+Piecemeal Posted August 25, 2010 Posted August 25, 2010 Does anybody know how I can edit or at least alleviate the problem of having my aircraft looking like they just flew over Chernobyl? I've solved the problem of the firing flashes on the surface being too prolonged, but I'm not sure exactly where to look with this problem. BTW, the Flak effects I'm using are from the Strike Fighters 2: Vietnam Air and Ground Expansion Pack Quote
+Piecemeal Posted August 26, 2010 Author Posted August 26, 2010 (edited) Did some more flying over a Flak battery. I don't think the smaller calibre (37mm, 57mm) AAA is to blame here. It's more like anything from 85mm upwards: The light from the flak explosion seems to last around 1.5 to 2 seconds. Oh, and does anyone know how I can prevent the AAA batteries from being enveloped in a cloud of smoke every time they fire? I've tried removing the effects but it also removes the flak bursts in the air, which I want to keep Edited August 26, 2010 by Piecemeal Quote
+Piecemeal Posted August 27, 2010 Author Posted August 27, 2010 (edited) OK, I SEEM to have sorted all but one of my tasks; the emanating cloud of smoke on the ground around the AAA piece when it fires. Now, I can delete the entries for it in the 'FlakEffects.INI' file - but that will stop the flak clouds from appearing in the sky when the shells explode around me. [EmitterType004] Name=FlakCloud37mm EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.900000 MaxVisibleDistance=8000.000000 PositiveZOnly=TRUE EmissionRate=0.0500000 EmissionVolume=0.0000,0.0000,0.200000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,246900.000000 EmissionVelocityDeviation=0.80000 RadialVelocityTableType=CONSTANT RadialVelocity=157100.0 RadialVelocityDeviation=0.500000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=11.250000 <- - - - - - - - - - - - - - - - - - - - - - - - - I've changed the values here to 0 and there's no longer any 'lingering cloud' around the AAA piece - but there's no flak clouds in the sky ParticleLifeTimeDeviation=0.20000 ParticleWeight=1.50000 ParticleRandomness=0.010000 ParticleDragFactor=0.350000 ParticleInheritence=0.00001000 ParticleWindFactor=0.12 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.600000,0.600000,0.600000,0.600000 ParticleColor[02].Time=0.10000 ParticleColor[02].Value=0.700000,0.700000,0.700000,0.700000 ParticleColor[03].Time=0.400000 ParticleColor[03].Value=0.800000,0.800000,0.800000,0.800000 ParticleColor[04].Time=0.600000 ParticleColor[04].Value=0.900000,0.900000,0.900000,0.900000 ParticleColor[05].Time=0.100000 ParticleColor[05].Value=1.000000,1.000000,1.000000,1.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=1.340000 ParticleSize[02].Time=0.200000 ParticleSize[02].Value=4.490000 ParticleSize[03].Time=1.000000 ParticleSize[03].Value=6.700000 BaseSizeDeviation=0.3 TextureMaterial=GraySmokeMaterial [GraySmokeMaterial] 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=EE4_SMOKE.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE So if anybody can figure a way out of this annoying problem I'd be really grateful :yes: Edited August 27, 2010 by Piecemeal Quote
Fubar512 Posted August 27, 2010 Posted August 27, 2010 Because you're using a flak cloud as a gun smoke effect, which is something it's not meant to be. Who's effects are you using? In the 37mm gun data.ini, make sure that you're using the following GunFireEffect=37mmFireEffect Quote
Wrench Posted August 27, 2010 Posted August 27, 2010 I was going to suggest upgrading the shielding (either magnetic bottle field strength or physicaly adding more Impervium) around the plasma coils/plasma generator of the cloaking device.... or a larger Faraday cage? wrench kevin stein Quote
+Piecemeal Posted August 27, 2010 Author Posted August 27, 2010 (edited) Because you're using a flak cloud as a gun smoke effect, which is something it's not meant to be. Who's effects are you using? In the 37mm gun data.ini, make sure that you're using the following GunFireEffect=37mmFireEffect I've looked everywhere in the stock CAT folders for that INI file and I can't find it. Where the hell can I get it? In my wisdom I forgot to look in the ParticleSystem.INI file for it. Just shows my level of skill in the effects dept eh? But this'll mean that I'll lose the flak explosion effects won't it? I was going to suggest upgrading the shielding (either magnetic bottle field strength or physicaly adding more Impervium) around the plasma coils/plasma generator of the cloaking device.... or a larger Faraday cage? wrench kevin stein I was just thinking of that before I fell asleep last night Edited August 27, 2010 by Piecemeal Quote
