+Spillone104 Posted January 8, 2011 Posted January 8, 2011 Sorry if I bother with another Nuke discussion. But after trying for many hours to convert Lexx Nuclear Weapon Effects into SF2 environment I still have not found how to make them work. Just to be clear I've read the famous "Modders Bible" known as KB and added the needed shaders for the materials. Plus edited the missileobject.ini and added the needed lines. So.... Is there someone that have succeded in converting these effects or that can explain what to do in the specific. Thanks. Quote
Lexx_Luthor Posted January 9, 2011 Posted January 9, 2011 What are you seeing or not seeing? Some SF2 players here have told me it works in SF2, and I've seen screenshots. Don't know about the current EXP2 level game though. How long ago did you download it? Some months back I updated the nuc download (and some others) to include two tga files that I didn't include earlier. The two files, years back, were included in the most popular weapon pack, but that changed. Keep in touch. I really ought to get SF2 just so I can update some of my stuff. I *finally* got a really good video card and if I had to do things over, I'd do things different and better. I used ATI-9200 up until early this year. That's sad. Quote
Lexx_Luthor Posted January 9, 2011 Posted January 9, 2011 ...up until early last year. I got a 4850 in spring 2010. I only have SF1 now, but I can offer moral support. :good: I need to know what you see wrong, or don't see at all. Quote
+Spillone104 Posted January 9, 2011 Author Posted January 9, 2011 Hi Lexx, Well, my SF2 install is up to Exp.2 and the problem is that I don't see anything at all. I've downloaded the pack just 3 days ago just to be sure, and double checked that I have all the needed .TGAs for the materials. The shaders I use are: EffectShaderName=effectFire.fx for Pulse, SkyGlow and FireBall material. EffectShaderName=effectLightLevel.fx for Steam and Cloud material. Quote
+Julhelm Posted January 9, 2011 Posted January 9, 2011 You will need to add the necessary effect to each weapon's data.ini as well. IE change "nukeexlosioneffects" to "mt003effects" in case you haven't done so. Quote
+Spillone104 Posted January 9, 2011 Author Posted January 9, 2011 You will need to add the necessary effect to each weapon's data.ini as well. IE change "nukeexlosioneffects" to "mt003effects" in case you haven't done so. Sure, done that. Quote
+Spillone104 Posted January 9, 2011 Author Posted January 9, 2011 Well, after some testing I can assure that is not an effect problem but somehow the game seems to refuse to use the new data in the MISSILEOBJECT.INI For exhample: This work [LargeMissileEffects] GroundHitEffectName=LKT003 GroundHitSoundName=Nuclear.wav WaterHitEffectName=LKT003 WaterHitSoundName=Nuclear.wav ObjectHitEffectName=LKT003 ObjectHitSoundName=Nuclear.wav ArmorHitEffectName=LKT003 ArmorHitSoundName=Nuclear.wav CraterModelName= CraterType=2 And this not: [LKT003Effects] GroundHitEffectName=LKT003 GroundHitSoundName=Nuclear.wav WaterHitEffectName=LKT003 WaterHitSoundName=Nuclear.wav ObjectHitEffectName=LKT003 ObjectHitSoundName=Nuclear.wav ArmorHitEffectName=LKT003 ArmorHitSoundName=Nuclear.wav CraterModelName= Any idea? Quote
Icarus999 Posted January 10, 2011 Posted January 10, 2011 (edited) The problem was solved by GwynO and Gunny check out this thread lexx nukes I have really been wanting to get The lexx nukes working but i have been so busy i have not even had time to fly let alone play with the effect settings , so if you get this working could you do us all a favor and upload the settings? Thanks . Edited January 10, 2011 by Icarus999 Quote
+Spillone104 Posted January 11, 2011 Author Posted January 11, 2011 (edited) Thanks Icarus. Indeed as written by GwynO the solution is quite simple. Edit your weapondata.ini of individual weapon and in case you use Weaponeditor add the effects lines after saved with the program. [WeaponData001] bla, bla, bla.... [LKT003Effects] GroundHitEffectName=LKT003 GroundHitSoundName=Nuclear.wav WaterHitEffectName=LKT003 WaterHitSoundName=Nuclear.wav ObjectHitEffectName=LKT003 ObjectHitSoundName=Nuclear.wav ArmorHitEffectName=LKT003 ArmorHitSoundName=Nuclear.wav CraterModelName= This way it will work fine with every thirdy party effects. Edited January 11, 2011 by Spillone104 Quote
Icarus999 Posted January 12, 2011 Posted January 12, 2011 Thanks Icarus. Indeed as written by GwynO the solution is quite simple. Edit your weapondata.ini of individual weapon and in case you use Weaponeditor add the effects lines after saved with the program. [WeaponData001] bla, bla, bla.... [LKT003Effects] GroundHitEffectName=LKT003 GroundHitSoundName=Nuclear.wav WaterHitEffectName=LKT003 WaterHitSoundName=Nuclear.wav ObjectHitEffectName=LKT003 ObjectHitSoundName=Nuclear.wav ArmorHitEffectName=LKT003 ArmorHitSoundName=Nuclear.wav CraterModelName= This way it will work fine with every thirdy party effects. Still not working for me, i just get a flash of light and no other effects .... this is what i have under weapon data for the b61 [WeaponData001] TypeName=B61 FullName=B61 ModelName=B61 Mass=324.799988 Diameter=0.324000 Length=3.602000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.462000 AttachmentType=USAF SpecificStationCode= NationName=USAF StartYear=1960 EndYear=2020 Availability=0 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=0 RailLaunched=FALSE Retarded=TRUE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=MT030Effect DragAreaMultiplier=8.000000 WarheadType=14 Explosives=3000000000.000000 FusingDistance=25.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 LiftDragRatio=4.000000 ReleaseAnimationID=1 ReleaseAnimationTime=2.000000 ReleaseAnimationDelay=0.250000 EODisplayFlags=0 CEP=0.000000 [MT030Effect] EffectShaderName=twColor1.fx AirBurstEffectName=MT030Effect----------------------------------------Gwyo is spelling out Effect in these statements, noticed you are not AirBurstSoundName=Nuclear.wav GroundHitEffectName=MT030Effect GroundHitSoundName=Nuclear.wav WaterHitEffectName=MT030Effect WaterHitSoundName=Nuclear.wav ObjectHitEffectName=MT030Effect ObjectHitSoundName=Nuclear.wav CraterType=5 changed lexxes effect ini name to MT030Effect and updated it inside: [EffectType001] Name=MT030Effect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=HydroDymamicSeperation+BreakawayPulse-MT030 Element[01].StartTime=0.0 Element[01].StartTimeDeviation=0.0 Element[01].EjectTime=0.1 Element[01].EjectTimeDeviation=0.0 Quote
Lexx_Luthor Posted January 12, 2011 Posted January 12, 2011 Interesting. I recall wondering if spelling out "Effect" was needed, but apparently it was not required when I did this years ago, but seemed more of a modding convention -- way of doing things. Have you edited all possible combinations of using or not spelling out "Effect" ? Did all this stuff work before EXP2? Quote
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