Guest BeachAV8R Posted April 17, 2011 Posted April 17, 2011 Hey All.. I searched..honest! I'm happy because I finally figured out how to change the LOADOUT.ini to get the right mix of stuff on my AI controlled aircraft.. Now, on to another wish: Is there any way to edit a file to get smoke from destroyed vehicles to last longer (as if they were burning for a long time..). Burning vehicles are a great way to keep situational awareness and keep your eyes on the target area while maneuvering. Just curious if the duration is able to be set somewhere..? Thanks! BeachAV8R Quote
+Stary Posted April 17, 2011 Posted April 17, 2011 (edited) BeachAV8R, by default the setting is enclosed in particlesystem.ini file, in the appropriate effect section -but this step requires understanding of the particlesystem.ini structure, best to leave it unmodded! However, there are 3rd party effects packs that have the effect of burning vehicles tweaked, here's example from my Unified Effects Pack (sorry, posting full ini file): [EffectType001] Name=VehicleFireEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=VehicleSmokeEmitter Element[01].StartTime=2.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=600.000000 ,-this value sets the duration of effect (in fact: smoke partices emitter) values are in seconds, this gives 10 minutes of smoke emitting Element[01].EjectTimeDeviation=0.100000 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=VehicleFireSparksEmitter Element[02].StartTime=1.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=600.000000 Element[02].EjectTimeDeviation=0.100000 Element[03].ElementType=PLACE_EMITTER Element[03].ElementName=VehicleSmoke2Emitter Element[03].StartTime=0.25 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=-1 Element[03].EjectTimeDeviation=0.100000 Element[04].ElementType=PLACE_EMITTER Element[04].ElementName=VehicleExplosionFlashEmitter Element[04].StartTime=0.1 Element[04].StartTimeDeviation=0.000000 Element[04].EjectTime=-1.000000 Element[04].EjectTimeDeviation=0.000000 Element[05].ElementType=PLACE_EMITTER Element[05].ElementName=VehicleHitSparksEmitter Element[05].StartTime=0.1 Element[05].StartTimeDeviation=0.000000 Element[05].EjectTime=-1.000000 Element[05].EjectTimeDeviation=0.000000 [EmitterType001] Name=VehicleSmokeEmitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=16000.000000 EmissionRate=0.1 //0.05 EmissionVolume=1.00000,1.00000,-5.000000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,5.000000 EmissionVelocityDeviation=0.250000 RadialVelocityTableType=CONSTANT RadialVelocity=02.5 Randomness=0.5 //0.2 RadialVelocityDeviation=0.250000 HasLightSource=TRUE LightColor=0.400,0.270,0.150 LightRange=50 //1000.0 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.050000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=16 ParticleLifeTimeDeviation=0.3000 ParticleWeight=-13.00000 //-14 ParticleRandomness=0.000000 ParticleWindFactor=1 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.40000,0.4000,0.40000,0.950000 ParticleColor[02].Time=0.0800000 ParticleColor[02].Value=0.300000,0.3000,0.3000,0.750000 ParticleColor[03].Time=0.1600000 ParticleColor[03].Value=0.20000,0.20000,0.2000,0.50000 ParticleColor[04].Time=0.400000 ParticleColor[04].Value=0.10000,0.10000,0.10000,0.300000 ParticleColor[05].Time=0.7500000 ParticleColor[05].Value=0.10000,0.10000,0.10000,0.1500000 ParticleColor[06].Time=1.00000 ParticleColor[06].Value=0.010000,0.010000,0.010000,0.00000 ParticleSizeTableType=LINEAR ParticleSizeStart=5.0 //2.0 ParticleSizeEnd=35 BaseSizeDeviation=0.1 PositionHeightOffset=8.0 TextureMaterial=VehicleSmokeMaterial [EmitterType002] Name=VehicleFireSparksEmitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 EmissionRate=0.025 //0.05 ee 2 EmissionVolume=0.00000,0.00000,-10.000000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,15.000000 EmissionVelocityDeviation=0.250000 RadialVelocityTableType=CONSTANT RadialVelocity=0.5 RadialVelocityDeviation=0.250000 HasLightSource=TRUE LightColor=0.400,0.270,0.150 LightRange=50.0 //500.0 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.050000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.5 ParticleLifeTimeDeviation=0.3000 ParticleWeight=-1.00000 ParticleRandomness=0.01 //0.3000 ParticleWindFactor=1 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.90000,0.8000,0.80000,0.70000 ParticleColor[02].Time=0.0800000 ParticleColor[02].Value=0.500000,0.4000,0.4000,0.50000 ParticleColor[03].Time=0.1600000 ParticleColor[03].Value=0.30000,0.20000,0.2000,0.30000 ParticleColor[04].Time=0.400000 ParticleColor[04].Value=0.28000,0.20000,0.20000,0.1500000 ParticleColor[05].Time=0.7500000 ParticleColor[05].Value=0.20000,0.150000,0.150000,0.500000 ParticleColor[06].Time=1.00000 ParticleColor[06].Value=0.150000,0.1000,0.10000,0.00000 ParticleSizeTableType=LINEAR ParticleSizeStart=4.00000 ParticleSizeEnd=5 BaseSizeDeviation=0.01 TextureMaterial=VehicleFireMaterial [EmitterType003] Name=VehicleSmoke2Emitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=16000.000000 EmissionRate=0.005 //0.001 LifeTime=0.025 //0.05 EmissionVolume=5,5,2 //5,5,0 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,5.000000 EmissionVelocityDeviation=0.250000 RadialVelocityTableType=CONSTANT RadialVelocity=5 Randomness=0.2 RadialVelocityDeviation=0.0 HasLightSource=TRUE LightColor=0.400,0.270,0.150 LightRange=50 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.050000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=16 ParticleLifeTimeDeviation=0.3000 ParticleWeight=-14.00000 ParticleRandomness=0.000000 ParticleWindFactor=1 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.70000,0.7000,0.70000,0.950000 ParticleColor[02].Time=0.0800000 ParticleColor[02].Value=0.500000,0.5000,0.5000,0.750000 ParticleColor[03].Time=0.1600000 ParticleColor[03].Value=0.40000,0.40000,0.4000,0.50000 ParticleColor[04].Time=0.400000 ParticleColor[04].Value=0.30000,0.30000,0.30000,0.300000 ParticleColor[05].Time=0.7500000 ParticleColor[05].Value=0.20000,0.20000,0.20000,0.1500000 ParticleColor[06].Time=1.00000 ParticleColor[06].Value=0.010000,0.010000,0.010000,0.00000 ParticleSizeTableType=LINEAR ParticleSizeStart=15 //5.0 ParticleSizeEnd=35 //20 ok BaseSizeDeviation=0.1 PositionHeightOffset=10 ZeroVelocityZ=TRUE TextureMaterial=VehicleSmokeFireMaterial [EmitterType004] Name=VehicleExplosionFlashEmitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.0400000 MaxVisibleDistance=12000.000000 EmissionRate=0.01000 EmissionVolume=1.10000,1.10000,1.10000 EmissionVelocityTableType=CONSTANT EmissionVelocity=10.000000,10.000000,10.000000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.2 ParticleLifeTimeDeviation=0.050000 ParticleWeight=-0.30000 ParticleRandomness=0.200000 ParticleDragFactor=3.000000 ParticleInheritence=0.700000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.400000,0.40000,0.400000,0.000000 ParticleColor[02].Time=0.300000 ParticleColor[02].Value=0.250000,0.25000,0.200000,0.000000 ParticleColor[03].Time=0.800000 ParticleColor[03].Value=0.100000,0.08000,0.010000,0.000000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.00000,0.000000,0.000000 ParticleSizeStart=0.3 ParticleSizeEnd=4.0 BaseSizeDeviation=0.2 TextureMaterial=VehicleFireMaterial [EmitterType005] Name=VehicleHitSparksEmitter EffectLevel=2 EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.3 MaxVisibleDistance=2000.000000 PositiveZOnly=TRUE EmissionRate=0.0400 EmissionVolume=0.00000,0.00000,0.00000 EmissionVelocityTableType=CONSTANT EmissionVelocity=200.000000,200.000000,200.000000 EmissionVelocityDeviation=0.0000 RadialVelocityTableType=CONSTANT RadialVelocity=3000.0 RadialVelocityDeviation=0.5 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=3 //5.0 ParticleLifeTimeDeviation=1.0000 ParticleWeight=0.00000 ParticleRandomness=0.050000 ParticleDragFactor=1.20000 ParticleInheritence=0.0050000 ParticleColorTableType=LINEAR ParticleColorStart=1.0000,0.5000,0.5000,0.9000 ParticleColorEnd=0.200000,0.150000,0.100000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.5000 ParticleSizeEnd=0.2000000 BaseSizeDeviation=0.1 TextureMaterial=VehicleFireMaterial [VehicleSmokeMaterial] 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=KAW_smoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [VehicleFireMaterial] EffectShaderName=effectFire.