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Fubar512

SF/WoE video: Blue Water Ops

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Nice vid Fubar. Am I right in thinking that what you've achieved in that video is networked sams incorporated in the carrier fleet?

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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 ?

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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.

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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.

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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.

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Blade,

 

I'll do that as soon as I get a bit of free time this evening.

 

Many thanks. :clapping:

 

Bl.

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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.

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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!)

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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

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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?

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Fubar please explain more:

Why you posted the missilefireeffet.ini?

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And missileiinflghteffect instead of largesamtrail right?

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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.

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