Fubar512 Posted August 27, 2010 Posted August 27, 2010 I've looked everywhere in the stock CAT folders for that INI file and I can't find it. Where the hell can I get it? In my wisdom I forgot to look in the ParticleSystem.INI file for it. Just shows my level of skill in the effects dept eh? But this'll mean that I'll lose the flak explosion effects won't it? Not at all. They are two separate effects, with call outs (trigger events) that completely unrelated to one another. The flak effect is normally spelled out in the bulletobject.ini, or in that particular gun's folder, should you have it set up as an addon. In the latter scenario, one would have a seperate folder for a gun, containing both a gun.ini pointing to a gun_data.ini, as one would a weapon (only applies to SF2 series): //////////////////////////////////////////////////////////////////////// [GunData001] TypeName=40MM_L60 FullName=40mm Bofors L60/70 Cannon Caliber=40.000000 ROF=100.000000 MuzzleVel=850.000000 AmmoWt=0.955000 WarheadWt=0.090000 Reliability=95.000000 Accuracy=58.000000 AddLight=TRUE MaxLightRange=1200.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=37mmFireEffect <---muzzle flash and gun smoke effect GunFireSound=37Can EffectClassName=37mmEffects <-----effects, including flak, water spikes, dirt spikes, armor hits, etc EffectTime=0.100000 TracerTexture=Tracero.tga TracerSize=0.050000 TracerDistFactor=0.002000 TracerLength=0.050000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=TRUE [37mmEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=37mmGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName=WaterRic ObjectHitEffectName=37mmObjectHitEffect ObjectHitSoundName=Impact4 ArmorHitEffectName=37mmObjectHitEffect ArmorHitSoundName=Impact4 AirBurstEffectName=37mmFlakEffect AirBurstSoundName=Flak37 ShrapnelChance=100 ShrapnelCount=250 ////////////////////////////////////////////////////////////////////// Quote
+Piecemeal Posted August 27, 2010 Author Posted August 27, 2010 Right; things are a little clearer here, except for one thing; How come when I remove the smoke effect from the 'GunFireEffect' there's no flak cloud? As you can see below, there's two separate effects for the GunFireEffect and the 'GunEffect', which is supposed to take care of the flak cloud? Quote
+Piecemeal Posted August 27, 2010 Author Posted August 27, 2010 (edited) OK; got just about that problem sorted - the flak airburst settings I want without the over-realistic gun smoke effect. Thanks for you advice and help, Fubar. It took me a few hours and more than a few swear words to get it right eventually. Just one more query though (I can hear the groans from here!); Is there a way I can lessen the intesity and size of the debris when the AAA fires? Edited August 27, 2010 by Piecemeal Quote
Fubar512 Posted August 27, 2010 Posted August 27, 2010 (edited) You're still using the wrong effect, a flak effect in place of the gunfire effect. Use this GunFireEffect= 37mmFireEffect and it will work the way it's intended to. Edited August 27, 2010 by Fubar512 Quote
+Piecemeal Posted August 27, 2010 Author Posted August 27, 2010 I know it was going the long way round it but after altering the add-on 'FlakEffect' files I was able to get rid of the gunsmoke effect when firing. Also made changes to the 'ParticleSystem' and 'BulletObject' files to keep the add-on flak effect that I wanted to keep. Check them out for yourself; they work exactly the way I want them to: Edited_Files.rar I suppose one way of looking at the way I went round it is that it was a slow but bloody good way of learning to edit effects. That debris firing effect can always be deleted from the FlakEffect file, just like I did with the gunsmoke effect Quote
Fubar512 Posted August 27, 2010 Posted August 27, 2010 That may be, but it's always easier to start with the right effect and edit it to suit, then it is to try with the wrong type of effect, and then try tone it down to fit. Quote
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