Pappa Goat
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Everything posted by Pappa Goat
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Here is my repaint of the fantastic work by Stary, Brian32 and Bananimal. I've repainted the tiles drawn from satellite imagery to compensate for all the things that can effect such imagery, climate, time of day/ year, that all effect how the ground looks from space and also how the camera reads the light. The work was all done off existing stuff put out there. I use photoshop a lot for my photography and currently live in S. E. Asia, having said that it took nine major goes of tweaking to get satisfied with it, and there's always room for improvement. Here are some of the changes I have made: - Restored tiles to compensate for atmospherics that dull down the tones and contrast as well as give everything a blue hue. - Mildly altered colour balances and channels to enhance natural colours. - Altered the colours of individual vegetation in the superb GreenHell2 mod to better reflect their true appearance and give a lot more vegetation variation in game. - Altered the colour of rivers from green, to the more common tea brown one sees in this part of the world. The water is that colour due to that red dirt. Instillation: You already have to have the following: VietnamSEA Tile Repaint v1.0 by Brain32 Green Hell 2 by Stary Rescaled Green Hell 2 Trees by Bananimal After that just drop my repainted tiles into you VietnamSEA folder. I've included an alternate version of the GreenHell 2 trees that do not have such enhanced variation in case people do not like mine, or if it eats up the CPU. Likewise on request it included the revamped airbase tiles from the SF2 project... simplez! -
UPDATE: Flechette Air Burst Effect
Pappa Goat posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Ok, I found the FlechetteairBurstEffect I copied the entries from the 23mmflakeffect into the file. I changed the particle colors of the FlakCloud23mm to those from the red smoke marker effect. I changed the smoke from smokewhite.tga to RedSmoke2.tga SO... In game, when the flechette rocket air bursts there is now a nice little puff of smoke.... BUT it is still white!!! Any ideas as to why it's still not red? -
UPDATE: Flechette Air Burst Effect
Pappa Goat replied to Pappa Goat's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
This is in the Flechetteeffect right? Yeah I first looked at this until I realized that this controls the ground impact effect, not the air bursting effect. The CBUsmoke.tga is the brown smoke that appears when the flechettes or bomblets impact the ground. That there is now a puff of smoke with the air burst after I edited the FlechetteAirBurstEffect shows that it's the right effect to edit... I just don't get why the puff is white and not red! grrr. CHANGES IN BOLD BELOW: [EffectType001] Name=FlechetteAirBurstEffect Element[01].ElementType=PLACE_EMITTER Element[01].ElementName=FlakExplosion23mm Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.0 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.0 Element[02].ElementType=PLACE_EMITTER Element[02].ElementName=FlashEmitter23mm Element[02].StartTime=0.0 Element[02].StartTimeDeviation=0.0 Element[02].EjectTime=-1.0 Element[02].EjectTimeDeviation=0.0 Element[03].ElementType=PLACE_EMITTER Element[03].ElementName=FlakDebrisEmitter23mm Element[03].StartTime=0.2 Element[03].StartTimeDeviation=0.0 Element[03].EjectTime=-1.0 Element[03].EjectTimeDeviation=0.0 Element[04].ElementType=PLACE_EMITTER Element[04].ElementName=FlakCloud23mm Element[04].StartTime=0.1 Element[04].StartTimeDeviation=0.0 Element[04].EjectTime=-1.0 Element[04].EjectTimeDeviation=0.0 Element[05].ElementType=PLACE_EMITTER Element[05].ElementName=SmallSparksEmitter23mm Element[05].StartTime=0.0 Element[05].StartTimeDeviation=0.0 Element[05].EjectTime=-1.0 Element[05].EjectTimeDeviation=0.0 Element[06].ElementType=PLACE_EMITTER Element[06].ElementName=SmallFlashEmitter23mm Element[06].StartTime=0.0 Element[06].StartTimeDeviation=0.0 Element[06].EjectTime=-1.0 Element[06].EjectTimeDeviation=0.0 [EmitterType001] Name=FlashEmitter23mm EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=10000.000000 HasLightSource=TRUE LightColor=0.750,0.70875,0.6675 LightRange=2500.0 LightSrcOffset=0.0,0.0,25.0 ParticleUpdateType=NON_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=0.080000 