+331Killerbee Posted May 12, 2009 Posted May 12, 2009 I got to say, This one stumped Me for a while. But I've got to give Brian32 Credit in pointing Me in the right Direction. This may be a Long Post, And after a while, A Moderator might want to move it to the Knowledge Base after We see Results on Members different Set-up's. First of all, I thought it might be a thing that was DX10 versus DX9c Problem or the Type of OS. But after thinking on it futher, It's not at all. I reflected on how the Sea-Water Effect worked on My XP Install after some Adjusting. The Water.fx Plug-in was there and eventually worked. So, this eliminated that Theory. Next, I started looking at the New ParticleSystem.INI and noticed that each Material had a Effects Plug-In with the .fx extension. This is where Brian32 stated He was getting Effects to work by adding the .fx Line to the Material of an Effect. So, I thought to Myself. Well, How come some Effects are working and some not. I found the Answer...... The Effects that work are Copies of existing Effects that use nothing more than another Texture called out. I.E. Afterburners and such.... So, How about Custom Effects like Nuke, WP and others......Well, Let's look at the Old Entries of WilliePete "Red" for a Minute. I was testing it and noticed small Flashes when it Hit, But no Effect. That told Me that the MissileObject.INI was working. So let's look at the "Old" WP "Red" Entries: [EffectType001] Name=RedWilliePeteGroundExplosion Element[01].ElementType=PLACE_EMITTER Element[01].ElementName=MediumRocketRadialDirtblastEmitter <<<< May have been Changed in Default. or Renamed. Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=PLACE_EMITTER Element[02].ElementName=MediumRocketRadialMistblastEmitter <<<< Same here. Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 Element[03].ElementType=PLACE_EMITTER Element[03].ElementName=MediumRocketGlowEmitter <<<< Maybe renamed. Element[03].StartTime=0.000000 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=-1.000000 Element[03].EjectTimeDeviation=0.000000 Element[04].ElementType=PLACE_EMITTER Element[04].ElementName=MediumRocketFlashEmitter <<<< Same here. Element[04].StartTime=0.000000 Element[04].StartTimeDeviation=0.000000 Element[04].EjectTime=-1.000000 Element[04].EjectTimeDeviation=0.000000 Element[05].ElementType=PLACE_EMITTER Element[05].ElementName=WpRocketGroundExplosion <<<<<<<<< Custom Effect Element[05].StartTime=0.050000 Element[05].StartTimeDeviation=0.000000 Element[05].EjectTime=-1.000000 Element[05].EjectTimeDeviation=0.000000 Element[06].ElementType=PLACE_EMITTER Element[06].ElementName=WpRocketLastingSmokeEmitter <<<<<<< Custom Effect Element[06].StartTime=0.0500 Element[06].StartTimeDeviation=0.000000 Element[06].EjectTime=-1.000000 Element[06].EjectTimeDeviation=0.000000 Element[07].ElementType=PLACE_EMITTER Element[07].ElementName=MediumRocketDebrisEmitter <<<< Maybe Renamed or not. Element[07].StartTime=0.000000 Element[07].StartTimeDeviation=0.000000 Element[07].EjectTime=-1.000000 Element[07].EjectTimeDeviation=0.000000 Element[08].ElementType=HOLD_EMITTER Element[08].ElementName=RedWpRocketLastingSmokeEmitter <<<<<Custom Effect Element[08].StartTime=1.200000 Element[08].StartTimeDeviation=0.000000 Element[08].EjectTime=100.000000 Element[08].EjectTimeDeviation=0.000000 Element[09].ElementType=PLACE_EMITTER