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Lexx_Luthor

*update* v1.11 Siberian Sky -- Experimental 3-D Rocket Exhaust

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*update* v1.11 Siberian Sky -- Experimental 3-D Rocket Exhaust

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*** Note added August 2013: Decrease the particle generation rate in case of slow flying launching platforms, such as helicoptors or WW2 fighter bombers, to avoid too high density of smoke particles which look bad.

 

**

June 2010. Updated to include the ancient Smoke3.tga. I had always thought this was game stock. I was wrong. Somebody, I don't know who, made the Smoke3.tga for the old Weapons Pack but that pack seems not used much today. So I include it now, finally.

**

I'm using 7zip as file compression. I first saw it at Column5's Cold War downloads pages, so I tried it and love it.

7zip ~> http://www.7zip.com/

 

 

This project is part of a planned series of grafix effects that may be used in an attempt to simulate classical era strategic strike/interception (Siberian Sky).

 

In 3D Rocket Exhaust, large numbers of 2D images combine to form 3D flame and smoke trails. The goal is immersive smoke/flame seen from the cockpit, and long range visibility of flame (night) and smoke (day). There can be a cpu performance hit with large numbers of missiles firing off within the defined MaxVisibility distances. Description, development, limitations, and possible employment or improvements of this and future grafix effects are at the ThirdWire webboard thread below...

 

ThirdWire thread ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=4964

 

PROJECT USE PRE-REQUISITES:

(1) Know how to work the sim's weapons and the Weapon Editor. This editor and some basic tutorials are found here at the CombatAce.

(2) Know how to work the Cat Extractor to extract encrypted text files for editing. This extractor is found here at the CombatAce.

 

-----------

 

V 1.11 has Smoke3.tga included.

 

V 1.1 has...

(1) One additional step smaller rocket exhaust effect, and two effects for smaller unguided rockets -- U1 and U2 are made with greatly reduced particle density in expectation of large rocket volleys.

(2) Better naming system .... R1 (the new smallest effect) to R8 (the old R7 of v1.0).... also U1 and U2.

(3) Hopefully better instructions.


 

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These effects are GREAT!!! :good:

Thank you Lexx.

 

 

I agree, they look great. Unfortunately, I am new to using the Weapons Editor and the readme leaves me a bit confused as to where I enter the values suggested to see the effect. A little expansion on the content of the readme would be appreciated.

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Right. In your WeaponData text file, you assign Rn of choice to the following variables -- n an integer of [ 1 , 7 ]. Sustainer grafix don't work in the sim however. If you work in the WeaponEditor, I guess place an Rn in the fields....I never use the editor except to SAVE as described in the CombatAce tutorial -- mmm I didn't think about this.

 

BoosterEffectName=Rn

SustainerEffectName=Rn

InFlightEffectName=Rn

 

edit...this could be confusting: There is only one (1) unguided rocket effect -- S5. There are no Sn except for S5. The "S5" name came to me from the ancient rocket called S-5. Maybe I should just call it R0 or something. You can change names if you wish.

Edited by Lexx_Luthor

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Right. In your WeaponData text file, you assign Rn of choice to the following variables -- n an integer of [ 1 , 7 ]. Sustainer grafix don't work in the sim however. If you work in the WeaponEditor, I guess place an Rn in the fields....I never use the editor except to SAVE as described in the CombatAce tutorial -- mmm I didn't think about this.

 

BoosterEffectName=Rn

SustainerEffectName=Rn

InFlightEffectName=Rn

 

edit...this could be confusting: There is only one (1) unguided rocket effect -- S5. There are no Sn except for S5. The "S5" name came to me from the ancient rocket called S-5. Maybe I should just call it R0 or something. You can change names if you wish.

 

Thanks, Lexx. Old fuzzy brain coming into focus now.

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i ve been thinking were i saw this befoe and was in other installation of SFP1, i forgot the spectacular effects you made in the firts pack........and this is what i got now:

 

 

This matra is using an "R1" effect (looks Cool, does it?)......Flares and Flechettes look great to, but everything has a side: i've lost the SAM smoke or burst (don't know wich one should be, only have missile coming with nothing following it), what have i done wrong.....? Help Please.....

 

 

Also made some "booster effect and booster duration" convination so you see it change the big trail to normal MissileInFlightEffect......

