+suhsjake Posted November 22, 2009 Posted November 22, 2009 Hey guys, I'm updating the F-84G for SF2 to the current SF2I standards and patch. First question is, in what format is dds files saved for damage textures? Does the game do it automatically? Secondly, I am using Spilone104s J47 exhaust emitters for the F-84G, but it doesn't show up. Currently I am using a combined SF2/V/E/I install with latest patch. Thank you for the help. [EmitterType001] Name=J47ExhaustEmitter EmissionType=ORIENTED_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=30000.0 EmissionRate=0.014 EmissionVolume=0.01,0.01,0.01 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.0,-1790.0,0.0 EmissionVelocityDeviation=0.2 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=6.00 ParticleLifeTimeDeviation=0.2 ParticleWeight=-0.50 ParticleRandomness=0.01 ParticleDragFactor=0.01 ParticleInheritence=0.003 ParticleWindFactor=0.3 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.20,0.14,0.01,0.055000 ParticleColor[02].Time=0.10000 ParticleColor[02].Value=0.20,0.14,0.01,0.020000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.20,0.14,0.01,0.014000 ParticleColor[04].Time=0.750000 ParticleColor[04].Value=0.20,0.14,0.01,0.013000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=0.20,0.14,0.01,0.012000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.500000 ParticleSize[02].Time=0.14000 ParticleSize[02].Value=6.000000 ParticleSize[03].Time=0.50000 ParticleSize[03].Value=10.000000 ParticleSize[04].Time=0.750000 ParticleSize[04].Value=13.000000 ParticleSize[05].Time=1.000000 ParticleSize[05].Value=15.000000 TextureMaterial=J47SmokeMaterial [EmitterType002] Name=J47WaterExhaustEmitter EmissionType=ORIENTED_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=30000.0 EmissionRate=0.014 EmissionVolume=0.01,0.01,0.01 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.0,-2790.0,0.0 EmissionVelocityDeviation=0.2 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=10.00 ParticleLifeTimeDeviation=0.2 ParticleWeight=-0.50 ParticleRandomness=0.01 ParticleDragFactor=0.01 ParticleInheritence=0.002 ParticleWindFactor=0.3 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.26,0.20,0.22,0.110000 ParticleColor[02].Time=0.10000 ParticleColor[02].Value=0.26,0.20,0.22,0.045000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.26,0.20,0.22,0.020000 ParticleColor[04].Time=0.750000 ParticleColor[04].Value=0.26,0.20,0.22,0.013000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=0.26,0.20,0.22,0.012000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.500000 ParticleSize[02].Time=0.14000 ParticleSize[02].Value=9.000000 ParticleSize[03].Time=0.50000 ParticleSize[03].Value=16.000000 ParticleSize[04].Time=0.750000 ParticleSize[04].Value=20.000000 ParticleSize[05].Time=1.000000 ParticleSize[05].Value=22.000000 TextureMaterial=J47SmokeMaterial [J47SmokeMaterial] 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=0.0000000 PriorityLevel=0 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=Smoke3.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE Quote
+NeverEnough Posted November 22, 2009 Posted November 22, 2009 Check to see if the Smoke3.tga is in your Effects Folder. If it is not, the effect won't show. Quote
+sony tuckson Posted November 22, 2009 Posted November 22, 2009 is it for SF2 series? as then, it's probably related to shadders... Quote
+suhsjake Posted November 22, 2009 Author Posted November 22, 2009 That is more than likely it. Its an SF1 Effect that I am trying to get working in SF2. The effect used to work in SF2, but that was back in April. Quote
+NeverEnough Posted November 22, 2009 Posted November 22, 2009 Try adding this line to the J-47 Exhaust Emitter INI. [J47SmokeMaterial] EffectShaderName=effectLightLevel.fx The exhaust effects I did still show in my patched SF2 installs, and I included the EffectShaderName line in the Exhaust Emitter INI's. Quote
jtin Posted November 22, 2009 Posted November 22, 2009 (edited) .dds is its own image format - no idea how the game handles it as I haven't upgraded to series 2 yet, but several programs like paint.net and photoshop (plugin: http://developer.nvidia.com/object/photoshop_dds_plugins.html )should be able to handle it. Edited November 22, 2009 by jtin Quote
+Fubar512 Posted November 22, 2009 Posted November 22, 2009 (edited) .dds is its own image format - no idea how the game handles it as I haven't upgraded to series 2 yet, but several programs like paint.net and photoshop (plugin: http://developer.nvidia.com/object/photoshop_dds_plugins.html )should be able to handle it. .DDS files conatin the graphics, size, and positioning data for shaders. They are not an "image" format. A typical use for a .DDS file is for a skybox, a panorama, or for distant wave effects in a water shader. http://www.imageconverterplus.com/help-center/about-icp/supported-formats/dds/ The water shader that I originally created for ODS uses a simple .DDS file. Edited November 22, 2009 by Fubar512 Quote
+Wrench Posted November 22, 2009 Posted November 22, 2009 Damage textures are simple tgas with an alpha channel. Look at the various and sundry damage one's I've done (they're in the D/L section) and/or extract some from the Classic series and you'll see how they work. Be aware, however, if made 1-1 scale, they can run up 4-6 megs EACH!!!!, depending on the original skin size BTW, the pattern of holes and other exposed innards MUST match the general shape of the aircraft. wrench kevin stein Quote
+suhsjake Posted November 23, 2009 Author Posted November 23, 2009 Well, thanks to NeverEnough for the help on fixing the exhaust emitter. The question on the dds file, is with the Nvidia Tool is the settings for saving the dds file for the damage texture. Thanks to the fine folks here for the quick response. Quote
+suhsjake Posted November 23, 2009 Author Posted November 23, 2009 By chance, do any of you kind folks have a sound recording for the F-84 or the Allison J35? Quote
+suhsjake Posted December 1, 2009 Author Posted December 1, 2009 Another dumb question, its been a while since I have modded MissionData section of the Aircraft. Also know their is a section on this in the KB but it doesn't state the units for Mission Radius values. [MissionData] NationName=USAF ServiceStartYear=1949 ServiceEndYear=1959 AircraftRole=FIGHTER AircraftCapability=DAY_ONLY Availability=VERY_COMMON Exported=TRUE ExportStartDate=1951 ExportAvailability=COMMON PrimaryRoles=STRIKE,CAS,ARMED_RECON SecondaryRoles=SWEEP,CAP,INTERCEPT,ESCORT,SEAD,RECON,ANTI_SHIP NormalMissionRadius=1207 <--------------------------------------- What unit scale is used for these? MaxMissionRadius=1609 <------------------------------------------ It isn't miles or kilometers? Ceiling=12344 MinBaseSize=MEDIUM Quote
+Fubar512 Posted December 1, 2009 Posted December 1, 2009 NormalMissionRadius=1207 <--------------------------------------- What unit scale is used for these? MaxMissionRadius=1609 <------------------------------------------ It isn't miles or kilometers? KM for both. Quote
+FastCargo Posted December 1, 2009 Posted December 1, 2009 By chance, do any of you kind folks have a sound recording for the F-84 or the Allison J35? Be careful asking for engine sounds. I find that: A) Most commerical microphones don't have the range to record the sound well (lots of scratches). B) The same engine can sound very different depending on which aircraft it is installed in. An example was someone was asking to release a version of my T-38 with the J85 sound from a Canadian Tutor. VERY different engine sounds...mainly due to the different intake designs. FC Quote
+suhsjake Posted February 6, 2010 Author Posted February 6, 2010 By chance, does anyone have the IRM track and lock sounds featured Top Gun and Area 88? Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.