ParticleColorTableType=LINEAR ParticleColorStart=0.400000,0.400000,0.400000,0.200000 ParticleColorEnd=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.134000 ParticleSizeEnd=4.00000 BaseSizeDeviation=0.5 TextureMaterial=FlashMaterial2 [EmitterType002] Name=FlakExplosion23mm EffectLevel=2 EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=18000.000000 HasLightSource=TRUE LightColor=0.400,0.270,0.150 LightRange=1500.0 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.20000 ParticleUpdateType=NON_MOVING ParticleRenderType=ANIMATED_SPRITE ParticleNumAnimationFrame=4 ParticleAnimationScale=0.5 ParticleRandomOrientation=TRUE ParticleLifeTime=0.40000 ParticleLifeTimeDeviation=0.035000 ParticleWeight=-5.00000 ParticleRandomness=0.100000 ParticleWindFactor=0.3 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,0.700000,0.700000,0.300000 ParticleColor[02].Time=0.250000 ParticleColor[02].Value=0.600000,0.600000,0.300000,0.350000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.200000,0.160000,0.040000,0.200000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.134000 ParticleSize[02].Time=0.060000 ParticleSize[02].Value=0.670000 ParticleSize[03].Time=1.000000 ParticleSize[03].Value=1.340000 TextureMaterial=FlakParticleMaterial [EmitterType003] Name=FlakDebrisEmitter23mm EffectLevel=1 EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.200000 MaxVisibleDistance=8000.000000 PositiveZOnly=TRUE EmissionRate=0.01 EmissionVolume=0.000000,0.000000,0.00000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,3200.000000 EmissionVelocityDeviation=0.0000 RadialVelocityTableType=CONSTANT RadialVelocity=1340.0 RadialVelocityDeviation=0.5 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=1.880000 ParticleLifeTimeDeviation=1.0000 ParticleWeight=10.00000 ParticleRandomness=0.050000 ParticleDragFactor=0.400000 ParticleInheritence=0.0010000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.900000,0.800000,0.700000,0.0000000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.50000,0.40000,0.30000,1.00000 ParticleColor[03].Time=1.000000 ParticleColor[03].Value=0.200000,0.150000,0.100000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.200 ParticleSizeEnd=0.000000 BaseSizeDeviation=0.7 TextureMaterial=FlakDebrisMaterial [EmitterType004] Name=FlakCloud23mm EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.360000 MaxVisibleDistance=8000.000000 PositiveZOnly=TRUE EmissionRate=0.0500000 EmissionVolume=0.0000,0.0000,0.200000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,98760.000000 EmissionVelocityDeviation=0.80000 RadialVelocityTableType=CONSTANT RadialVelocity=62840.0 RadialVelocityDeviation=0.500000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=4.500000 ParticleLifeTimeDeviation=0.20000 ParticleWeight=1.50000 ParticleRandomness=0.010000 ParticleDragFactor=0.350000 ParticleInheritence=0.00001000 ParticleWindFactor=0.05 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.600000,0.600000,0.6000000,0.0000000 ParticleColor[02].Time=0.0400000 ParticleColor[02].Value=0.600000,0.600000,0.6000000,0.60000000 ParticleColor[03].Time=0.600000 ParticleColor[03].Value=0.600000,0.600000,0.6000000,0.150000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.60000,0.60000,0.5000000,0.0000000 ParticleColor[05].Time=0.100000 ParticleColor[05].Value=0.60000,0.60000,0.5000000,0.0000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.540000 ParticleSize[02].Time=0.200000 ParticleSize[02].Value=1.790000 ParticleSize[03].Time=1.000000 ParticleSize[03].Value=2.700000 BaseSizeDeviation=0.3 TextureMaterial=RedSmokeMaterial [EmitterType005] Name=SmallFlashEmitter23mm EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=18000.000000 HasLightSource=TRUE LightColor=0.800,0.800,0.800 LightRange=50.0 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.050000 ParticleUpdateType=NON_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.01340 ParticleLifeTimeDeviation=0.2000 ParticleColorTableType=LINEAR ParticleColorStart=1.00000,1.00000,1.00000,1.00000 ParticleColorEnd=0.200000,0.150000,0.100000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=1.340 ParticleSizeEnd=0.000000 ParticleSizeDeviation=0.0200000 BaseSizeDeviation=0.7 TextureMaterial=FlashMaterial2 [EmitterType006] Name=SmallSparksEmitter23mm EffectLevel=2 EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.054000 MaxVisibleDistance=8000.000000 PositiveZOnly=TRUE