 

....Esto está Moe Bueno (flamming Moe's)

post-27308-1202863763_thumb.jpg

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Nothing here should change the burst, or warhead detonation effect.

 

There are three effects concerning missile exhaust...

 

BoosterEffectName

SustainerEffectName

InFlightEffectName

 

A single stage should just use Booster. Many SAMs have two stages, and we have a BIG problem with the game.

 

The Inflight effect is...I don't really know what but it lasts from launch to end of flight. I *think* TK made the Inflight effect to make missiles easy to see after motor burnout. Not sure. Use the stock Inflight effect if desired. One way to think of Inflight is the last bit of smoke coming out but I don't think this is correct. I'd think that after motor burnout, you only see missile and nothing else.

 

Sustainer effect does not work (physics yes, grafix no). To make multistage missiles without sustainer grafix, some possibilities are....

 

(1) Approximate the missing sustainer effect with the Inflight effect -- but it lasts all the way to missile end of flight.

 

(2) Make the missile single stage, with an "average" sized Booster effect and average the physics between the stages. I don't like this as its too much sacrifice of physics for grafix, but its a choice.

 

 

---

 

What is thrust of Matra? Should I make one more smaller sized effect? I just found out that early AIM-9s may have had thrust smaller than 2000kgf. The R-3 Soviet derivative is larger and I guess correspondingly greater thrust to make up for this.

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Hi Lexx and thanks for answering that fast, the thing was that i've managed to get the effect with Air to Air misiles (the Matra was one, with like 1.9 secs of bosster (R1) and after that, you see InFlightEffectName="MissileInFlightEffect", so the smoke trail change from R1 to a smaller one and looks good), i was about to ask you how can i make a smaller smoke trail to mix them like did with matra, but i think i don't have the skills required at this time,... (can't find thrust info for Magic)...

 

SAM SmokeTrail: My mistake....i was two beers up :crazy: and i forgot that i also got the "enhanced explotions" after including your Siberian effects and that messed my SAM smoke trail, sorry bout the confuse and cheers about the beers.....the effects are great...and sorry bout making you waste time with this..

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mmm, to make one step smaller than R1, in all emitters you divide four numbers by SQR(2) -- about 1.412. These four numbers are the rate, life, and the two sizes. First, you have to add some text blocks like the other Rn. I might do this with an update.

 

You could also divide the light range and max vis by SQR(2), but they are not so critical.

 

 

WAIT ...better...to keep it simple, use the R2 data instead, since any say "R0" would then be dividing the above numbers by 2 instead of SQR(2)...and R2's numbers are nice numbers (they are the numbers I started the project with). In fact, you could just delete R7's data at the bottom and copy/paste R2's data there, rename everything from R2xxx to R7xxx, divide by 2, and use R7 (or call it R0) for the new smallest effect. R7 is probably larger than any SAM you'd need, and may be more like something used by a medium sized ballistic missile.

Edited by Lexx_Luthor

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This is what i got....(of course after reading your instructions many times , and trying about a millon more :drag: )

....don't pay attention to the many missiles in my test aircraft(i use it to carry and test any and many weapons, a lot,.....and to play some arcade must confese :biggrin: ...)

 

post-27308-1202978685_thumb.jpg

this is R0, (note the fire half R1 size), as "Booster effect", during about 0.5 secs, so you can see the smoke changing from cockpit (this booster duration is not practical cause missile takes a lot to reach the target, if it does),

 

 

 

post-27308-1202978748_thumb.jpg

And this is "InFlight effect" changing the smoke and fire size,(modified other Rx effect), i have to change some values and fix sizes,.....but i finally got it.... Thanks very much.......

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Wow, great work. Poast your R0 here. I'll try it. Thanks!

 

 

You gotta love that loadout. :good:

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Here is my R3 effect for R-8 missile with about 11,000kgf thrust. I made these things for long distance visibility which probably all combat flight sims ignore, so things may be a bit oversized here.

 

Rocket-2.jpg

 

One thing --- there may be a HUGE difference in solid and liquid propellent rocket exhaust. I'd imagine solid gives off far more smoke. Think of Space Shuttle strap on booster smoke and the clean H2+O2 exhaust of the main engines. Granted, that is hydrogen which is as clean burning as you get.