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE 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 RenderToBrightness=TRUE BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=KAW_FIRE.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [VehicleSmokeFireMaterial] 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=KAW_smokefire.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE edit: the effect file is named "VehicleFireEffect.ini" in 3rd party packs (not all fx packs have it included!) Edited April 17, 2011 by Stary Quote
Fubar512 Posted April 17, 2011 Posted April 17, 2011 Also, smoke effects are limited by view distances. One distance setting can be edited, the other, is hardcoded in the .dll files. You'll notice that when fly far enough away from a burning object, the smoke will disappear. If you then fly back and look for the same object, you'll see that the smoke has ceased. This is hardcoded (probably for frame rates). So, in this case, irregardless of what you set the eject time or duration to, the object will stop emitting smoke as soon as one gets far enough away, and won't start up again, even if you get within spitting distance of it. Quote
+Stary Posted April 17, 2011 Posted April 17, 2011 true, most of emitters at last those that are "HOLD_EMITTER" type, doesn't apply to smoke or ship stacks, as these are permanently scenery object linked Quote
+Stary Posted April 17, 2011 Posted April 17, 2011 clarification: depends on how given emitter is acivated -i.e. once, or under specific conditions etc (emitter type very dependant), those that are activated once, most propably will be erased from the "game world" once maximum visibility distance is reached (in simple words) Quote
Guest BeachAV8R Posted April 18, 2011 Posted April 18, 2011 That is a very good explanation. I'll take a look at your Unified Effects Pack - I've been seeing a lot of your good work around! Regards.. BeachAV8R Quote
Guest BeachAV8R Posted April 18, 2011 Posted April 18, 2011 Hey Stary.. I checked out your Unified Effects pack - and I love the thicker smoke trails for the rockets...and the persistent smoke from the burning vehicles is just what I was looking for. BUT...(lol..always a but huh?)..I really love your Hollywood explosions in another pack (those brilliant orange flames are too cool!).. Is there any way to combine the persistent smoke with the Hollywood effects? Or do I have to choose one or the other? LOL... Sorry to be a pain.. Your work is awesome! Regards.. BeachAV8R Quote
+Stary Posted April 18, 2011 Posted April 18, 2011 (edited) The way these are build, nope -either you have "Unified Effect Pack" or older "Enchanced {3}/Hollywood explosions" BeachAV8R you can try to install older packs ontop of the newer ones (I.e. Holywood Explosions on top of Unified Effects Pack) but there's highest propability of things going wrong... my advice would be: install unified effects pack, ontop of it install Hollywood explosions and try... most of the effects from Unified effects pack would be overwritten by their older versions, but, you might achieve the desired looks (hint: go on with Unified Effects Packs, it's simply better) edit: typo Edited April 18, 2011 by Stary Quote
Guest BeachAV8R Posted April 18, 2011 Posted April 18, 2011 LOL..well, you have to trust the author and the guy that built the package - so I'll take your advice! :) Thanks for the help! BeachAV8R Quote
+Dave Posted April 18, 2011 Posted April 18, 2011 or use nukes......wait sorry wrong thread..... Quote
+Stary Posted April 18, 2011 Posted April 18, 2011 Dave have had too much Cuban tabacco for too long... Quote
Wrench Posted April 18, 2011 Posted April 18, 2011 not, Cuban -- JAMACIAN, mon!!!! wrench kevin stein Quote
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