Element[09].ElementName=MediumRocketShockWaveEmitter <<<<< May not be what's called in the ParticleSystem.INI Element[09].StartTime=0.000000 Element[09].StartTimeDeviation=0.000000 Element[09].EjectTime=-1.000000 Element[09].EjectTimeDeviation=0.000000 Element[10].ElementType=PLACE_EMITTER Element[10].ElementName=LargeGreySmokeEmitter<<<<<< Same Here. Element[10].StartTime=0.1000000 Element[10].StartTimeDeviation=0.000000 Element[10].EjectTime=-1.000000 Element[10].EjectTimeDeviation=0.000000 Element[11].ElementType=PLACE_EMITTER Element[11].ElementName=WPSparksEmitter <<<<< Custom Effect Element[11].StartTime=0.00000000 Element[11].StartTimeDeviation=0.000000 Element[11].EjectTime=-1.000000 Element[11].EjectTimeDeviation=0.000000 Element[12].ElementType=SCATTER_EMITTERS Element[12].ElementName=WpRocketExplosionFlyingDust <<<<<< Custom Effect Element[10].StartTime=0.0000000 Element[12].StartTimeDeviation=0.000000 Element[12].EjectTime=-1.000000 Element[12].EjectTimeDeviation=0.000000 Element[12].ScatterCount=8 Element[12].ScatterVolume=1.000000,1.000000,0.000000 Element[12].ScatterVelocity=600.000000,600.000000,150.000000 Element[12].ScatterVelocityBias=0.000000,0.000000,300.000000 Element[13].ElementType=PLACE_EMITTER Element[13].ElementName=NapalmGlowEmitter <<<< Is that what the new ParticleSystem calls it? Element[13].StartTime=0.000000 Element[13].StartTimeDeviation=0.000000 Element[13].EjectTime=-1.000000 Element[13].EjectTimeDeviation=0.000000 [EmitterType001] Name=RedWpRocketLastingSmokeEmitter EffectLevel=1 EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=18000.000000 EmissionRate=0.500000 EmissionVolume=0.000000,0.00000,3.00000 RadialVelocityTableType=CONSTANT RadialVelocity=4000.0 RadialVelocityDeviation=0.50000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=15.50000 ParticleLifeTimeDeviation=0.500000 ParticleWeight=-8.00000 ParticleRandomness=0.080000 ParticleInheritence=0.001 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.800000,0.800000,0.8000000,0.1200000 ParticleColor[02].Time=0.0320000 ParticleColor[02].Value=1.000000,1.000000,1.000000,0.30000000 ParticleColor[03].Time=0.800000 ParticleColor[03].Value=0.800000,0.800000,0.8000000,0.120000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.600000,0.600000,0.5000000,0.0000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=40.000000 ParticleSize[02].Time=0.2500000 ParticleSize[02].Value=45.000000 ParticleSize[03].Time=1.0000000 ParticleSize[03].Value=80.000000 BaseSizeDeviation=0.3 TextureMaterial=RedWpSmokeMaterial <<<<<<< Material Callout [RedWpSmokeMaterial] EffectShaderName=effectLightLevel.fx <<<<< The Effect Plug-in I was talking about. 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=RedSmoke.tga <<<< The Texture, Of course. TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE Now for the clintcher. Each "Custom Effect" indicated above, has to have the Plug-in associated with it's Material to show. If it's a Copy of an existing Effect......It doesn't need the Line..... It works off the Default first in the ParticleSystem.INI that already has the Line in it.... Now lets see some "BOOM"! Semper Fi! 331KillerBee
+331Killerbee Posted May 12, 2009 Author Posted May 12, 2009 BTW, TK Stated that We shouldn't have to edit the MissileObject.INI......Just make the Effect and tie it to a Weapon in the Weapons Editor.