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That looks beautiful, i think as you that is good to see the effects from long distance, specially when they are shooting at you,,,,,,,,,,,,,,,,,,i also been reading somewhere that A.I controlled aircraft can't use guided weaps, well the thing is that i saw a Harrier GR3 shooting a SeaEagle that in GR3 loadout is set to AntiShip missions (i was playing a Campaign), and that kind of weapon must have a huge smoke trail that you should see from anywhere.......

 

Also i have made a new R (R_nothing), just a little smaller than Half R0 that is convined as you see in the pictures, now i ve made it bigger than it looks before.....have my eyes "hechos bosta" (like s**t), but here is what i finally came with:

 

 

post-27308-1203014650_thumb.jpg

 

post-27308-1203014692_thumb.jpg

 

 

...this matra is set 550 "BoosterDuration=0.600000" (and as told is not a good booster time, it should be almost 2 seconds), "BoosterEffectName=R0" and "InFlightEffectName=R" ,

 

This is what i got following your instructions:

 

the effect types (R0 and R):=================================================>

 

[EffectType002]

Name=R0

Element[01].ElementType=HOLD_EMITTER

Element[01].ElementName=R0Flame

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=R0Smoke1

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=R0Smoke2

Element[03].StartTime=0.000000

Element[03].StartTimeDeviation=0.000000

Element[03].EjectTime=-1.000000

Element[03].EjectTimeDeviation=0.000000

Element[04].ElementType=HOLD_EMITTER

Element[04].ElementName=R0Smoke3

Element[04].StartTime=0.000000

Element[04].StartTimeDeviation=0.000000

Element[04].EjectTime=-1.000000

Element[04].EjectTimeDeviation=0.000000

Element[05].ElementType=HOLD_EMITTER

Element[05].ElementName=R0Smoke4

Element[05].StartTime=0.000000

Element[05].StartTimeDeviation=0.000000

Element[05].EjectTime=-1.000000

Element[05].EjectTimeDeviation=0.000000

Element[06].ElementType=HOLD_EMITTER

Element[06].ElementName=R0Smoke5

Element[06].StartTime=0.000000

Element[06].StartTimeDeviation=0.000000

Element[06].EjectTime=-1.000000

Element[06].EjectTimeDeviation=0.000000

 

[EffectType010]

Name=R

Element[01].ElementType=HOLD_EMITTER

Element[01].ElementName=RFlame

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=RSmoke1

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=RSmoke2

Element[03].StartTime=0.000000

Element[03].StartTimeDeviation=0.000000

Element[03].EjectTime=-1.000000

Element[03].EjectTimeDeviation=0.000000

Element[04].ElementType=HOLD_EMITTER

Element[04].ElementName=RSmoke3

Element[04].StartTime=0.000000

Element[04].StartTimeDeviation=0.000000

Element[04].EjectTime=-1.000000

Element[04].EjectTimeDeviation=0.000000

Element[05].ElementType=HOLD_EMITTER

Element[05].ElementName=RSmoke4

Element[05].StartTime=0.000000

Element[05].StartTimeDeviation=0.000000

Element[05].EjectTime=-1.000000

Element[05].EjectTimeDeviation=0.000000

Element[06].ElementType=HOLD_EMITTER

Element[06].ElementName=RSmoke5

Element[06].StartTime=0.000000

Element[06].StartTimeDeviation=0.000000

Element[06].EjectTime=-1.000000

Element[06].EjectTimeDeviation=0.000000

 

 

 

and the emmiter types (R0 and R):============================================>

 

[EmitterType052]

Name=R0Flame

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=025.0E+3

EmissionRate=0.000177

HasLightSource=TRUE

LightColor=1.0,1.0,0.5

LightRange=100

LightSrcOffset=0,0,0

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleLifeTime=0.0088

ParticleWindFactor=0.5

ParticleInheritence=1

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1.00,1.00,1.00,0

ParticleColor[02].Time=0.7

ParticleColor[02].Value=1.00,0.50,0.25,0

ParticleColor[03].Time=1.0

ParticleColor[03].Value=0,0,0,0

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0.177

ParticleSize[02].Time=1.0

ParticleSize[02].Value=0.7

BaseSizeDeviation=0.0

ParticleRandomness=0.0

ParticleLifeTimeDeviation=0.05

TextureMaterial=FlameMaterial

 

[EmitterType053]

