Fubar512 Posted March 8, 2007 Posted March 8, 2007 Here's a proof-of-concept video, showing what's possible in SF/WoV/WoE. Enjoy! http://forum.combatace.com/uploads/1173103...43_18452945.wmv Quote
Jimbib Posted March 8, 2007 Posted March 8, 2007 Nice vid Fubar. Am I right in thinking that what you've achieved in that video is networked sams incorporated in the carrier fleet? Quote
+JAT81500 Posted March 8, 2007 Posted March 8, 2007 Very, very nice. Two questions : whta texture do you use for the clouds view by the top. What do you use for the SAM launch effect ? Quote
Fubar512 Posted March 8, 2007 Author Posted March 8, 2007 Bibbo, Yes, I've networked the air defenses on all the ships. Each class engaged as the aircraft came within the range of their individual weapons. That's why the Spruance-class DDs (in the background) did not engage with their Sea Sparrows....the bombers were still too far away. JAT, That cloud top texture is from a package that was released several years ago, titled "Atmosphere V4". The SAM trail effects are the default SF SAM booster and SAM-launch cloud effects. Both have been treated to a few tweaks to make them frame-rate friendly. Quote
Blade Posted March 9, 2007 Posted March 9, 2007 The SAM trail effects are the default SF SAM booster and SAM-launch cloud effects. Both have been treated to a few tweaks to make them frame-rate friendly. Hi Fubar, Would you be so kind to share these tweaks with us...? Frame rate issues have always been a general concern. Thanks Bl. Quote
Fubar512 Posted March 9, 2007 Author Posted March 9, 2007 Hi Fubar, Would you be so kind to share these tweaks with us...? Frame rate issues have always been a general concern. Thanks Bl. Blade, I'll do that as soon as I get a bit of free time this evening. Quote
Blade Posted March 9, 2007 Posted March 9, 2007 Blade, I'll do that as soon as I get a bit of free time this evening. Many thanks. Bl. Quote
+NeverEnough Posted March 10, 2007 Posted March 10, 2007 For those curious types looking for the "Atmosphere V4" mod, it is available in the Utility section on page three on Checksix-fr. I just found it, and it was done by Sony Tuckson. Quote
Canadair Posted March 10, 2007 Posted March 10, 2007 Thanks Fubar,, help about the sam trail would be really appreciate,, possibly with clarifications on how to install the effects you tweaked and remove (if needed) those coming with the weapon pack,,, seems to me that the "booster" part of the effect is missing in your sam launches in the video,, and tha would be a perhaps more realistic AND frame saving idea!,, but I might be wrong,, so please..could you share? many thanks,, (sll looking for beta testers for my campaign!) Quote
Fubar512 Posted March 10, 2007 Author Posted March 10, 2007 This what I'm using on the Terriers and SM-1 & 2 SAMs: EffectClassName=LargeMissileEffects BoosterEffectName=LargeMissileFireEffect InFlightEffectName=MissileInFlightEffect Here's the data for the LargeMissileFireEffect.ini [EffectType001] Name=LargeMissileFireEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=RocketFlareEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=LargeMissileFireEmitter Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 Element[03].ElementType=HOLD_EMITTER Element[03].ElementName=LargeMissileLaunchSmokeEmitter Element[03].StartTime=0.000000 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=-1.000000 Element[03].EjectTimeDeviation=0.000000 Element[04].ElementType=PLACE_EMITTER Element[04].ElementName=LargeSAMLaunchSmokeEmitter Element[04].StartTime=0.000000 Element[04].StartTimeDeviation=0.000000 Element[04].EjectTime=-1.000000 Element[04].EjectTimeDeviation=0.000000 Element[05].ElementType=PLACE_EMITTER Element[05].ElementName=LargeWhiteSmokeEmitter Element[05].StartTime=0.000000 Element[05].StartTimeDeviation=0.000000 Element[05].EjectTime=-1.000000 Element[05].EjectTimeDeviation=0.000000 [EmitterType001] Name=LargeMissileFireEmitter EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=30000.000000 EmissionRate=0.00120 EmissionVolume=0.010000,0.010000,0.010000 HasLightSource=TRUE LightColor=0.50,0.45,0.00 LightRange=500.0 LightSrcOffset=0.0,0.0,0.0 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.200 ParticleLifeTimeDeviation=0.050000 ParticleWeight=-0.30000 ParticleRandomness=0.020000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.450000,0.450000,0.450000,0.400000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.350000,0.350000,0.350000,0.200000 ParticleColor[03].Time=0.700000 ParticleColor[03].Value=0.100000,0.080000,0.060000,0.040000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=1.0000 ParticleSize[02].Time=0.600000 ParticleSize[02].Value=2.6000 ParticleSize[03].Time=1.000000 ParticleSize[03].Value=2.00000 ParticleSizeDeviation=0.100000 TextureMaterial=SamburnerMaterial [EmitterType002] Name=LargeMissileLaunchSmokeEmitter EmissionType=ORIENTED_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=30000.000000 EmissionRate=0.01000 EmissionVolume=0.010000,0.010000,0.010000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,0.000000 EmissionVelocityDeviation=0.0000000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=5.000000 ParticleLifeTimeDeviation=0.5000 ParticleWeight=0.00000 ParticleRandomness=0.100000 ParticleDragFactor=0.200000 ParticleInheritence=0.700000 ParticleWindFactor=0.5 ParticleColorTableType=TABLE ParticleColor[01].Time=0 ParticleColor[01].Value=0.300000,0.300000,0.300000,0.000000 ParticleColor[02].Time=0.05 ParticleColor[02].Value=0.900000,0.880000,0.8600000,0.600000 ParticleColor[03].Time=1.0 ParticleColor[03].Value=0.8500000,0.820000,0.80000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=1.00000 ParticleSize[02].Time=0.0400000 ParticleSize[02].Value=8.00000 ParticleSize[03].Time=0.200000 ParticleSize[03].Value=18.00000 ParticleSize[04].Time=0.500000 ParticleSize[04].Value=25.000000 ParticleSize[05].Time=1.000000 ParticleSize[05].Value=28.00000 BaseSizeDeviation=0.5 TextureMaterial=WhiteSmokeMaterial [EmitterType003] Name=LargeSAMLaunchSmokeEmitter EmissionType=RADIAL_EMITTER UpdateType=SIMPLE_POINT LifeTime=0.60 Inheritence=0.00000 MaxVisibleDistance=20000.000000 ZeroVelocityZ=TRUE EmissionRate=0.0010000 EmissionVolume=0.040000,0.100000,0.040000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,0.000000 EmissionVelocityDeviation=0.00000 RadialVelocityTableType=CONSTANT RadialVelocity=35.0 RadialVelocityDeviation=0.100000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=10.000000 ParticleLifeTimeDeviation=0.300000 ParticleWeight=-0.20000 ParticleRandomness=0.080000 ParticleDragFactor=0.500000 ParticleInheritence=1.000000 ParticleWindFactor=0.25 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.900000,0.900000,0.900000,0.000000 ParticleColor[02].Time=0.050000 ParticleColor[02].Value=0.800000,0.7500000,0.700000,0.600000 ParticleColor[03].Time=0.200000 ParticleColor[03].Value=0.7500000,0.700000,0.650000,0.500000 ParticleColor[04].Time=0.300000 ParticleColor[04].Value=0.700000,0.6600000,0.62000,0.400000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=0.600000,0.5700000,0.5300000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=2.00000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=8.00000 ParticleSize[03].Time=0.250000 ParticleSize[03].Value=16.000000 ParticleSize[04].Time=1.000000 ParticleSize[04].Value=28.00000 BaseSizeDeviation=0.3 TextureMaterial=WhiteSmokeMaterial [EmitterType004] Name=LargeWhiteSmokeEmitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=.500000 MaxVisibleDistance=18000.000000 PositiveZOnly=TRUE EmissionRate=0.01300000 EmissionVolume=0.40000,0.40000,0.000000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,0.000000 EmissionVelocityDeviation=0.50000 RadialVelocityTableType=CONSTANT RadialVelocity=120000.0 RadialVelocityDeviation=0.500000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=5.5000 ParticleLifeTimeDeviation=0.400000 