F24A Posted April 2, 2012 Posted April 2, 2012 My English is pool,So, please forgive me. In <Strike Fighters 2 North Atlantic> ,some MOD Can‘t use the flame effect,why? I have installed the,but it does't displayed. Look: Quote
+DoctorQuest Posted April 2, 2012 Posted April 2, 2012 My guess is that the effect file you need is missing. If this mod was built for SF1 you may need to poke around the data.ini file and change the effect file name to one used in SF2. I've used AfterburnerEmitterName=AfterburnerEmitter2 for some of the aircraft I've ported over to SF2. Quote
F24A Posted April 2, 2012 Author Posted April 2, 2012 My guess is that the effect file you need is missing. If this mod was built for SF1 you may need to poke around the data.ini file and change the effect file name to one used in SF2. I've used AfterburnerEmitterName=AfterburnerEmitter2 for some of the aircraft I've ported over to SF2. Uh. Only the original version‘s MOD has the flame effect, others did not Quote
C19341809 Posted April 2, 2012 Posted April 2, 2012 yeah , that's a good idea. i don't really see any benefit deploying 3rd party effects and i had done the procdure above to quite o lot of mods. the methord is proved effective. Quote
CNAF Posted April 2, 2012 Posted April 2, 2012 you can download the mod again and put the effect in to its correct place. Quote
F24A Posted April 2, 2012 Author Posted April 2, 2012 you can download the mod again and put the effect in to its correct place. The effect of storage location is correct Quote
+WhiteBoySamurai Posted April 2, 2012 Posted April 2, 2012 I think that aircraft uses the F-22's afterburner effect. I was able to fix it like this: First, open the "F22A_burnerEmitter.ini" file in your "Effect" folder. Then, under [F22ABmaterial], add a new line: EffectShaderName=effectFire.fx It will look like this: [F22ABmaterial] EffectShaderName=effectFire.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,0.5000000 DiffuseColor=1.000000,1.000000,1.000000,0.5000000 ZBufferOffset=1.000000 PriorityLevel=1 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=F22A_Afterburner.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE I hope this works for you. Good luck. Quote
+Wrench Posted April 2, 2012 Posted April 2, 2012 or just swap it out for a stock one, like the Phantoms or something close Quote
F24A Posted April 3, 2012 Author Posted April 3, 2012 Oh,The <SF2E> after renewal also will be the case Quote
F24A Posted April 3, 2012 Author Posted April 3, 2012 I think that aircraft uses the F-22's afterburner effect. I was able to fix it like this: First, open the "F22A_burnerEmitter.ini" file in your "Effect" folder. Then, under [F22ABmaterial], add a new line: EffectShaderName=effectFire.fx It will look like this: [F22ABmaterial] EffectShaderName=effectFire.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,0.5000000 DiffuseColor=1.000000,1.000000,1.000000,0.5000000 ZBufferOffset=1.000000 PriorityLevel=1 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=F22A_Afterburner.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE I hope this works for you. Good luck. Thank you for you help ,could you tell me this code role what is? Quote
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