PvtDK2 Posted June 11, 2010 Posted June 11, 2010 (edited) Hi everyone, my PC is not powerfull and i need to remove the smoke effect that appears when you destroy a tank, or AAA, or stuff like this... i would like to keep the smoke when you hit a building, but not for small ground objects, wich emmiter on wich effect should i remove to avoid that specific smokes to appear?, thx! Edited June 11, 2010 by PvtDK2 Quote
Guest flavius_opium_maccus Posted June 11, 2010 Posted June 11, 2010 Hi everyone, my PC is not powerfull and i need to remove the smoke effect that appears when you destroy a tank, or AAA, or stuff like this... i would like to keep the smoke when you hit a building, but not for small ground objects, wich emmiter on wich effect should i remove to avoid that specific smokes to appear?, thx! Maybe if you reduce shadow to minimum you'll gain extra frames for your smoke effect. Quote
PvtDK2 Posted June 11, 2010 Author Posted June 11, 2010 All is set to minimum except "Effects"... and i know if i remove that effect it will be ok... Quote
Wrench Posted June 11, 2010 Posted June 11, 2010 (edited) 1) extract ALL data inis for ALL ground objects from the Objects.cat, place in EACH of their respecive GroundObject folder; 2) removed whatever effect is called for in the DestroyedEffect= line (ie: after the = sign, leave it blank) example: from Zil-157 truck... [GroundObjectData] DamagedModel= DestroyedModel=Truck_destroyed.LOD DestroyedEffect= <--note removed effect callout EmptyMass=8900.00 Component[001]=Chassis Component[002]=Turret 3) extract all _Types.inis from ALL terrains, leave in EACH terrain folder; for add on Terrains, they'll be in the terrain folder already 4) find all callouts for ground vehicles in _Types inis, erase the DestroyedEffect= called for, and ALL effects called for in SecondaryEffect=; conversley, you can can change SecondaryEffect= to 0 (zero) Example: the generic AAA callout in all _Types.ini: [TargetType059] Name=AAA FullName=AAA TargetType=AAA UseGroundObject=TRUE ActiveYear=0 TargetValue=50 RepairRate=3.22 StartDetectChance=50 StartIdentifiedChance=10 IncreaseDetectChanceKey=10 MaxVisibleDist=8000.0 DestroyedEffect=SmallRocketGroundExplosion <--remove or change SecondaryEffect=VehicleFireEffect <--remove SecondaryChance=100 <-- set to 0 that should make for a nice, clean, higher-frame rate mission, albeit a bit boring without all the nice burning Bad Guy targets. wrench kevin stein Edited June 11, 2010 by Wrench Quote
PvtDK2 Posted June 11, 2010 Author Posted June 11, 2010 Really lot of thanks for your explanation Wrench!!! it worked perfectly xD thx thx thx thx thx thx!!!!!!!! Quote
Lexx_Luthor Posted June 12, 2010 Posted June 12, 2010 A more advanced method is clean up the effects, make them more framerate friendly. Extract the ParticleSystem.ini in the FlightData cat file in Flight folder. Track down the effects used, then the emitter used by that effect. Increase the emission rate ... yea emission rate is really a time period. Increasing this means lower rate of particle emission. :yes: If you pork the Particle file, delete it and the game goes back to using the original encrypted version in the cat file. Quote
PvtDK2 Posted June 12, 2010 Author Posted June 12, 2010 Thx a lot lexx i will take an eye on it xD Quote
Wrench Posted June 12, 2010 Posted June 12, 2010 is it just my perverted old mind, or did Lexx's explaniation sound just a little dirty???? "reduce your emission rate". note self ... cut down on p0rn!! wrench kevin stein Quote
PvtDK2 Posted June 12, 2010 Author Posted June 12, 2010 JAJAJAJAJAJAJJAJAJAJAJAJAJAJAJAJA cool Wrench!!!! xD Quote
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