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I've looked but cannot find, is there a thicker and longer contrail effect out there that lasts longer? I personally think they are a little under par at the moment. I have tried testing new contrail effects but have been unsuccessful. 

post-90352-0-03327000-1456114875_thumb.jpg

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The current stock contrail effect is essentially nothing more than a "ribbon" that's repeated every few moments, and dates back to the inception of the first series, prior to 2002 (I recall first seeing it in a preview article, circa Summer of 2001).

 

I've tried creating a whispy, smokey effect, with limited success.  It winds up unconvincingly short, due to a built-in limitation in the number of particles that can be rendered per effect. I have tried reducing the particle count as well, which then causes the effect to resemble disassociated puffs of smoke.  

 

I have a video of that somewhere on a backup drive.

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What happened to Lexx's Siberian Sky? Was that not transferable to SF2? Because he was able to create very convincing contrails that were visible at pretty impressive ranges. 

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What happened to Lexx's Siberian Sky? Was that not transferable to SF2? Because he was able to create very convincing contrails that were visible at pretty impressive ranges. 

IIRC, he gave up on that when he discovered that SF2 handled lighting and effects differently.  You can always search for it try adapting the contrails, to SF2 but I doubt that they'll last more than a few hundred meters behind the aircraft,

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I've already tried to adapt his contrails with no such luck. I've also attempted with his missile effects which I thought were more accurate than current SF2 effects IMHO.  

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Fubar and Lexx were both up to something as I recall, with Lexx contrails being very conviencing despite using stretched particle (ribbon), the particles limits can be extended but the engine can't handle much of particles spawned/displayed anyway

Edited by Stary

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I got Lexx's contrails to work in SF2. Will post them here if anybody cares to incorporate them.

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Naturally, what you have to do is first download the original files here:

 

http://combatace.com/files/file/7046-siberian-sky-contrails-for-strategic-air-warfare/

 

Then we tweak.

 

The relevant call out in the AIRCRAFTOBJECT.ini file under [Effects] is ContrailEmitter=ContrailEmitter. In my meagre experience changing this to Contrail-80 or any other entry porks the effect. Therefore, I make no change to ContrailEmitter=ContrailEmitter under [Effects] in the AIRCRAFTOBJECT.ini

 

So what I did instead was rename sss-Exhaust Contrail.ini as provided by Lexx in the above link to ContrailEmitter. The contents of this file must be amended to the following with special emphasis on highlighted portions since these have been changed.

 

[EmitterType001]
Name=ContrailEmitter
EmissionType=POINT_EMITTER
UpdateType=NON_MOVING
MaxVisibleDistance=20000 //edit to taste referring to appropriate Flightengine.ini settings//
EmissionRate=0.5
ParticleUpdateType=RANDOM_MOVING
ParticleRenderType=CONNECTED_SPRITE
ParticleLifeTime=80
ParticleLifeTimeDeviation=0.3
ParticleRandomness=0.0
ParticleWindFactor=1
ParticleColorTableType=TABLE
ParticleColor[01].Time=0
ParticleColor[01].Value=0,0,0,0
ParticleColor[02].Time=0.01
ParticleColor[02].Value=0.40,0.35,0.30,0
ParticleColor[03].Time=0.16
ParticleColor[03].Value=0.45,0.40,0.35,0
ParticleColor[04].Time=1
ParticleColor[04].Value=0,0,0,0
ParticleSizeTableType=TABLE
ParticleSize[01].Time=0
ParticleSize[01].Value=0
ParticleSize[02].Time=0.005
ParticleSize[02].Value=2
ParticleSize[03].Time=0.02
ParticleSize[03].Value=10
ParticleSize[04].Time=0.48
ParticleSize[04].Value=90
ParticleSize[05].Time=1
ParticleSize[05].Value=20
BaseSizeDeviation=0
TextureMaterial=ContrailMaterial
 
//---------------------------------------------------------------------------------------
[ContrailMaterial]
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=0.0000000
PriorityLevel=0
BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC
NumTextureStages=1
TextureStage[01].TextureName=ss-Contrail.tga
TextureStage[01].MipMap=FALSE
TextureStage[01].FilterEnabled=TRUE
TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

Note, I eliminate extraneous entries, retaining only the entry of my choice being Contrail-80 since the ParticleLifeTime is purportedly 80 seconds, renaming it however to ContrailEmitter so that the call out matches the same in the AIRCRAFTOBJECT.ini under [Effects]. It would certainly help to read Lexx's instructions in order to familiarize oneself with the working of the mod.