Name=R0Smoke1

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=025.0E+3

EmissionRate=0.00053

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.110

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.2

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=0.50

ParticleSize[03].Value=0.26

ParticleSize[04].Time=1

ParticleSize[04].Value=0.88

BaseSizeDeviation=0.2

TextureMaterial=SmokeMaterial

 

[EmitterType054]

Name=R0Smoke2

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=025.0E+3

EmissionRate=0.00106

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.221

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.030

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.040

ParticleColor[03].Value=1,1,1,1

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.6

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0.53

ParticleSize[02].Time=1

ParticleSize[02].Value=1.77

BaseSizeDeviation=0.0

TextureMaterial=SmokeMaterial

 

[EmitterType055]

Name=R0Smoke3

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=025.0E+3

EmissionRate=0.00212

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.442

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.9

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.3

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=0.50

ParticleSize[03].Value=1.77

ParticleSize[04].Time=1

ParticleSize[04].Value=3.53

BaseSizeDeviation=0.1

TextureMaterial=SmokeMaterial

 

[EmitterType056]

Name=R0Smoke4

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=025.0E+3

EmissionRate=0.00824

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.88

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.6

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.2

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=0.50

ParticleSize[03].Value=3.53

ParticleSize[04].Time=1

ParticleSize[04].Value=7.1

BaseSizeDeviation=0.2

TextureMaterial=SmokeMaterial

 

[EmitterType057]

Name=R0Smoke5

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=025.0E+3

EmissionRate=0.0084

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=1.77

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.4

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.1

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=0.50

ParticleSize[03].Value=7.1

ParticleSize[04].Time=1

ParticleSize[04].Value=14.1

BaseSizeDeviation=0.2

TextureMaterial=SmokeMaterial

 

[EmitterType058]

Name=RFlame

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=025.0E+3

EmissionRate=0.000120

HasLightSource=TRUE

LightColor=1.0,1.0,0.5

LightRange=100

LightSrcOffset=0,0,0

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleLifeTime=0.0068

ParticleWindFactor=0.5

ParticleInheritence=1

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1.00,1.00,1.00,0

ParticleColor[02].Time=0.7

ParticleColor[02].Value=1.00,0.50,0.25,0

ParticleColor[03].Time=1.0

ParticleColor[03].Value=0,0,0,0

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0.120

ParticleSize[02].Time=1.0

ParticleSize[02].Value=0.50

BaseSizeDeviation=0.0

ParticleRandomness=0.0

ParticleLifeTimeDeviation=0.05

TextureMaterial=FlameMaterial

 

[EmitterType059]

Name=RSmoke1

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=025.0E+3

EmissionRate=0.00020

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.035

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.2

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=0.50

ParticleSize[03].Value=0.10

ParticleSize[04].Time=1

ParticleSize[04].Value=0.22

BaseSizeDeviation=0.2

TextureMaterial=SmokeMaterial

 

[EmitterType060]

Name=RSmoke2

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=025.0E+3

EmissionRate=0.000125

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.090

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.030

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.040

ParticleColor[03].Value=1,1,1,1

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.6

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0.17

ParticleSize[02].Time=1

ParticleSize[02].Value=0.44

BaseSizeDeviation=0.0

TextureMaterial=SmokeMaterial

 

[EmitterType061]

Name=RSmoke3

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=025.0E+3

EmissionRate=0.00080

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.130

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.9

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.3

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=0.50

ParticleSize[03].Value=0.44

ParticleSize[04].Time=1

ParticleSize[04].Value=1.10

BaseSizeDeviation=0.1

TextureMaterial=SmokeMaterial

 

[EmitterType062]

Name=RSmoke4

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=025.0E+3

EmissionRate=0.00243

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.30

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.6

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.2

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=0.50

ParticleSize[03].Value=1.10

ParticleSize[04].Time=1

ParticleSize[04].Value=2.00

BaseSizeDeviation=0.2

TextureMaterial=SmokeMaterial

 

[EmitterType063]

Name=RSmoke5

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=025.0E+3

EmissionRate=0.0022

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.44

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.4

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.1

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=0.50

ParticleSize[03].Value=1.88

ParticleSize[04].Time=1

ParticleSize[04].Value=4.9

BaseSizeDeviation=0.2

TextureMaterial=SmokeMaterial

 

<=====================================================================>

 

 

.............Course if anyone is looking this and want to try it, don't forget to change the numbers [emmitertype"0xx"] or [effecttype"0xx"] in order to follow what you have in your "MissileFireEffect.ini" (\effects folder) to make them work......