+331Killerbee Posted May 13, 2009 Author Posted May 13, 2009 (edited) Oh yhea.....What do You see here? Just a part of them. Located in the ParticleSystem.INI of SF2 and SF2V.... [FireMaterial] EffectShaderName=twColor1.fx <<<<<<<<<< DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Fire.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [FireMaterial2] EffectShaderName=twColor1.fx <<<<<<<<<< DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Fire1.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [AnimatedFireMaterial] EffectShaderName=twColor1.fx <<<<<<<<< DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=AnimatedFire.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [ExhaustMaterial] EffectShaderName=effectLightLevel.fx <<<<<<<<< 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=smoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [smokeMaterial] EffectShaderName=effectLightLevel.fx <<<<<<<<< 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=smoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [AnimatedSmokeMaterial] EffectShaderName=effectLightLevel.fx <<<<<<<< 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 [TracerSmokeMaterial] EffectShaderName=effectLightLevel.fx <<<<<<<<< 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=tracersmoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [smokeTrailMaterial] EffectShaderName=effectLightLevel.fx <<<<<<<<< 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 [shockWaveMaterial] EffectShaderName=effectLightLevel.fx <<<<<<<<< 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_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Shock.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [RocketFlareMaterial] EffectShaderName=twColor1.fx <<<<<<<<< DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=rocketflare.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [DirtParticleMaterial] EffectShaderName=effectLightLevel.fx <<<<<<<<< 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=smoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [ExplosionParticleMaterial] EffectShaderName=twColor1.fx <<<<<<<< DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE 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_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=explosion1.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [FlashMaterial] EffectShaderName=twColor1.fx <<<<<<<<<< DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=circle32.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [RainMaterial] EffectShaderName=effectLightLevel.fx <<<<<<<<< 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=0 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=DIFFUSE TextureStage[01].StageAlphaOp=DIFFUSE [AfterburnerMaterial] EffectShaderName=twColor1.fx <<<<<<<<< DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=AfterburnerFire.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [WakeMaterial] EffectShaderName=effectLightLevel.fx <<<<<<<<<< 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=2.000000 PriorityLevel=3 CullMode=COUNTERCLOCKWISE 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 [bowWakeMaterial] EffectShaderName=effectLightLevel.fx <<<<<<<<<< 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=2.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=Wake1.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [WaterShockWaveMaterial] EffectShaderName=effectLightLevel.fx <<<<<<<<<<< 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=4.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=WaterShock.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [WaterOilMaterial] EffectShaderName=effectLightLevel.fx <<<<<<<<< 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=3.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=smoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [CannonWaterHitSpikeMaterial] EffectShaderName=effectLightLevel.fx <<<<<<<< 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=CannonWaterHitSpike.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [RoundMistMaterial] EffectShaderName=effectLightLevel.fx <<<<<<<<<< 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=4.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=RoundMist.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [GroundHitMaterial2] EffectShaderName=effectLightLevel.fx <<<<<<<<< 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=DirtHitSpike.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [FlashMaterial2] EffectShaderName=twColor1.fx <<<<<<<<<< DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,0.000000,0.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Flash.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE But then again, I could be a Blind Old Man....... You can add Entries to the MissileObject.INI to call out "Special Sounds" or make "Special" Effects. No one said that You couldn't. It's just as TK said there's no need to unless You have to. That's all.... Edited May 13, 2009 by 331Killerbee
+Old Diego Posted May 13, 2009 Posted May 13, 2009 (edited) Hey KB, this is looking like the effects robbing culprit. About half way through the post my eyes started to glaze over.....huh? Good find. I think I'll wait until people with the proper knowledge can beat this beast into submission. Edited May 13, 2009 by Old Diego
GwynO Posted May 13, 2009 Posted May 13, 2009 (edited) You're right KB, apart from the chaff ([ChaffMaterial2] EffectShaderName=effectChaff.fx), only those lines are used again and again. So it's a case of some trial and a lot of error I guess! I wish there weren't so many possible permutations, only two lines to choose for each material but hundreds of materials to test.. this will be a long week. Edited May 13, 2009 by Kopis n Xiphos
+331Killerbee Posted May 13, 2009 Author Posted May 13, 2009 All Effects wether "Stock" or "Custom" are in some sort a way, based off a "Stock" Effect. So it goes to reason, If Your Effect represents a Smoke like Effect.....You'd want to use a Plug-in that the "Stock" Smoke is using. Same goes for "Fire"..Debris, Wake....and so on....