EmissionRate=0.030 EmissionVolume=0.00000,0.00000,0.00000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,134.000000 EmissionVelocityDeviation=0.0000 RadialVelocityTableType=CONSTANT RadialVelocity=214.0 RadialVelocityDeviation=0.5 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=1.070000 ParticleLifeTimeDeviation=1.0000 ParticleWeight=8.00000 ParticleRandomness=0.050000 ParticleDragFactor=0.400000 ParticleInheritence=0.010000 ParticleColorTableType=LINEAR ParticleColorStart=1.00000,0.80000,0.30000,0.50000 ParticleColorEnd=0.200000,0.150000,0.100000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.0540 ParticleSizeEnd=0.013400 ParticleSizeDeviation=0.900000 TextureMaterial=FireMaterial //============================================================================= [FlashMaterial2] // EffectShaderName=twColor1.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,0.000000,0.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Flash.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [FlakParticleMaterial] // EffectShaderName=twColor1.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=flakani.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [FlakDebrisMaterial] // 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=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=Debris2.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [RedSmokeMaterial] // 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=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=RedSmoke2.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [FireMaterial] // EffectShaderName=twColor1.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Fire.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE -
Flechette Rocketinflight Effect?
Pappa Goat posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Trying to think of a way to edit the effect for flechette rockets to give off those red puffs of smoke as each layer of flechettes are popped off. Any ideas on how to go about this? I have 2 ideas: 1) Edit the RocketInFlightEffect so that along with the exhaust smoke of the rocket, it pops off a quick burst of red smoke in flight. 2) Edit the FlechetteEffect so that a puff of red smoke is discharged once the rocket bursts in the air and does a similar ground hit effect as the CBUs I have a way to add extra smoke emitters that are set to go off at increasingly delayed intervals to give little red puffs as the rocket travels along? For those that don't know what I'm try to re-create: RocketInFlightEffect [EffectType001] Name=RocketInFlightEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=RExhaustSmokeEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=RocketFlareEmitter2 Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 [EmitterType001] Name=RExhaustSmokeEmitter EffectLevel=1 EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=12000.000000 EmissionRate=0.060000 EmissionVolume=0.0000,0.0000,0.0000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=2.500000 ParticleLifeTimeDeviation=0.600000 ParticleWeight=-0.30000 ParticleRandomness=0.080000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.400000,0.400000,0.400000,0.000000 ParticleColor[02].Time=0.017500 ParticleColor[02].Value=0.600000,0.600000,0.600000,0.04000 ParticleColor[03].Time=0.035000 ParticleColor[03].Value=0.740000,0.710000,0.660000,0.120000 ParticleColor[04].Time=0.100000 ParticleColor[04].Value=0.80000,0.790000,0.80000,0.200000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=1.000000,1.000000,1.000000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.600000 ParticleSizeEnd=3.000000 BaseSizeDeviation=0.3 TextureMaterial=MissSmokeMaterial [EmitterType002] Name=RocketFlareEmitter2 EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 EmissionRate=0.00200 EmissionVolume=0.010000,0.010000,0.010000 HasLightSource=TRUE LightColor=0.50,0.45,0.00 LightRange=50.0 LightSrcOffset=0.0,0.0,0.0 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.045000 ParticleLifeTimeDeviation=0.050000 ParticleWeight=-0.30000 ParticleRandomness=0.020000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.000000,0.00000,0.000000,0.250000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.200000,0.20000,0.20000,0.150000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.0800000,0.080000,0.080000,0.100000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.00000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.50000 ParticleSize[02].Time=0.500000 ParticleSize[02].Value=0.7000 ParticleSize[03].Time=1.000000 ParticleSize[03].Value=0.000000 ParticleSizeDeviation=0.100000 TextureMaterial=FlashMaterial2 //============================================================================= [MissSmokeMaterial] 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=smoke4.