Lexx_Luthor Posted February 11, 2008 Posted February 11, 2008 *update* v1.11 Siberian Sky -- Experimental 3-D Rocket Exhaust View File *** 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. Submitter Lexx_Luthor Submitted 02/11/2008 Category Effect Mods Quote
+Spillone104 Posted February 11, 2008 Posted February 11, 2008 These effects are GREAT!!! Thank you Lexx. Quote
Jug Posted February 11, 2008 Posted February 11, 2008 These effects are GREAT!!! 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. Quote
Lexx_Luthor Posted February 12, 2008 Author Posted February 12, 2008 (edited) 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 February 12, 2008 by Lexx_Luthor Quote
Jug Posted February 12, 2008 Posted February 12, 2008 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. Quote
Leeloominai Posted February 13, 2008 Posted February 13, 2008 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) Quote
Lexx_Luthor Posted February 13, 2008 Author Posted February 13, 2008 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. Quote
Leeloominai Posted February 13, 2008 Posted February 13, 2008 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 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.. Quote
Lexx_Luthor Posted February 14, 2008 Author Posted February 14, 2008 (edited) 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 February 14, 2008 by Lexx_Luthor Quote
Leeloominai Posted February 14, 2008 Posted February 14, 2008 This is what i got....(of course after reading your instructions many times , and trying about a millon more ) ....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 ...) 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), 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....... Quote
Lexx_Luthor Posted February 14, 2008 Author Posted February 14, 2008 Wow, great work. Poast your R0 here. I'll try it. Thanks! You gotta love that loadout. Quote
Lexx_Luthor Posted February 14, 2008 Author Posted February 14, 2008 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. 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. Quote
Leeloominai Posted February 14, 2008 Posted February 14, 2008 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: ...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 )..... Hope this works for you everyone....... if don't, read Mr Luthor's instruccions again.......Salutes Quote
Lexx_Luthor Posted February 15, 2008 Author Posted February 15, 2008 (edited) 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 February 15, 2008 by Lexx_Luthor Quote
+FastCargo Posted February 15, 2008 Posted February 15, 2008 Nice effects...works perfect for certain weapons. Awesome on the ASAT prototype I'm making... FastCargo Quote
Leeloominai Posted February 15, 2008 Posted February 15, 2008 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 (lately my eyes seem to be like this all the time [just tired], jeje)........ Quote
Lexx_Luthor Posted February 16, 2008 Author Posted February 16, 2008 Take a break from it. 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 (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. Quote
Leeloominai Posted February 16, 2008 Posted February 16, 2008 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): .....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 Quote
Lexx_Luthor Posted February 16, 2008 Author Posted February 16, 2008 (edited) 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. Edited February 17, 2008 by Lexx_Luthor Quote
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