+331Killerbee Posted May 13, 2009 Author Posted May 13, 2009 (edited) Each Effect is made up of "Elements". Each "Element" is a Effect or Emitter that is put together to make an overall Effect. If that Effect or Emitter calls out a "Material", Add the proper Plug-in best associated with the Type of Effect.... Edited May 13, 2009 by 331Killerbee
+331Killerbee Posted May 13, 2009 Author Posted May 13, 2009 (edited) Here's the other Plug-in.....There's only 3.... effectChaff.fx There's either a Lighting Plug-in, Color Plug-in or Chaff Plug-in.....And that one only applies to Chaff.... Edited May 13, 2009 by 331Killerbee
+331Killerbee Posted May 13, 2009 Author Posted May 13, 2009 Oh......And BTW. The Enviroment has a couple too. One I know for sure of the top of My Head is "Water.fx". Yall' remember the "Shimmering Water" Deal?
+331Killerbee Posted May 13, 2009 Author Posted May 13, 2009 Oh.....And one more thing......If the Effect dosen't call out for a Material.....No need for a Plug-In....
+331Killerbee Posted May 13, 2009 Author Posted May 13, 2009 (edited) Now for the Why? They are DX10 Plug-in's from the DX10 Library that will run on DX9c and 9c only of the 9 Series..... 9c will run them.....But run smoother and clearer on DX10. What they were intended for....... .fx= Graphic Effects. Edited May 13, 2009 by 331Killerbee
GwynO Posted May 13, 2009 Posted May 13, 2009 (edited) I just tested the nuclear effect included in the SFP2 Ordnance Shop with the lighting effect for all materials, thus: [shockWaveMaterial2] EffectShaderName=effectLightLevel.fx 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_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=WP_Shock1.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NFlashMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=TRUE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=WP_Nflash.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeExplosionMaterial] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=WP_Explosion3.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeDustMaterial] EffectShaderName=effectLightLevel.fx 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=WP_Ndust.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeHitSpikeMaterial] EffectShaderName=effectLightLevel.fx 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=WP_NukeSpike.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NFlashMaterial2] EffectShaderName=effectLightLevel.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=WP_NFlash.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE Nothing. Not one flash or puff of smoke. This is what really does my head in about moding/tweaking is that on my weak lametop system, it takes 3-4 minutes to get into game from desktop, anywhere between 5 and 10 minutes at the loading screen and then another 5 minutes or so to close the game back down to desktop all so as to change one line in an ini and get back in and try again. My next guess would be to select all colour fx for those materials, from what little I remember from math at school, where repetition is allowed n = the number of choices (two lines), r = repetition (in this instance 6 materials) and total permutations = n to the power of r.... only another 62 tries left after that. There must be a quicker way. edit: I knew my maths was bad, but not that bad! Edited May 13, 2009 by Kopis n Xiphos
+331Killerbee Posted May 13, 2009 Author Posted May 13, 2009 You see all these "Elements"? Were they changed too? [EffectType001] Name=NukeExplosionEffect Element[01].ElementType=PLACE_EMITTER Element[01].ElementName=VeryLargeNukeFlashEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=PLACE_EMITTER Element[02].ElementName=VeryLargeBombShockWaveEmitter2 Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=1.000000 Element[02].EjectTimeDeviation=0.000000 Element[03].ElementType=PLACE_EMITTER Element[03].ElementName=LargeGreySmokeEmitter2 Element[03].StartTime=0.000000 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=18.000000 Element[03].EjectTimeDeviation=0.000000 Element[04].ElementType=HOLD_EMITTER Element[04].ElementName=NukeExplosionEmitter Element[04].StartTime=-1.000000 Element[04].StartTimeDeviation=0.000000 Element[04].EjectTime=17.000000 Element[04].EjectTimeDeviation=0.000000 Element[05].ElementType=SCATTER_EMITTERS