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [FlashMaterial2] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,0.000000,0.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=1.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Flash.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE FlechetteEffect [EffectType001] Name=FlechetteEffect Element[01].ElementType=PLACE_EMITTER Element[01].ElementName=CbuGroundExplosion Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.0 Element[02].ElementType=PLACE_EMITTER Element[02].ElementName=LargeGreySmokeEmitter Element[02].StartTime=0.050000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 Element[03].ElementType=PLACE_EMITTER Element[03].ElementName=SmallRocketDebrisEmitter Element[03].StartTime=0.0 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=-1.0 Element[03].EjectTimeDeviation=0.000000 [EmitterType001] Name=CbuGroundExplosion EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.200000 MaxVisibleDistance=18000.000000 PositiveZOnly=TRUE EmissionRate=0.050 EmissionVolume=0.00000,0.00000,0.010000 RadialVelocityTableType=CONSTANT RadialVelocity=60000.0 RadialVelocityDeviation=0.500000 HasLightSource=FALSE ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=2.5000 ParticleLifeTimeDeviation=0.400000 ParticleWeight=-0.50000 ParticleRandomness=0.080000 ParticleDragFactor=0.250000 ParticleInheritence=0.00010000 ParticleWindFactor=0.25 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,0.700000,0.700000,0.300000 ParticleColor[02].Time=0.250000 ParticleColor[02].Value=0.600000,0.600000,0.300000,0.350000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.200000,0.160000,0.040000,0.200000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.25000 ParticleSize[02].Time=0.06000000 ParticleSize[02].Value=0.300000 ParticleSize[03].Time=0.1000000 ParticleSize[03].Value=0.50000 ParticleSize[04].Time=0.2500000 ParticleSize[04].Value=0.700000 ParticleSize[05].Time=0.5000000 ParticleSize[05].Value=0.900000 ParticleSize[06].Time=1.0000000 ParticleSize[06].Value=1.000000 BaseSizeDeviation=0.3 PositionHeightOffset=15.0 TextureMaterial=ExplosionParticleMaterial2 [EmitterType002] Name=LargeGreySmokeEmitter EmissionType=RADIAL_EMITTER UpdateType=SIMPLE_POINT LifeTime=0.20 Inheritence=0.00000 MaxVisibleDistance=20000.000000 ZeroVelocityZ=TRUE EmissionRate=0.0060000 EmissionVolume=0.040000,0.100000,0.040000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,0.000000 EmissionVelocityDeviation=0.00000 RadialVelocityTableType=CONSTANT RadialVelocity=35.0 RadialVelocityDeviation=0.100000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=10.000000 ParticleLifeTimeDeviation=0.300000 ParticleWeight=-0.20000 ParticleRandomness=0.080000 ParticleDragFactor=0.500000 ParticleInheritence=1.000000 ParticleWindFactor=0.25 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.900000,0.900000,0.900000,0.000000 ParticleColor[02].Time=0.050000 ParticleColor[02].Value=0.800000,0.7500000,0.700000,0.600000 ParticleColor[03].Time=0.200000 ParticleColor[03].Value=0.7500000,0.700000,0.650000,0.500000 ParticleColor[04].Time=0.300000 ParticleColor[04].Value=0.700000,0.6600000,0.62000,0.400000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=0.600000,0.5700000,0.5300000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=3.00000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=5.00000 ParticleSize[03].Time=0.250000 ParticleSize[03].Value=8.000000 ParticleSize[04].Time=1.000000 ParticleSize[04].Value=10.00000 BaseSizeDeviation=0.3 TextureMaterial=CbuSmokeMaterial [EmitterType003] Name=SmallRocketDebrisEmitter EffectLevel=1 EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.400000 MaxVisibleDistance=8000.000000 PositiveZOnly=TRUE EmissionRate=0.0050 EmissionVolume=0.00000,0.00000,0.00000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,7500.000000 EmissionVelocityDeviation=0.0000 RadialVelocityTableType=CONSTANT RadialVelocity=15000.0 RadialVelocityDeviation=0.5 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=5.000000 