mm folder you could rename all files (7 of them) with a preceding "-" character except for

Burn_night.eff
Burn_night.mat

This should cause the other stock effects in that folder in B.A.T. to be used. Note, however, that one or more of my textures in the Zenitka 'parent' folder might still be used, which may not have quite the desired appearance.

Try this out to see if it's satisfactory.

Out of curiosity, what changes to my version would meet your needs?
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baggo

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #64 on: March 07, 2023, 02:17:43 PM »

glen your version of  20 milly flack is very small and doesn't show the light burst orange flash then the cloud of smoke that the standard BAT version does, in certain skies it does show up quite well, in, evening skies it tends not to show up, I thought maybe a light flash could be added and the smoke cloud linger a moment or two longer, but again this is no criticism of your version I know you keep frame rates very much in mind,and I very much appreciate your help here, ill try your suggestion Glen, and thankyou very much for this effects package its a real gamechanger. kev.
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #65 on: March 07, 2023, 02:20:32 PM »

I just disabled the small flak effects, except for the Burn_night.eff and .mat files. Here's what I get in my B.A.T. 4.0 game on the kamikaze track.

This is kind of horrible for a number of reasons. Perhaps most important, the live time for the main smoke--colored a pretty bright white--is VERY long. The result is that when there's a lot of bursts the game engine limits on particle numbers cause whole blocks of the bursts to disappear.

I also much dislike the rather long time the bright flash is visible; it should definitely last no longer than 0.1 second for this small calibre.

For a small calibre burst, I see no reason to have the same 'starburst' smoke texture as makes sense for the heavy flak bursts. It also looks odd to have this as basically black while the long-duration cloud is near pure white.

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baggo

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #66 on: March 07, 2023, 02:46:43 PM »

Glen that's the version I prefer lol,but im aware it does eat up frame rates in some missions,and might not be historically accurate either, its just a preference thing, in the way too I like to see the flash hits on aircraft during dogfights, it gives me a better feel of immersion in the game, but again your versions may be more historically accurate and much less consuming of frame rates, your latest effects package has some really good new looks, its the best yet, at the end of the day that flack burst was just a preference of mine that's all Glen, and your right it is a bit over the top. many thanks for your help though, I didn't want to create more work for you, you do enough for us as it is, my thanks again Glen. kev.
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #67 on: March 07, 2023, 02:49:07 PM »

Kev,
I see you like to see a bright flash. I do have one present for all bursts, but it lasts about as long as the hit flashes for other cannon shells upon striking an object.

If you open Burn.eff, you can increase LiveTime from the current 0.06 to, say, 0.12, which would make it last 2X longer. Write it as follows so that the original value is always retained in case you should ever want to go back to it:

  LiveTime 0.12  //0.06

If you want it brighter, make this change:

  Color0 1.0 1.0 1.0 1.0  //0.7

This will give the texture the highest opacity, increasing from the 0.7 I had set to the max of 1.0, when it first appears, making it as bright as it can be made.

If you want it even brighter still, you can do this:

  nParticles 2  //1

This will draw 2 superimposed particles, thus doubling brightness at a stroke. 

If you want it bigger, you could try something like this:

  Size 4 2  //3 1.5

This would make the texture (the full square perimeter) 4m wide instead of 3m upon first appearance, shrinking to 2m instead of 1.5m by the time it winks out.

Or you could reverse the size change, putting the smaller value first. This would cause the texture to grow as it fades.

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

As to the smoke cloud that lingers for a little while, you could make it lighter in tone as follows:

//  Color0 0.35 0.35 0.35 0.55  //0.7
//  Color1 0.5 0.5 0.5 0.0
  Color0 0.65 0.65 0.65 0.55
  Color1 0.85 0.85 0.85 0.0

This increases R, G and B intensity at the start of the effect from 0.35 (all equal means grey) to 0.65, a lighter grey. Making these 3 values equal to 1.0 would be white, or at least as light in tone that the texture can be made. The second line (Color1) sets the values at the moment of the effect ending, which here is a lighter tone (although it would be fading to invisibility). The 4th value is the opacity, which at the start of the effect is 0.55. I had it a more opaque 0.7 at some point in the past. The max is 1.0, which would be maximum opacity obtainable for the texture.

If you want it to linger longer, do something like this:

  LiveTime 6  //4  //3

I had the effect last 3 seconds in the past, then lengthened to 4 seconds in this pack. As here, it would now last for 6 seconds.

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

My modding adventures got going by playing around with effects modded by others and which I has installed. The rest evolved from there. It's so easy to do when you have all the necessary files at hand in an existing mod. And you can find threads which explain the various effect file parameters.
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baggo

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #68 on: March 07, 2023, 03:17:27 PM »

Glen thankyou so much for that info, ill give it a try, I do like to have dabble at stuff but always keep a back up in case lol. thanks again for your help Glen, kev.
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #69 on: March 07, 2023, 03:25:08 PM »

I've decided to go ahead and make up an alternative set of flak effects that are 'boosted' so as to be more prominent. This will apply to all. The aim will still be a reasonably low particle count.
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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #70 on: March 07, 2023, 03:55:00 PM »

Here's a first crack at 'boosted' flak. The duration of the flash has been doubled or a tad more. The small flak cloud has been made much lighter in tone, and the brief 'starburst' cloud has been added (not present in my current offering) and made just about as light in tone as the main, longer lasting cloud.

To further help out on resource consumption, the 'starburst' cloud for the small flak has been given a rather shorter visibility distance threshold than for any other of the flak effect components.

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WxTech

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Re: WxTech's Effects Pack v1.6 for B.A.T and 4.12
« Reply #71 on: March 07, 2023, 04:26:55 PM »

Go to the top post and Update #3 to get my alternate flak effects. It's the full Zenitka folder, to either replace the existing Zenitka folder or to sit beside the existing one when the latter is renamed, e.g., "-Zenitka."
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