tn_prvteye Posted August 2, 2015 Posted August 2, 2015 I'm looking for an effect that gives a thick, billowing smoke when a vehicle is destroyed. I'm been messing around with the vehiclefireeffect.ini file, but can't seem to get what I'm looking for. Granted, I'm not familiar with effect INI variables. Can anyone point me in the right direction? I've tried some of the effects packs, but none of them seem to have what I'm looking for. I remember having them at one point, but somewhere along the line (in my many installs and reinstalls) I've lost it.
krfrge Posted August 2, 2015 Posted August 2, 2015 tn_prvteye, I'm no guru but I did make a Red Smoke effect that is pretty good. As a suggestion you copy the below and make a new vehiclefireeffect2.ini You would need to change the Name=RedSmokeDispenserEffect to Name=vehiclefireeffect2 The other thing you will have to do is create a x.TGA that has to color you are looking for. I would recommend an opacity of 87%. [EffectType001]Name=RedSmokeDispenserEffectElement[01].ElementType=PLACE_EMITTERElement[01].ElementName=MediumRocketRadialDirtblastEmitterElement[01].StartTime=0.000000Element[01].StartTimeDeviation=0.000000Element[01].EjectTime=-1.000000Element[01].EjectTimeDeviation=0.000000Element[02].ElementType=PLACE_EMITTERElement[02].ElementName=MediumRocketRadialMistblastEmitterElement[02].StartTime=0.000000Element[02].StartTimeDeviation=0.000000Element[02].EjectTime=-1.000000Element[02].EjectTimeDeviation=0.000000Element[03].ElementType=PLACE_EMITTERElement[03].ElementName=Element[03].StartTime=0.000000Element[03].StartTimeDeviation=0.000000Element[03].EjectTime=-1.000000Element[03].EjectTimeDeviation=0.000000Element[04].ElementType=PLACE_EMITTERElement[04].ElementName=Element[04].StartTime=0.000000Element[04].StartTimeDeviation=0.000000Element[04].EjectTime=-1.000000Element[04].EjectTimeDeviation=0.000000Element[05].ElementType=PLACE_EMITTERElement[05].ElementName=Element[05].StartTime=0.050000Element[05].StartTimeDeviation=0.000000Element[05].EjectTime=-1.000000Element[05].EjectTimeDeviation=0.000000Element[06].ElementType=PLACE_EMITTERElement[06].ElementName=Element[06].StartTime=0.0500Element[06].StartTimeDeviation=0.000000Element[06].EjectTime=-1.000000Element[06].EjectTimeDeviation=0.000000Element[07].ElementType=PLACE_EMITTERElement[07].ElementName=MediumRocketDebrisEmitterElement[07].StartTime=0.000000Element[07].StartTimeDeviation=0.000000Element[07].EjectTime=-1.000000Element[07].EjectTimeDeviation=0.000000Element[08].ElementType=HOLD_EMITTERElement[08].ElementName=RedWpRocketLastingSmokeEmitterElement[08].StartTime=1.200000Element[08].StartTimeDeviation=0.000000Element[08].EjectTime=100.000000Element[08].EjectTimeDeviation=0.000000Element[09].ElementType=PLACE_EMITTER[EmitterType001]Name=RedWpRocketLastingSmokeEmitterEffectLevel=1EmissionType=RADIAL_EMITTERUpdateType=NON_MOVINGMaxVisibleDistance=18000.000000EmissionRate=0.500000EmissionVolume=0.000000,0.00000,3.00000RadialVelocityTableType=CONSTANTRadialVelocity=4000.0RadialVelocityDeviation=0.50000ParticleUpdateType=SIMPLE_POINTParticleRenderType=SPRITEParticleRandomOrientation=TRUEParticleLifeTime=15.50000ParticleLifeTimeDeviation=0.500000ParticleWeight=-8.00000ParticleRandomness=0.080000ParticleInheritence=0.001ParticleWindFactor=1.0ParticleColorTableType=TABLEParticleColor[01].Time=0.000000ParticleColor[01].Value=0.800000,0.800000,0.8000000,0.1200000ParticleColor[02].Time=0.0320000ParticleColor[02].Value=1.000000,1.000000,1.000000,0.30000000ParticleColor[03].Time=0.800000ParticleColor[03].Value=0.800000,0.800000,0.8000000,0.120000ParticleColor[04].Time=1.000000ParticleColor[04].Value=0.600000,0.600000,0.5000000,0.0000000ParticleSizeTableType=TABLEParticleSize[01].Time=0.000000ParticleSize[01].Value=40.000000ParticleSize[02].Time=0.2500000ParticleSize[02].Value=45.000000ParticleSize[03].Time=1.0000000ParticleSize[03].Value=80.000000BaseSizeDeviation=0.3TextureMaterial=RedWpSmokeMaterial//=============================================================================[RedWpSmokeMaterial]DepthBufferCheck=TRUEDepthBufferWrite=FALSEIgnoreRenderOrder=FALSEAlphaTestEnabled=FALSELightEnabled=FALSEUseLightLevel=TRUESpecularEnabled=FALSEEmissiveEnabled=FALSEAmbientColor=1.000000,1.000000,1.000000,1.000000DiffuseColor=1.000000,1.000000,1.000000,1.000000ZBufferOffset=0.000000PriorityLevel=3BlendOp=BLEND_SRC_ALPHANumTextureStages=1TextureStage[01].TextureName=RedSmoke.tgaTextureStage[01].MipMap=FALSETextureStage[01].FilterEnabled=TRUETextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSETextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
+Wrench Posted August 2, 2015 Posted August 2, 2015 why not just use MediumOilFireEffect ?? however, you'll have to change (after extraction and placement in the folders) every single data ini for said vehicles, and every entry in all terrain's _types inis that have those vehicles entered.
tn_prvteye Posted August 2, 2015 Author Posted August 2, 2015 Hmmmm...I'll take a look at both. I've got a Mass Text Replace program that'll do that easy, Wrench. And considering how modded my installs are, I'm sure the _data.ini's are already there. :) Thanks, gents.
krfrge Posted August 2, 2015 Posted August 2, 2015 Can't go wrong with Wrench's advice. I didnt even think about mediumoilfire effect....
tn_prvteye Posted August 2, 2015 Author Posted August 2, 2015 Ended up taking the settings in the MediumOilFire and tweaking them a bit. Looks better to me. Still tinkering, though. Thanks for the point in the right direction.
+Stratos Posted August 2, 2015 Posted August 2, 2015 Talking of smoke, a red/violet/yellow or wathever color placeable trough mission editor will be a great addition.
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