+Laton 4 Posted February 28, 2008 Hi Guys, Been messing about making a new engine damage effect. This changes the existing puffy greyish smoke to a heavier brown tinged effect. Still experimental but if anyone wants to give it a go (or make mods/changes) here's the procedure: Step 1: Go to your First Eagles/Effects folder and make a backup copy of the AircraftEngineDamageEffect.ini file. Step 2: Double check you have a copy of the AircraftEngineDamageEffect.ini file so you can go back to it. Step 3:Open AircraftEngineDamageEffect.ini with a text editor, get rid of all the text and replace it with the following: [EffectType001] Name=AircraftEngineDamageEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=AircraftEngineDamageSmokeEmitter Element[01].StartTime=0.0 Element[01].StartTimeDeviation=0.0 Element[01].EjectTime=-1.0 Element[01].EjectTimeDeviation=0.0 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=AircraftEngineDamageFireTrailEmitter Element[02].StartTime=0.0 Element[02].StartTimeDeviation=0.0 Element[02].EjectTime=-1.0 Element[02].EjectTimeDeviation=0.0 [EmitterType001] Name=AircraftEngineDamageSmokeEmitter EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=10000.000000 EmissionRate=0.02000 EmissionVolume=0.100000,0.100000,0.100000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=ANIMATED_SPRITE ParticleNumAnimationFrame=4 ParticleAnimationScale=0.5 ParticleRandomOrientation=TRUE ParticleLifeTime=12.000000 ParticleLifeTimeDeviation=0.700000 ParticleWeight=0.00000 ParticleRandomness=0.100000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.400000,0.300000,0.200000,0.000000 ParticleColor[02].Time=0.005000 ParticleColor[02].Value=0.400000,0.300000,0.200000,0.250000 ParticleColor[03].Time=0.800000 ParticleColor[03].Value=0.200000,0.200000,0.200000,0.250000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.100000,0.100000,0.100000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.400000 ParticleSize[02].Time=0.5000000 ParticleSize[02].Value=3.000000 ParticleSize[03].Time=1.5000000 ParticleSize[03].Value=9.000000 BaseSizeDeviation=0.4 TextureMaterial=AnimatedSmokeMaterial [EmitterType002] Name=AircraftEngineDamageFireTrailEmitter EmissionType=POINT_EMITTER UpdateType=RANDOM_MOVING Weight=-3.00000 MaxVisibleDistance=10000.000000 EmissionRate=0.02000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=CONNECTED_SPRITE ParticleLifeTime=14.000000 ParticleWeight=0.00000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.400000,0.300000,0.200000,0.000000 ParticleColor[02].Time=0.010000 ParticleColor[02].Value=0.300000,0.300000,0.100000,0.400000 ParticleColor[03].Time=0.400000 ParticleColor[03].Value=0.100000,0.100000,0.100000,0.250000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.100000,0.100000,0.100000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.800000 ParticleSize[02].Time=1.000000 ParticleSize[02].Value=2.000000 ParticleSize[03].Time=1.600000 ParticleSize[03].Value=9.000000 BaseSizeDeviation=0.4 TextureMaterial=SmokeTrailMaterial [smokeTrailMaterial] 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=smoketrail.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [AnimatedSmokeMaterial] 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=AnimatedSmoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE Save and give it a go. To change back delete the new version and rename the copy you made in Step 1. Cheers See you in 6 weeks :biggrin: Share this post Link to post Share on other sites
+christian59 8 Posted February 28, 2008 thank you see you later Share this post Link to post Share on other sites
+whiteknight06604 934 Posted February 28, 2008 it looks good.i'll have to test it out when i get out of work in the morning. Share this post Link to post Share on other sites
+pcpilot 181 Posted February 29, 2008 Looks good laton...now if we could just have oil spatters on the windscreen like the old game SWOTL. Loved that effect, lol. Share this post Link to post Share on other sites
+p10ppy 2 Posted February 29, 2008 Does look good Laton (like the dirty brown especially) now if we could just have oil spatters on the windscreen like the old game SWOTL. Loved that effect, lol. Might be possible with the damage modeling link the cockpit glass to the nose or engine node and then do a damaged cockpit glass node (only in max I'm afraid) with a new spattered texture can't think of a way to do it out side of max... unless you can use two differing XXX_holes.tga's? and can map an alpha over an alpha? (seems a long shot) Share this post Link to post Share on other sites
Bandy 3 Posted February 29, 2008 (edited) Now THAT would be very cool. A challenge to land with all that smoke in the cockpit (does it affect the player's view?) and a blotted out windscreen to boot. BUT to make the emerg landing and then find out your dead? I hate when that happens.... Edited February 29, 2008 by B Bandy RFC Share this post Link to post Share on other sites