Jump to content
Sign in to follow this  
Spillone104

Lexx's Nuclear Weapon Effects

Recommended Posts

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

FacePalm.gif

 

...up until early last year. I got a 4850 in spring 2010.

 

I only have SF1 now, but I can offer moral support. :good: :good:

 

I need to know what you see wrong, or don't see at all.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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? :dntknw:

Share this post


Link to post
Share on other sites

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 :good:.

Edited by Icarus999

Share this post


Link to post
Share on other sites

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 by Spillone104

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..