ParticleLifeTimeDeviation=1.0000 ParticleWeight=10.00000 ParticleRandomness=0.050000 ParticleDragFactor=0.400000 ParticleInheritence=0.0010000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.900000,0.800000,0.700000,0.0000000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.50000,0.40000,0.30000,1.00000 ParticleColor[03].Time=1.000000 ParticleColor[03].Value=0.200000,0.150000,0.100000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.200 ParticleSizeEnd=0.000000 BaseSizeDeviation=0.7 TextureMaterial=DebrisMaterial //============================================================================= [ExplosionParticleMaterial2] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE 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_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=flash2.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [CBUSmokeMaterial] 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=cbusmoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [DebrisMaterial] 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=Debris.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE -
How to adjust angle of attack?
Pappa Goat posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I'm flying YAP's A-1H. It has a superb flight model in terms of yaw and torque, however there is one main problem... the aircraft flies so that its wings have an angle of attack of 0 degrees, in other words run flatly parallel to the ground, so that the nose is pointing down slightly. Once more, whilst flying like this with the level autopilot on, the aircraft still slowly gains altitude. Anyone know how to handle this? -
Editing Smoke Effects?
Pappa Goat posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Could anyone help in advising which lines of script do what for smoke effects? There's the below effect used int he ground war mod as a smoke grenade for when infantry are in contact. I'm trying to edit it and heavily reduce the volume, thickness and height etc so that it resembles a smoke grenade rather than an airborne smoke rocket. [EffectType001] Name=PurpleSmokeDispenserEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=PurpleSmokeDispenserEmitter Element[01].StartTime=1.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=60.000000 Element[01].EjectTimeDeviation=0.000000 [EmitterType001] Name=PurpleSmokeDispenserEmitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=18000.000000 EmissionRate=0.050000 EmissionVolume=0.000000,0.00000,2.00000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,5.000000 EmissionVelocityDeviation=0.50000 RadialVelocityTableType=CONSTANT RadialVelocity=5.0 RadialVelocityDeviation=0.50000 HasLightSource=TRUE LightColor=0.400,0.270,0.150 LightRange=3.0 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.050000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=10.00 ParticleLifeTimeDeviation=0.25000 ParticleWeight=-11.00000 ParticleRandomness=0.0500000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.600000,0.600000,0.6000000,0.0000000 ParticleColor[02].Time=0.0400000 ParticleColor[02].Value=0.600000,0.600000,0.6000000,0.60000000 ParticleColor[03].Time=0.600000 ParticleColor[03].Value=0.600000,0.600000,0.6000000,0.150000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.60000,0.60000,0.5000000,0.0000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=3.000000 ParticleSize[02].Time=0.2500000 ParticleSize[02].Value=25.000000 ParticleSize[03].Time=1.0000000 ParticleSize[03].Value=60.000000 ParticleSizeDeviation=0.005000 BaseSizeDeviation=0.3 TextureMaterial=PurpleSmokeDispenserMaterial //============================================================================= [PurpleSmokeDispenserMaterial] 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=PurpleSmoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE -
Co-pilots?
Pappa Goat posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Does any know how to edit the cockpit data so that the co-pilot for aircraft like the A-6, or F-111 show or don't show? -
Increasing tracer frequency
Pappa Goat replied to Tenom1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Tried it and like the results.... Any fore detailed idea what the ArmingTime= does? -
Increasing tracer frequency
Pappa Goat replied to Tenom1's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Where do you edit the tracers burn time? -
ArtilleryGroundHitEffect?