 

 

Salutes to you Mr Luthor (i've never imagine working with the biggest criminal mind :spiteful: ).....

 

Hope this works for you everyone....... if don't, read :rtfm: Mr Luthor's instruccions again.......Salutes

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Thanks. I did it too...R0...but got something different. I think you copy-pasted each R2 emitter??? If so, DON'T do that. Copy-paste the entire R2 effect.

 

They are not all the same...see bold in R0Smoke1 below is different from the other Smokes.

 

Divide the four R2 numbers listed above by 2...

 

EmissionRate

Lifetime

and the two final sizes

 

 

 

 

[EmitterType049]

Name=R0Flame

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=035.4E+3

EmissionRate=0.00025

HasLightSource=TRUE

LightColor=1.0,1.0,0.5

LightRange=141

LightSrcOffset=0,0,0

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleLifeTime=0.0125

ParticleWindFactor=0.5

ParticleInheritence=1

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1.00,1.00,1.00,0

ParticleColor[02].Time=0.7

ParticleColor[02].Value=1.00,0.50,0.25,0

ParticleColor[03].Time=1.0

ParticleColor[03].Value=0,0,0,0

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0.25

ParticleSize[02].Time=1.0

ParticleSize[02].Value=1.0

ParticleLifeTimeDeviation=0.10

TextureMaterial=FlameMaterial

//------------------------------------------------------------------------------

[EmitterType050]

Name=R0Smoke1

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=035.4E+3

EmissionRate=0.0015

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.3125

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.030

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.040

ParticleColor[03].Value=1,1,1,1

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.6

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0.75

ParticleSize[02].Time=1

ParticleSize[02].Value=2.50

BaseSizeDeviation=0.0

TextureMaterial=SmokeMaterial

//------------------------------------------------------------------------------

[EmitterType051]

Name=R0Smoke2

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=035.4E+3

EmissionRate=0.003

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.625

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.9

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.3

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=0.50

ParticleSize[03].Value=2.50

ParticleSize[04].Time=1

ParticleSize[04].Value=5.0

BaseSizeDeviation=0.1

TextureMaterial=SmokeMaterial

//------------------------------------------------------------------------------

[EmitterType052]

Name=R0Smoke3

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=035.4E+3

EmissionRate=0.006

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=1.25

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.6

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.2

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=0.50

ParticleSize[03].Value=5.0

ParticleSize[04].Time=1

ParticleSize[04].Value=10.0

BaseSizeDeviation=0.2

TextureMaterial=SmokeMaterial

//------------------------------------------------------------------------------

[EmitterType053]

Name=R0Smoke4

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=035.4E+3

EmissionRate=0.012

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=2.50

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.4

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.1

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=0.50

ParticleSize[03].Value=10.0

ParticleSize[04].Time=1

ParticleSize[04].Value=20.0

BaseSizeDeviation=0.2

TextureMaterial=SmokeMaterial

//------------------------------------------------------------------------------

[EmitterType054]

Name=R0Smoke5

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=035.4E+3

EmissionRate=0.024

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=5.0

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.2

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=0.50

ParticleSize[03].Value=20.0

ParticleSize[04].Time=1

ParticleSize[04].Value=40.0

BaseSizeDeviation=0.2

TextureMaterial=SmokeMaterial

Edited by Lexx_Luthor

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Nice effects...works perfect for certain weapons. Awesome on the ASAT prototype I'm making...

 

FastCargo

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been trying a little, but can't get it to work fine, told you i don't have enough knowledge.........i'll try to fix what i've done wrong and show you the results (been like 3 or 4 hours with this and can't get the right sizes)..... Salutes :drag: (lately my eyes seem to be like this all the time [just tired], jeje)........

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Take a break from it. :ok:

 

 

been trying a little, but can't get it to work fine, told you i don't have enough knowledge.........i'll try to fix what i've done wrong and show you the results (been like 3 or 4 hours with this and can't get the right sizes)..... Salutes :drag: (lately my eyes seem to be like this all the time [just tired], jeje)........

Just....start with R2, and divide by 2 the four numbers talked about above.

