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Fubar512

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Everything posted by Fubar512

  1. Happy Birthday Fubar512 !

    Thank You, Gents!
  2. No it doesn't. Not by a long shot. Wrong information, bud. F-104G in SF2 at night, just to show exhaust glow shader and prove that it's under DX10.
  3. That may be, but it's always easier to start with the right effect and edit it to suit, then it is to try with the wrong type of effect, and then try tone it down to fit.
  4. You're still using the wrong effect, a flak effect in place of the gunfire effect. Use this GunFireEffect= 37mmFireEffect and it will work the way it's intended to.
  5. Not at all. They are two separate effects, with call outs (trigger events) that completely unrelated to one another. The flak effect is normally spelled out in the bulletobject.ini, or in that particular gun's folder, should you have it set up as an addon. In the latter scenario, one would have a seperate folder for a gun, containing both a gun.ini pointing to a gun_data.ini, as one would a weapon (only applies to SF2 series): //////////////////////////////////////////////////////////////////////// [GunData001] TypeName=40MM_L60 FullName=40mm Bofors L60/70 Cannon Caliber=40.000000 ROF=100.000000 MuzzleVel=850.000000 AmmoWt=0.955000 WarheadWt=0.090000 Reliability=95.000000 Accuracy=58.000000 AddLight=TRUE MaxLightRange=1200.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=37mmFireEffect <---muzzle flash and gun smoke effect GunFireSound=37Can EffectClassName=37mmEffects <-----effects, including flak, water spikes, dirt spikes, armor hits, etc EffectTime=0.100000 TracerTexture=Tracero.tga TracerSize=0.050000 TracerDistFactor=0.002000 TracerLength=0.050000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=TRUE [37mmEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=37mmGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName=WaterRic ObjectHitEffectName=37mmObjectHitEffect ObjectHitSoundName=Impact4 ArmorHitEffectName=37mmObjectHitEffect ArmorHitSoundName=Impact4 AirBurstEffectName=37mmFlakEffect AirBurstSoundName=Flak37 ShrapnelChance=100 ShrapnelCount=250 //////////////////////////////////////////////////////////////////////
  6. Experimenting on your own is encoraged, and it's how most of us familiarized ourselves with the series over the years.
  7. Geary, I intend to use this on the Korean Air War add that we're working on. It allows one to simulate water-injection and high-blower settings on piston-engined aircraft, and water injection on jets.
  8. Because you're using a flak cloud as a gun smoke effect, which is something it's not meant to be. Who's effects are you using? In the 37mm gun data.ini, make sure that you're using the following GunFireEffect=37mmFireEffect
  9. Is the AIM-54A setup with Exported=TRUE in it's weapondata entry?
  10. A bit of research goes a long way. Using the forum search feature here and at www.thirdwire.com has always proved helpful to me and everyone else. Out of the kindness of our hearts, we also took the time and the trouble to create a knowledgebase here at CA. Most of the answers to questions that you've asked, and probably to questions that you've yet to ask, are there. All TW series and TW titles have their core files contained in, and read from, an assortment of catalog (.cat) files. You'll find the default weapons and their data in the Objectdata.cat
  11. Geary, I have already incorporated this, heat blur, 3D exhaust rumble and all, on several models, for an as yet unreleased mod. The key is adding a secondary engine, with either little or no thrust, that is equipped with an afterburner, and has the secondary effects linked to it.
  12. Of course, there's also Marcelo's Su-33 (with working canards, tailhook, etc), and the Tomcat74/MF Su-24M, that have yet to be released. The '24M is extraordinarily well-detailed, thanks to the efforts of the Late, Great BPAO and the texturing skills of JimBib.
  13. It should be saved inside the weapons folder. Once you've clicked save, you're done. Make sure that there's also a file named "weapondata.dat", time and date stamped to when you saved the data.
  14. It's not complicated. You need to use the proper version of the weaponeditor to VALIDATE the weapondata.ini. You do so by opening it with the (and I cannot stress this often enough) proper version of the weaponeditor, and then saving it with same. That's all.
  15. It never went below 35 FPS, and averaged 40+. As an encoded WMV file, it's a constant 30 FPS, so I've made my point. I purposely panned the view the way I did in order to deceive the viewer's eye. And it's SF2, using Stary's CE Terrain and the Mirage Factory's MiG-29A.
  16. Only the "BoosterSoundName" entry works reliably. Sustainer sounds and inflight sounds only work sporadically, if at all. As for the effect, you'll either need to point to an existing missile inflight effect, or create a new one. And, in order to answer the acceleration question, you must supply at least one more piece of data. Acceleration cannot be determined from terminal velocity, alone.
  17. Nope. 1) No stutters 2) Guess again
  18. Anyone care to estimate the frame rate on this video? FPS.wmv
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