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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.

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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=RedSmokeDispenserEffect
Element[01].ElementType=PLACE_EMITTER
Element[01].ElementName=MediumRocketRadialDirtblastEmitter
Element[01].StartTime=0.000000
Element[01].StartTimeDeviation=0.000000
Element[01].EjectTime=-1.000000
Element[01].EjectTimeDeviation=0.000000
Element[02].ElementType=PLACE_EMITTER
Element[02].ElementName=MediumRocketRadialMistblastEmitter
Element[02].StartTime=0.000000
Element[02].StartTimeDeviation=0.000000
Element[02].EjectTime=-1.000000
Element[02].EjectTimeDeviation=0.000000
Element[03].ElementType=PLACE_EMITTER
Element[03].ElementName=
Element[03].StartTime=0.000000
Element[03].StartTimeDeviation=0.000000
Element[03].EjectTime=-1.000000
Element[03].EjectTimeDeviation=0.000000
Element[04].ElementType=PLACE_EMITTER
Element[04].ElementName=
Element[04].StartTime=0.000000
Element[04].StartTimeDeviation=0.000000
Element[04].EjectTime=-1.000000
Element[04].EjectTimeDeviation=0.000000
Element[05].ElementType=PLACE_EMITTER
Element[05].ElementName=
Element[05].StartTime=0.050000
Element[05].StartTimeDeviation=0.000000
Element[05].EjectTime=-1.000000
Element[05].EjectTimeDeviation=0.000000
Element[06].ElementType=PLACE_EMITTER
Element[06].ElementName=
Element[06].StartTime=0.0500
Element[06].StartTimeDeviation=0.000000
Element[06].EjectTime=-1.000000
Element[06].EjectTimeDeviation=0.000000
Element[07].ElementType=PLACE_EMITTER
Element[07].ElementName=MediumRocketDebrisEmitter
Element[07].StartTime=0.000000
Element[07].StartTimeDeviation=0.000000
Element[07].EjectTime=-1.000000
Element[07].EjectTimeDeviation=0.000000
Element[08].ElementType=HOLD_EMITTER
Element[08].ElementName=RedWpRocketLastingSmokeEmitter
Element[08].StartTime=1.200000
Element[08].StartTimeDeviation=0.000000
Element[08].EjectTime=100.000000
Element[08].EjectTimeDeviation=0.000000
Element[09].ElementType=PLACE_EMITTER

[EmitterType001]
Name=RedWpRocketLastingSmokeEmitter
EffectLevel=1
EmissionType=RADIAL_EMITTER
UpdateType=NON_MOVING
MaxVisibleDistance=18000.000000
EmissionRate=0.500000
EmissionVolume=0.000000,0.00000,3.00000
RadialVelocityTableType=CONSTANT
RadialVelocity=4000.0
RadialVelocityDeviation=0.50000
ParticleUpdateType=SIMPLE_POINT
ParticleRenderType=SPRITE
ParticleRandomOrientation=TRUE
ParticleLifeTime=15.50000
ParticleLifeTimeDeviation=0.500000
ParticleWeight=-8.00000
ParticleRandomness=0.080000
ParticleInheritence=0.001
ParticleWindFactor=1.0
ParticleColorTableType=TABLE
ParticleColor[01].Time=0.000000
ParticleColor[01].Value=0.800000,0.800000,0.8000000,0.1200000
ParticleColor[02].Time=0.0320000
ParticleColor[02].Value=1.000000,1.000000,1.000000,0.30000000
ParticleColor[03].Time=0.800000
ParticleColor[03].Value=0.800000,0.800000,0.8000000,0.120000
ParticleColor[04].Time=1.000000
ParticleColor[04].Value=0.600000,0.600000,0.5000000,0.0000000
ParticleSizeTableType=TABLE
ParticleSize[01].Time=0.000000
ParticleSize[01].Value=40.000000
ParticleSize[02].Time=0.2500000
ParticleSize[02].Value=45.000000
ParticleSize[03].Time=1.0000000
ParticleSize[03].Value=80.000000
BaseSizeDeviation=0.3
TextureMaterial=RedWpSmokeMaterial

//=============================================================================

[RedWpSmokeMaterial]
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=RedSmoke.tga
TextureStage[01].MipMap=FALSE
TextureStage[01].FilterEnabled=TRUE
TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

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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.

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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.

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Can't go wrong with Wrench's advice. I didnt even think about mediumoilfire effect....

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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.

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:biggrin:

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Talking of smoke, a red/violet/yellow or wathever color placeable trough mission editor will be a great addition.

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