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Guest BeachAV8R

Setting for smoke/burning vehicle duration?

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Guest BeachAV8R

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

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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 by Stary

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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.

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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

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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)

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Guest BeachAV8R

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

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Guest BeachAV8R

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

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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 by Stary

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Guest BeachAV8R

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

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or use nukes......wait sorry wrong thread..... :lol:

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Dave have had too much Cuban tabacco for too long... :yikes:

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not, Cuban -- JAMACIAN, mon!!!! :drag:

 

wrench

kevin stein

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