Element[05].ElementName=AircraftFireySmokeEmitter Element[05].StartTime=0.1000000 Element[05].StartTimeDeviation=0.000000 Element[05].EjectTime=-1.000000 Element[05].EjectTimeDeviation=0.000000 Element[05].ScatterCount=4 Element[05].ScatterVolume=50.000000,20.000000,10.000000 Element[05].ScatterVelocity=100.000000,100.000000,1000.000000 Element[05].ScatterVelocityBias=0.000000,0.000000,00.000000 Element[06].ElementType=HOLD_EMITTER Element[06].ElementName=NukePlume Element[06].StartTime=0.0000000 Element[06].StartTimeDeviation=0.000000 Element[06].EjectTime=-1.000000 Element[06].EjectTimeDeviation=0.000000 Element[07].ElementType=PLACE_EMITTER Element[07].ElementName=VeryLargeBombLargeDebrisEmitter Element[07].StartTime=0.000000 Element[07].StartTimeDeviation=0.000000 Element[07].EjectTime=-1.000000 Element[07].EjectTimeDeviation=0.000000 Element[08].ElementType=HOLD_EMITTER Element[08].ElementName=VeryLargeNukeFlashEmitter2 Element[08].StartTime=0.000000 Element[08].StartTimeDeviation=0.000000 Element[08].EjectTime=1.000000 Element[08].EjectTimeDeviation=0.000000 Nuke Plume looks like another Effect....I'll have to look at all the other Emitters to be sure they don't call out any Material.......AircraftFireySmokeEmitter is another I'll have to look at......Or if they even exist anymore. May have to be recreated.
+331Killerbee Posted May 13, 2009 Author Posted May 13, 2009 Oh...And I understand about Testing..... I know what You're going through... 1792 Weapons tweaked and tested that they'll show......
GwynO Posted May 13, 2009 Posted May 13, 2009 Oh...And I understand about Testing..... I know what You're going through... 1792 Weapons tweaked and tested that they'll show...... I feel your pain!!! !! ! I have nothing but total respect for you hardcore contributors to the community, I wish there was some easy way to do things like, alt tab out of the game, change what you want and then back in... but alas nooo. However, did you consider this for weapon testing... a fake aircraft, basically just a huuuuge mile long wing with hardpoints all along and a stable fm, nothing fancy, the idea being you could load up like one of each weapon under it, as much as it is long, and that way you can test what shows up a looot quicker? Just an idea from a tired, clapped out mind.
GwynO Posted May 13, 2009 Posted May 13, 2009 I completely forgot about the elements! Oh dear.... this will take a very, very long time indeed. Thankfully my significant other is in another country, or right now she would be throwing my lametop out of the window. Something tells me it will be a soul destroying process unless.... How about we ask the man himself for some pointers on when to use light or colour? Worth a shot I suppose.
+331Killerbee Posted May 13, 2009 Author Posted May 13, 2009 LOL.....I understand. But for the Nuke Effect. Here's the "Read Me" from TMF. They were Deuces Effects, But they added this at the Top: *** ADDUM *** to avoid conflict with some stock effets, the Mirage Factory have rename effets files *** end of ADDUM *** Maybe all the additions of the WP_ are messing up the Nukes? Maybe?
GwynO Posted May 13, 2009 Posted May 13, 2009 Could well be, especially now that the engine seems to be case sensitive in such things. I overlooked them at first, thinking wp was for Willie Pete! Same with Lexx's nuke effects having ww in front. I had a look at Lexx's effect inis and they call for tgas that also have the ww addition so I hesitate to rename everything, but possibly we might have to rename the master effect ini, LKT300effect.ini instead of ww-LKT300.ini for example, and likewise in the weapon editor, presumably it needs to state LKT300effect if that is the name of the effect ini we want it to use.
+331Killerbee Posted May 13, 2009 Author Posted May 13, 2009 I afraid to say it.....But in that case. You'll have to try it one Effect at a Time. Adding them all to the "Effects" File, then trying to sort them out, may create more Conflicts with each other trying to sort them all out. Since I've got the Weapons in. I've loaded up the "Range" in SF2......I'm going to use this approch. Starting off with a fresh "Effects" Folder and working on one Effect at a Time. Once I've got it working....I go into the Weapons Editor and add it to the Weapons that use it. I'll start working on it Tonight....Put My other Mods on hold for alittle Bit....
