kukulino Posted November 18, 2007 Posted November 18, 2007 (edited) Hi pilots I have this prob: This is cannon hit. Looks like missing .tga But i did something wrong, when I copied files into folders. I did it for two times, but no success. What do you think about that? Edited November 18, 2007 by kukulino Quote
+Stary Posted November 19, 2007 Author Posted November 19, 2007 (edited) Hi Kukulino. Try dowloading "new guns hit effects" from weapons mods section: http://forum.combatace.com/index.php?autom...p;showfile=3600 There should be the tga missing -extract to effects folder, overwrite Edited November 19, 2007 by CA_Stary Quote
+Crusader Posted November 19, 2007 Posted November 19, 2007 (edited) I've run into this prob too lately, the missing files are : - 23mm.tga - Pinky.tga (iirc) from the 23mmObjectHitEffect Edited November 19, 2007 by Crusader Quote
Lexx_Luthor Posted February 10, 2008 Posted February 10, 2008 Wow, just found this. Very nice. To greatly save performance hit, use several different "emitters" for the smoke -- lots of small smoke particles for the lower heights that terminate (relatively) quickly, then far smaller numbers of larger growing particles at high levels that last longer. May want to add a wind so the overall cloud bends over with height ... ParticleWindFactor=0.5 for example ... the number can be from [ 0 , 1 ], and different smoke emitters can have different wind factors (low smoke low wind, high smoke high wind). Stuff like that. CA stary:: 11 thousand feet smoke is nice to watch for few times, then it starts to annoy me. Don't get "tired" of this effect...make it work! -------------------------------------- The Hanoi Pol Strike Colonel James H. Kasler : : Looking back toward Hanoi, I could still see the smoke column over 150 miles away. : : ~> http://www.airpower.au.af.mil/airchronicle...dec/kasler.html -------------------------------------- Quote
aRaven Posted February 10, 2008 Posted February 10, 2008 Wow, just found this. Very nice. To greatly save performance hit, use several different "emitters" for the smoke -- lots of small smoke particles for the lower heights that terminate (relatively) quickly, then far smaller numbers of larger growing particles at high levels that last longer. May want to add a wind so the overall cloud bends over with height ... ParticleWindFactor=0.5 for example ... the number can be from [ 0 , 1 ], and different smoke emitters can have different wind factors (low smoke low wind, high smoke high wind). Stuff like that. Didn't understand you completely. could you elaborate further? What parameters and files do i have to edit to increase the performance? Quote
Guest Eject Posted January 28, 2010 Posted January 28, 2010 (edited) File Name: Enhanced Explosions 2 File Submitter: CA_Stary File Submitted: 11 Oct 2007 File Updated: 8 Mar 2008 File Category: Effect Mods File Version: 2.01 Website: No Information UPDATE 8.03.2008 v2.01 -included missing 23mm.tga and pinky.tga used by 23mmobjecthiteffect -thanks to Canadair for finding it -included flareflash.tga, available in separate fix download __________________________________________________________________________________________________________________________________ This is a major update and extension of my "Enhanced Explosions" effects pack. If you've been using original Enhanced Explosions, you know what to expect -Hollywood style cinematic explosions, created to give TK's sims a blast. Also I still enjoy old "Jane's ATF" very much, and I missed some of it's spectacular fire in the sky lately. New stuff included is mostly about ground strikes and various air2ground weapons effects. Click here to download this file I DL-ed the other day on of urs. Is it urs Stary? Awesome effect. Uh Oh, can't find here an attachment to upload. I just uploaded some skrinshots, one of them probably was ur mod on effects. http://forum.combatace.com/uploads/1264640372/gallery_53411_400_159499.jpg Edited January 28, 2010 by Eject Quote
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