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Hello Lexx (feeling like stupid Clarky),,, well, i did as you said and got exact R0 as yours......then divided by 2 again and this came out:

 

 

this is R (R0 divided by 2):

 

post-27308-1203169921_thumb.jpg

.....but what can i do to have the fire effect more compact, as you can see, it looks like separated balls of fire.....(that sipinning piece of mirage in the back was me :black eye: ).....

 

 

[EmitterType058]

Name=RFlame

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=035.4E+3

EmissionRate=0.000125

HasLightSource=TRUE

LightColor=1.0,1.0,0.5

LightRange=100

LightSrcOffset=0,0,0

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleLifeTime=0.00625

ParticleWindFactor=0.5

ParticleInheritence=1

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1.00,1.00,1.00,0

ParticleColor[02].Time=0.7

ParticleColor[02].Value=1.00,0.50,0.25,0

ParticleColor[03].Time=1.0

ParticleColor[03].Value=0,0,0,0

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0.125

ParticleSize[02].Time=1.0

ParticleSize[02].Value=0.5

ParticleLifeTimeDeviation=0.05

TextureMaterial=FlameMaterial

 

[EmitterType059]

Name=RSmoke1

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=035.4E+3

EmissionRate=0.00085

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.157

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.030

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.040

ParticleColor[03].Value=1,1,1,1

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.6

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0.375

ParticleSize[02].Time=1

ParticleSize[02].Value=1.25

BaseSizeDeviation=0.0

TextureMaterial=SmokeMaterial

 

[EmitterType060]

Name=RSmoke2

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=035.4E+3

EmissionRate=0.0015

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.3125

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.9

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.3

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=0.50

ParticleSize[03].Value=1.25

ParticleSize[04].Time=1

ParticleSize[04].Value=2.25

BaseSizeDeviation=0.1

TextureMaterial=SmokeMaterial

 

[EmitterType061]

Name=RSmoke3

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=035.4E+3

EmissionRate=0.0030

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=0.625

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.6

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.2

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=0.50

ParticleSize[03].Value=2.50

ParticleSize[04].Time=1

ParticleSize[04].Value=5.0

BaseSizeDeviation=0.2

TextureMaterial=SmokeMaterial

 

 

[EmitterType062]

Name=RSmoke4

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=035.4E+3

EmissionRate=0.0060

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=1.25

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.4

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0.1

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=5.0

ParticleSize[03].Value=1

ParticleSize[04].Time=1

ParticleSize[04].Value=10.0

BaseSizeDeviation=0.2

TextureMaterial=SmokeMaterial

 

[EmitterType063]

Name=RSmoke5

EmissionType=POINT_EMITTER

UpdateType=NON_MOVING

MaxVisibleDistance=035.4E+3

EmissionRate=0.012

ParticleUpdateType=RANDOM_MOVING

ParticleRenderType=SPRITE

ParticleRandomOrientation=TRUE

ParticleLifeTime=2.50

ParticleWindFactor=0.5

ParticleColorTableType=TABLE

ParticleColor[01].Time=0

ParticleColor[01].Value=1,1,1,0

ParticleColor[02].Time=0.48

ParticleColor[02].Value=1,1,1,0

ParticleColor[03].Time=0.50

ParticleColor[03].Value=1,1,1,0.2

ParticleColor[04].Time=1

ParticleColor[04].Value=1,1,1,0

ParticleSizeTableType=TABLE

ParticleSize[01].Time=0

ParticleSize[01].Value=0

ParticleSize[02].Time=0.48

ParticleSize[02].Value=0

ParticleSize[03].Time=1

ParticleSize[03].Value=10.0

ParticleSize[04].Time=1

ParticleSize[04].Value=20.0

BaseSizeDeviation=0.2

TextureMaterial=SmokeMaterial

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EmissionRate controls the fire and smoke particle density. Have you looked at the ThudWire thread about this?

 

---

 

*UPDATE* --- I just uploaded a replacement file.

 

This has new smaller effect...R1...but all other Rn effectst are shifted higher....the old Rn are now R2 to R8.

Unguided rocket effects are U1 and U2 which are the same as the new R1 and R2 but with double EmissionRate (half the emission rate!) for performance if large number of unguided rockets are fired.

 

Hopefully more clear and more extensive instructions. :dntknw:

Edited by Lexx_Luthor

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