 

Hope this works for folks here. Good Hunting All!

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HA! We do have a "Chem Trail Mod!"

 

Ha!

It should be included as a weapon

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I Prefer Volumetric

 

ContrailEmitter

 

[EmitterType001]
Name=ContrailEmitter
EmissionType=POINT_EMITTER
UpdateType=NON_MOVING
MaxVisibleDistance=18000.000000
EmissionRate=0.060000
ParticleUpdateType=RANDOM_MOVING
ParticleRenderType=SPRITE
ParticleRandomOrientation=TRUE
ParticleLifeTime=10.000000
ParticleLifeTimeDeviation=0.3
ParticleWeight=0.00000
ParticleWindFactor=0.5
ParticleColorTableType=TABLE
ParticleColor[01].Time=0.000000
ParticleColor[01].Value=1.000000,1.000000,1.000000,0.000000
ParticleColor[02].Time=0.020000
ParticleColor[02].Value=1.000000,1.000000,1.000000,0.100000
ParticleColor[03].Time=0.160000
ParticleColor[03].Value=1.000000,1.000000,1.000000,0.800000
ParticleColor[04].Time=1.000000
ParticleColor[04].Value=1.000000,1.000000,1.000000,0.200000
ParticleSizeTableType=TABLE
ParticleSize[01].Time=0.000000
ParticleSize[01].Value=0.000000
ParticleSize[02].Time=0.005000
ParticleSize[02].Value=0.500000
ParticleSize[03].Time=0.040000
ParticleSize[03].Value=4.000000
ParticleSize[04].Time=0.300000
ParticleSize[04].Value=9.000000
BaseSizeDeviation=0
TextureMaterial=SmokeTrailMaterial

[smokeTrailMaterial]
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=0
BlendOp=BLEND_SRC_ALPHA
NumTextureStages=1
TextureStage[01].TextureName=SMOKETRAIL.tga
TextureStage[01].MipMap=FALSE
TextureStage[01].FilterEnabled=TRUE
TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

ContrailEffect

 

[EffectType001]
Name=ContrailEffect
Element[01].ElementType=HOLD_EMITTER
Element[01].ElementName=ContrailEmitter
Element[01].StartTime=0.000000
Element[01].StartTimeDeviation=0.000000
Element[01].EjectTime=-1.000000
Element[01].EjectTimeDeviation=0.000000

[EmitterType001]
Name=ContrailEmitter
EmissionType=POINT_EMITTER
UpdateType=NON_MOVING
MaxVisibleDistance=18000.000000
EmissionRate=0.060000
ParticleUpdateType=RANDOM_MOVING
ParticleRenderType=SPRITE
ParticleRandomOrientation=TRUE
ParticleLifeTime=10.000000
ParticleLifeTimeDeviation=0.3
ParticleWeight=0.00000
ParticleWindFactor=0.5
ParticleColorTableType=TABLE
ParticleColor[01].Time=0.000000
ParticleColor[01].Value=1.000000,1.000000,1.000000,0.000000
ParticleColor[02].Time=0.020000
ParticleColor[02].Value=1.000000,1.000000,1.000000,0.100000
ParticleColor[03].Time=0.160000
ParticleColor[03].Value=1.000000,1.000000,1.000000,0.800000
ParticleColor[04].Time=1.000000
ParticleColor[04].Value=1.000000,1.000000,1.000000,0.200000
ParticleSizeTableType=TABLE
ParticleSize[01].Time=0.000000
ParticleSize[01].Value=0.000000
ParticleSize[02].Time=0.005000
ParticleSize[02].Value=0.500000
ParticleSize[03].Time=0.040000
ParticleSize[03].Value=4.000000
ParticleSize[04].Time=0.300000
ParticleSize[04].Value=9.000000
BaseSizeDeviation=0
TextureMaterial=SmokeTrailMaterial

[smokeTrailMaterial]
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=0
BlendOp=BLEND_SRC_ALPHA
NumTextureStages=1
TextureStage[01].TextureName=SMOKETRAIL.tga
TextureStage[01].MipMap=FALSE
TextureStage[01].FilterEnabled=TRUE
TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE
TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

And A Custom TGA

 

 

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post-62958-0-07285800-1466544718_thumb.jpg

post-62958-0-88409000-1466544727_thumb.jpg

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Ooh nice! Thanks for sharing.

 

Aren't contrails technically ice particles?

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The Thing That Always Bothered Me Was Options Use 32 Bit Buffer = True And Flightengine[GraphicsSettings]
ZBufferDepth=24 Lead To Conflicts Progress Continues

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