ParticleWeight=0.0000 ParticleRandomness=0.10000 ParticleDragFactor=0.250000 ParticleInheritence=0.0001000 ParticleWindFactor=0.25 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.0,1.0,1.0,0.0 ParticleColor[02].Time=0.10 ParticleColor[02].Value=1.0,1.0,1.0,0.35 ParticleColor[03].Time=1.0 ParticleColor[03].Value=0.8,0.8,1.0,0.0 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=12.00000 ParticleSize[02].Time=0.06000000 ParticleSize[02].Value=24.000000 ParticleSize[03].Time=0.1000000 ParticleSize[03].Value=30.000000 ParticleSize[04].Time=0.2000000 ParticleSize[04].Value=48.000000 ParticleSize[05].Time=0.5000000 ParticleSize[05].Value=56.000000 ParticleSize[06].Time=1.0000000 ParticleSize[06].Value=0.000000 TextureMaterial=WhiteSmokeMaterial [samburnerMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=0.500000,0.500000,0.500000,0.200000 DiffuseColor=0.500000,0.500000,0.500000,0.200000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=AfterburnerFire4.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [WhiteSmokeMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=smoke3.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE The MissileFireEffect.ini: [EffectType001] Name=MissileFireEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=RocketFlareEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=MissileFireEmitter Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 [EmitterType001] Name=RocketFlareEmitter EmissionType=HOLD_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 EmissionRate=1.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleColorTableType=CONSTANT ParticleColor=0.500000,0.500000,0.500000,0.200000 ParticleSizeTableType=CONSTANT ParticleSize=0.30000 ParticleSizeDeviation=0.100000 TextureMaterial=RocketFlareMaterial [EmitterType002] Name=MissileFireEmitter EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 EmissionRate=0.000800 EmissionVolume=0.010000,0.010000,0.010000 HasLightSource=TRUE LightColor=0.50,0.45,0.00 LightRange=400.0 LightSrcOffset=0.0,0.0,0.0 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.035000 ParticleLifeTimeDeviation=0.050000 ParticleWeight=-0.30000 ParticleRandomness=0.020000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.500000,0.50000,0.500000,0.250000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.500000,0.50000,0.390000,0.150000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.250000,0.17000,0.150000,0.100000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.00000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.150000 ParticleSize[02].Time=0.300000 ParticleSize[02].Value=0.350000 ParticleSize[03].Time=1.000000 ParticleSize[03].Value=0.400000 ParticleSizeDeviation=0.100000 TextureMaterial=MissileFireMaterial [RocketFlareMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=rocketflare.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [MissileFireMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=0.500000,0.500000,0.500000,0.200000 DiffuseColor=0.500000,0.500000,0.500000,0.200000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=AfterburnerFire4.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE Quote
Canadair Posted March 11, 2007 Posted March 11, 2007 Thanks Fubar; So basically yu replaced the LargeSamtraieffect with a modified Missileinflgihteffect; I have a question; the missileinflighteffect is shared with all the AA missiles,, does this chamge anything with thme? Quote
Canadair Posted March 11, 2007 Posted March 11, 2007 Fubar please explain more: Why you posted the missilefireeffet.ini? Quote
Canadair Posted March 11, 2007 Posted March 11, 2007 And missileiinflghteffect instead of largesamtrail right? Quote
jtin Posted March 13, 2007 Posted March 13, 2007 Some of the SAMs might use the regular missilefireeffect. I would think that the in flight effect would include the SAM trail. I'm not sure. I'll have to try it out. Quote
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