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Laton

New engine damage effect

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Hi Guys,

 

Been messing about making a new engine damage effect. This changes the existing puffy greyish smoke to a heavier brown tinged effect.

 

eff3.jpg

 

eff2.jpg

 

eff1.jpg

 

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: :biggrin: :biggrin:

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Looks good laton...now if we could just have oil spatters on the windscreen like the old game SWOTL. Loved that effect, lol.

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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) :blush:

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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 by B Bandy RFC

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