Pappa Goat posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Any idea where to find the ArtilleryGroundHitEffect? I can't see it in the effect folder, is it in one of the .CAT files? Can't see artillery exploding any more. -
ArtilleryGroundHitEffect?
Pappa Goat replied to Pappa Goat's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
hmmm, yep its there, so wonder why im not seeing arty hitting the deck when the big guns fire. -
How to do black tracers?
Pappa Goat posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Anyone know how to edit the tracer colour to get black? and what the different tracer textures are? -
How to do black tracers?
Pappa Goat replied to Pappa Goat's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
humph, was thinking for artillery and mortar rounds, as well as grenades from the Cobra. -
Targets submerged into the ground?
Pappa Goat posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
In the version of the Vietnam terrain I have I've noticed that there are some targets, bridges, buildings, many sampans, and even AAA in a few places but not others that are actually submerged partially or wholly into the groud, so that they are underground or maybe only the tops showing. Anyone else come across this and know how to deal with it? -
Sam emplacement
Pappa Goat posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Been looking for a ground object that was the layout for a sam site, as in the dirt tracks and earthworks around the sams. Anyone know where it went? -
AAA Accuracy
Pappa Goat posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Been playing WOV (ground war mod) as well as YAP, and its pretty obvious how the AAA in YAP is a lot more accurate, bursting all around the outside of your cockpit instead of loosely in the general area. Yet the accuracy entries in the gundata.ini are the same. Anyone have any ideas on where else this might be edited? I'm aiming to get an arc of fire somewhere between YAP and WOV, tight, but not too tight! -
AAA Accuracy
Pappa Goat replied to Pappa Goat's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
ok seen... but when they let rip in WOV, they fire shells that splatter all over the place, basically want to edit to tighten the grouping. -
AAA Accuracy
Pappa Goat replied to Pappa Goat's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Na don't think it's anything to do with volume at all. one Zu-23 in YAP vs WOV, its the cone of fire it puts out, how scattered the flak bursts are. -
AAA Accuracy
Pappa Goat replied to Pappa Goat's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hmm, linked to radar, interesting. How I wonder? Could it also be something int he Flight folder??? -
Piecemeal's Airfield Mod For Stary's 'Green Hell 3'
Pappa Goat replied to Piecemeal's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Any way to get this working for WOV? -
Replacement of UBon RTAFB for WoV
Pappa Goat replied to Tannethal's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Great airfields! Wanted to ask though, how can we put lights on during bad weather? -
Aim-7 Sparrow in WOV
Pappa Goat replied to Lt. James Cater's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Ok been back up in the air in a F-4C doing Rolling Thunder and am getting kills with the sparrow now. I fly with the ROE's in mind, so no BVR. So far Sparrow PK of around 25%. Little higher with the Sidewinder. -
Aim-7 Sparrow in WOV
Pappa Goat replied to Lt. James Cater's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Put the weapons setting to hard to try and get it more realistic. I was getting an Almost 100% AIM-7 hit ratio by planning the shot- no high Gs. Now in hard so far have a hit ratio of 0%... ... ... makes me want to ask, what's the procedures on locking and firing the AIM-7? I lock onto the Mig in the radar, it goes into boresight, keep the pipper over the Mig, make sure it's not a high G shot, fire... and the Sparrow just kisses dirt, doesnt track most of the time, maybe tries a little some of the time. I heard in Nam the Sparrow had around a 10% success rate. -
WOV Air & Ground War Expansion Pack Gold - Jan 2012 Update
Pappa Goat replied to eburger68's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Yeh your right, inner left. Also sees one Phantom would mark and carry one GBU, whilst the others two GBUs. -
WOV Air & Ground War Expansion Pack Gold - Jan 2012 Update
Pappa Goat replied to eburger68's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Good stuff. Question, does the F-4D still carry the Pave Spike? I'm very sure it should be the pave knife on the centerline rail instead. I pulled a model for it out of one of the weapons packs.