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Posted

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?

Posted

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

Posted

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.

Posted

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.

Posted

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.

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