+331Killerbee Posted May 13, 2009 Author Posted May 13, 2009 Well, It's not the MissileObject.INI.....Here's an Example. TorpedoEffect is the last Entry in the .INI.... These I've found not working: FAE Any Nuke Effects Leaflet Effect Any Willie Pete Effects... All others seem to be working. Still testing though....
+Old Diego Posted May 13, 2009 Posted May 13, 2009 LOL...it looks like the OFFLINE Forum killed the fix for this. The fix was posted by TK on his board. All that is needed is to add the "effect" to the specific weapon data ini. For example from the Mk40_Hydra_M156 data ini add this code to the end of the data ini [WpRocketEffects] EffectShaderName=twColor1.fx -----------------------------< this may not be needed > GroundHitEffectName=WilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=WilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=MediumRocketAirExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 Once you do that, go and test the weapon. It should show the WP effect.
+331Killerbee Posted May 13, 2009 Author Posted May 13, 2009 EffectShaderName= Is not nessary. But does enhance the Effects somewhat. Noticed it testing with and without with CA_Stary's EE_3 Effects Pack....
+331Killerbee Posted May 13, 2009 Author Posted May 13, 2009 Since Guns Folder is created by the Gun Editor, I bet it's a safe Bet that Gun Effects are handled in the same way......
+331Killerbee Posted May 13, 2009 Author Posted May 13, 2009 Here's some of the "Old" Entries from the Eariler Titles MissileObject.INI now being used in the WeaponData.INI's.... [smallMissileEffects] GroundHitEffectName=SmallMissileGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=LargeRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=SmallMissileAirExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=SmallMissileAirExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [MediumMissileEffects] GroundHitEffectName=MediumMissileGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=SmallBombWaterHitEffect WaterHitSoundName= ObjectHitEffectName=MediumMissileAirExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName==MediumMissileAirExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [LargeMissileEffects] GroundHitEffectName=LargeMissileGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumBombWaterHitEffect WaterHitSoundName= ObjectHitEffectName=LargeMissileAirExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=LargeMissileAirExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=2 [smallRocketEffects] GroundHitEffectName=SmallRocketGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=SmallRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=SmallRocketAirExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=SmallRocketAirExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [MediumRocketEffects] GroundHitEffectName=MediumRocketGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=MediumRocketAirExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=MediumRocketAirExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [LargeRocketEffects] GroundHitEffectName=LargeRocketGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=LargeRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=LargeRocketAirExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=LargeRocketAirExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=2 [smallBombEffects] GroundHitEffectName=SmallBombEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=SmallBombWaterHitEffect WaterHitSoundName= ObjectHitEffectName=SmallBombAirExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=SmallBombAirExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=2 [MediumBombEffects] GroundHitEffectName=MediumBombEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumBombWaterHitEffect WaterHitSoundName= ObjectHitEffectName=MediumBombAirExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=MediumBombAirExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=3 [LargeBombEffects] GroundHitEffectName=LargeBombEffect GroundHitSoundName=BigExplosion.wav WaterHitEffectName=LargeBombWaterHitEffect WaterHitSoundName= ObjectHitEffectName=LargeBombAirExplosion ObjectHitSoundName=BigExplosion.wav ArmorHitEffectName=LargeBombAirExplosion