ValAstur Posted August 30, 2010 Posted August 30, 2010 Hello Guys I don't know if I am the only one experiencing the prob, but many 3rd party planes don't have afterburner animations with the new Jun 2010 version of SF2:I. Dunno if it's due to my OS, which is Win 7. Did someone experience the same probs and knows how to solve them or am I again the only one with the probs? Quote
Fubar512 Posted August 30, 2010 Posted August 30, 2010 Hello Guys I don't know if I am the only one experiencing the prob, but many 3rd party planes don't have afterburner animations with the new Jun 2010 version of SF2:I. Dunno if it's due to my OS, which is Win 7. Did someone experience the same probs and knows how to solve them or am I again the only one with the probs? Yes, read the SF2 knowledge base Quote
+Dave Posted August 30, 2010 Posted August 30, 2010 http://combatace.com/topic/44026-converting-older-planes-to-work-in-sf2-a-basic-guide-by-migbuster/ Number 31 Quote
amariani Posted September 2, 2010 Posted September 2, 2010 I'm having the same problem, plus the tracers & smoke! Quote
Fubar512 Posted September 3, 2010 Posted September 3, 2010 I'm having the same problem, plus the tracers & smoke! Check your particle system.ini for lack of material shader entries. Reconcile it against a current TW particlesystem.ini file (you'll find it packed into the FlightData.cat file), and perform the necessary edits. Quote
amariani Posted September 5, 2010 Posted September 5, 2010 Can you explain a little more how to do that? Quote
Fubar512 Posted September 5, 2010 Posted September 5, 2010 Can you explain a little more how to do that? It's really simple. Open up your particlesystem.ini (assuming you're using a custom one, such as Stary's), and simply scroll down until you find the material entries. Do the same for the default particlesystem.ini. Compare the two, and you'll probably find that your entries probably look like something like this: [ChaffMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=TRUE 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_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=chaff.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE As opposed to the current versions, that look like this: [ChaffMaterial] EffectShaderName=effectChaff.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=TRUE 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_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=chaff.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE See the high-lighted entry? That's the material shader entry. You must add those to your custom particlesystem.ini, line for line, by comparing each entry (there's several different shaders), and duplicating the shader lines that are the closest, or the best fit, for each material. You can also perform the same edit on your effects .ini files, if necessary. If you need directions on extracting files, well, that's in the knowledge base. Quote
amariani Posted September 6, 2010 Posted September 6, 2010 Thanks to your tip Fubar512, I managed to get most fire & smoke effects (missiles, gun muzzle, rockets, afterburners, etc.) back up...still no tracers! Quote
Fubar512 Posted September 6, 2010 Posted September 6, 2010 Thanks to your tip Fubar512, I managed to get most fire & smoke effects (missiles, gun muzzle, rockets, afterburners, etc.) back up...still no tracers! No doubt because you were using custom tracers in your gundata files, and did not carry them over. They go into the objects folder. Quote
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