ArmorHitSoundName=BigExplosion.wav CraterModelName= CraterType=4 [VeryLargeBombEffects] GroundHitEffectName=VeryLargeBombEffect GroundHitSoundName=BigExplosion.wav WaterHitEffectName=VeryLargeBombWaterHitEffect WaterHitSoundName= ObjectHitEffectName=VeryLargeBombAirExplosion ObjectHitSoundName=BigExplosion.wav ArmorHitEffectName=VeryLargeBombAirExplosion ArmorHitSoundName=BigExplosion.wav CraterModelName= CraterType=5 [ClusterBombEffects] GroundHitEffectName=ClusterBombletExplosionEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=SmallRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=SmallRocketGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=SmallRocketGroundExplosion ArmorHitSoundName=SmallExplosion.wav AirBurstEffectName=ClusterBombletEffect AirBurstSoundName= CraterModelName= [NapalmBombEffects] GroundHitEffectName=NapalmExplosionEffect GroundHitSoundName=Napalm.wav WaterHitEffectName=SmallRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=NapalmExplosionEffect ObjectHitSoundName=Napalm.wav ArmorHitEffectName=NapalmExplosionEffect ArmorHitSoundName=Napalm.wav CraterModelName= [ChaffBombEffects] GroundHitEffectName= GroundHitSoundName= WaterHitEffectName= WaterHitSoundName= ObjectHitEffectName= ObjectHitSoundName= ArmorHitEffectName= ArmorHitSoundName= AirBurstEffectName=ChaffEffect AirBurstSoundName= CraterModelName= [LeafletBombEffects] GroundHitEffectName= GroundHitSoundName= WaterHitEffectName= WaterHitSoundName= ObjectHitEffectName= ObjectHitSoundName= ArmorHitEffectName= ArmorHitSoundName= AirBurstEffectName=LeafletEffect AirBurstSoundName= CraterModelName= [WpARMissileMarkerEffects] GroundHitEffectName=WpARMissileMarkerEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=SmallRocketWaterHitEffect WaterHitSoundName=Splash.wav ObjectHitEffectName=WpARMissileMarkerEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=WpARMissileMarkerEffect ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [NukeExplosionEffect] GroundHitEffectName=NukeExplosionEffect GroundHitSoundName=Nuclear.wav WaterHitEffectName=NukeExplosionEffect WaterHitSoundName=Nuclear.wav ObjectHitEffectName=NukeExplosionEffect ObjectHitSoundName=Nuclear.wav ArmorHitEffectName=NukeExplosionEffect ArmorHitSoundName=Nuclear.wav AirBurstEffectName= AirBurstSoundName=Nuclear.wav CraterModelName= CraterType=5 [WpBombEffects] GroundHitEffectName=WilliePeteBombExplosion GroundHitSoundName=WPExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName=WPExplosion.wav ObjectHitEffectName=WilliePeteBombExplosion ObjectHitSoundName=WPExplosion.wav ArmorHitEffectName=MediumRocketAirExplosion ArmorHitSoundName=WPExplosion.wav CraterModelName= CraterType=1 [WpRocketEffects] GroundHitEffectName=WilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=WilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=MediumRocketAirExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [AerialNukeEffect] AirBurstEffectName=AerialNukeEffect AirBurstSoundName=Nuclear.wav GroundHitEffectName=NukeExplosionEffect GroundHitSoundName=Nuclear.wav [VLargeRocketEffects] GroundHitEffectName=LargeRocketGroundExplosion GroundHitSoundName=BigExplosion.wav WaterHitEffectName=LargeRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=LargeRocketAirExplosion ObjectHitSoundName=BigExplosion.wav ArmorHitEffectName=LargeRocketAirExplosion ArmorHitSoundName=BigExplosion.wav CraterModelName= CraterType=4 [smokeMarkerEffects] GroundHitEffectName=SmokeMarkerEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=SmokeMarkerEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=SmokeMarkerEffect ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType= [inertRocketEffects] GroundHitEffectName=InertRocketEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=InertRocketEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=InertRocketEffect ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType= [LumFlareEffects] GroundHitEffectName=LumFlareEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=LumFlareEffect WaterHitSoundName= ObjectHitEffectName=LumFlareEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=LumFlareEffect ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType= [FlechetteRocketEffects] GroundHitEffectName=FlechetteEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=SmallRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=FlechetteEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=FlechetteEffect ArmorHitSoundName=SmallExplosion.wav AirBurstEffectName=20mmObjectHitEffect AirBurstSoundName= CraterModelName= [smokeMarkerClusterEffects] GroundHitEffectName=SmokeMarkerEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=SmallRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=SmokeMarkerEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=SmokeMarkerEffect ArmorHitSoundName=SmallExplosion.wav AirBurstEffectName=20mmObjectHitEffect AirBurstSoundName= CraterModelName= [smallRocketClusterEffects] GroundHitEffectName=20mmObjectHitEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=20mmObjectHitEffect WaterHitSoundName= ObjectHitEffectName=20mmObjectHitEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=20mmObjectHitEffect ArmorHitSoundName=SmallExplosion.wav AirBurstEffectName=20mmObjectHitEffect AirBurstSoundName= CraterModelName= [inertBombEffects] GroundHitEffectName=InertBombEffect GroundHitSoundName= WaterHitEffectName=InertBombEffect WaterHitSoundName= ObjectHitEffectName=InertBombEffect ObjectHitSoundName= ArmorHitEffectName=InertBombEffect ArmorHitSoundName= AirBurstEffectName=InertBombEffect AirBurstSoundName= CraterModelName= [WpRedRocketEffects] GroundHitEffectName=RedWilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=RedWilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=RedWilliePeteGroundExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [WpGreenRocketEffects] GroundHitEffectName=GreenWilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=GreenWilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=GreenWilliePeteGroundExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [WpYellowRocketEffects] GroundHitEffectName=YellowWilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=YellowWilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=YellowWilliePeteGroundExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 [FAEBombEffects] GroundHitEffectName=FAEBombEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=FAEBombEffect WaterHitSoundName=SmallExplosion.wav ObjectHitEffectName=FAEBombEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=FAEBombEffect ArmorHitSoundName=SmallExplosion.wav AirBurstEffectName=FAEBombEffect AirBurstSoundName=SmallExplosion.wav CraterModelName= [PhotoflashBombEffects] GroundHitEffectName=PhotoflashBombEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=PhotoflashBombEffect WaterHitSoundName=SmallExplosion.wav ObjectHitEffectName=PhotoflashBombEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=PhotoflashBombEffect ArmorHitSoundName=SmallExplosion.wav AirBurstEffectName=PhotoflashBombEffect AirBurstSoundName=SmallExplosion.wav CraterModelName= [smokeDispenserEffects] GroundHitEffectName=SmokeDispenserEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=SmokeDispenserEffect WaterHitSoundName= ObjectHitEffectName=SmokeDispenserEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=SmokeDispenserEffect ArmorHitSoundName=SmallExplosion.wav AirBurstEffectName=SmokeDispenserEffect AirBurstSoundName= CraterModelName= [ParaBombEffects] GroundHitEffectName= GroundHitSoundName=parachute.wav WaterHitEffectName=LargeBombWaterHitEffect WaterHitSoundName=splash.wav ObjectHitEffectName= ObjectHitSoundName=parachute.wav ArmorHitEffectName= ArmorHitSoundName=parachute.wav CraterModelName= CraterType=6 [TorpedoEffects] GroundHitEffectName= GroundHitSoundName= WaterHitEffectName=VeryLargeBombWaterHitEffect WaterHitSoundName= ObjectHitEffectName=VeryLargeBombAirExplosion ObjectHitSoundName=BigExplosion.wav ArmorHitEffectName=VeryLargeBombAirExplosion ArmorHitSoundName=BigExplosion.wav CraterModelName= CraterType= [ParaTrooperEffects] GroundHitEffectName= GroundHitSoundName=parachute.wav WaterHitEffectName=SmallBombWaterHitEffect WaterHitSoundName=splash.wav ObjectHitEffectName= ObjectHitSoundName=parachute.wav ArmorHitEffectName= ArmorHitSoundName=parachute.wav CraterModelName= CraterType= I drop the "S" off the end of the Word Effects to Effect and make the changes in the WeaponsData.ini's and Effects Folders..And all works well...
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