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Stary

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Everything posted by Stary

  1. sygnaturka kopia

    From the album My private SFP1 pics

  2. BeachAV8R, by default the setting is enclosed in particlesystem.ini file, in the appropriate effect section -but this step requires understanding of the particlesystem.ini structure, best to leave it unmodded! However, there are 3rd party effects packs that have the effect of burning vehicles tweaked, here's example from my Unified Effects Pack (sorry, posting full ini file): [EffectType001] Name=VehicleFireEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=VehicleSmokeEmitter Element[01].StartTime=2.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=600.000000 ,-this value sets the duration of effect (in fact: smoke partices emitter) values are in seconds, this gives 10 minutes of smoke emitting Element[01].EjectTimeDeviation=0.100000 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=VehicleFireSparksEmitter Element[02].StartTime=1.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=600.000000 Element[02].EjectTimeDeviation=0.100000 Element[03].ElementType=PLACE_EMITTER Element[03].ElementName=VehicleSmoke2Emitter Element[03].StartTime=0.25 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=-1 Element[03].EjectTimeDeviation=0.100000 Element[04].ElementType=PLACE_EMITTER Element[04].ElementName=VehicleExplosionFlashEmitter Element[04].StartTime=0.1 Element[04].StartTimeDeviation=0.000000 Element[04].EjectTime=-1.000000 Element[04].EjectTimeDeviation=0.000000 Element[05].ElementType=PLACE_EMITTER Element[05].ElementName=VehicleHitSparksEmitter Element[05].StartTime=0.1 Element[05].StartTimeDeviation=0.000000 Element[05].EjectTime=-1.000000 Element[05].EjectTimeDeviation=0.000000 [EmitterType001] Name=VehicleSmokeEmitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=16000.000000 EmissionRate=0.1 //0.05 EmissionVolume=1.00000,1.00000,-5.000000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,5.000000 EmissionVelocityDeviation=0.250000 RadialVelocityTableType=CONSTANT RadialVelocity=02.5 Randomness=0.5 //0.2 RadialVelocityDeviation=0.250000 HasLightSource=TRUE LightColor=0.400,0.270,0.150 LightRange=50 //1000.0 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.050000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=16 ParticleLifeTimeDeviation=0.3000 ParticleWeight=-13.00000 //-14 ParticleRandomness=0.000000 ParticleWindFactor=1 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.40000,0.4000,0.40000,0.950000 ParticleColor[02].Time=0.0800000 ParticleColor[02].Value=0.300000,0.3000,0.3000,0.750000 ParticleColor[03].Time=0.1600000 ParticleColor[03].Value=0.20000,0.20000,0.2000,0.50000 ParticleColor[04].Time=0.400000 ParticleColor[04].Value=0.10000,0.10000,0.10000,0.300000 ParticleColor[05].Time=0.7500000 ParticleColor[05].Value=0.10000,0.10000,0.10000,0.1500000 ParticleColor[06].Time=1.00000 ParticleColor[06].Value=0.010000,0.010000,0.010000,0.00000 ParticleSizeTableType=LINEAR ParticleSizeStart=5.0 //2.0 ParticleSizeEnd=35 BaseSizeDeviation=0.1 PositionHeightOffset=8.0 TextureMaterial=VehicleSmokeMaterial [EmitterType002] Name=VehicleFireSparksEmitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 EmissionRate=0.025 //0.05 ee 2 EmissionVolume=0.00000,0.00000,-10.000000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,15.000000 EmissionVelocityDeviation=0.250000 RadialVelocityTableType=CONSTANT RadialVelocity=0.5 RadialVelocityDeviation=0.250000 HasLightSource=TRUE LightColor=0.400,0.270,0.150 LightRange=50.0 //500.0 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.050000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.5 ParticleLifeTimeDeviation=0.3000 ParticleWeight=-1.00000 ParticleRandomness=0.01 //0.3000 ParticleWindFactor=1 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.90000,0.8000,0.80000,0.70000 ParticleColor[02].Time=0.0800000 ParticleColor[02].Value=0.500000,0.4000,0.4000,0.50000 ParticleColor[03].Time=0.1600000 ParticleColor[03].Value=0.30000,0.20000,0.2000,0.30000 ParticleColor[04].Time=0.400000 ParticleColor[04].Value=0.28000,0.20000,0.20000,0.1500000 ParticleColor[05].Time=0.7500000 ParticleColor[05].Value=0.20000,0.150000,0.150000,0.500000 ParticleColor[06].Time=1.00000 ParticleColor[06].Value=0.150000,0.1000,0.10000,0.00000 ParticleSizeTableType=LINEAR ParticleSizeStart=4.00000 ParticleSizeEnd=5 BaseSizeDeviation=0.01 TextureMaterial=VehicleFireMaterial [EmitterType003] Name=VehicleSmoke2Emitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=16000.000000 EmissionRate=0.005 //0.001 LifeTime=0.025 //0.05 EmissionVolume=5,5,2 //5,5,0 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,5.000000 EmissionVelocityDeviation=0.250000 RadialVelocityTableType=CONSTANT RadialVelocity=5 Randomness=0.2 RadialVelocityDeviation=0.0 HasLightSource=TRUE LightColor=0.400,0.270,0.150 LightRange=50 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.050000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=16 ParticleLifeTimeDeviation=0.3000 ParticleWeight=-14.00000 ParticleRandomness=0.000000 ParticleWindFactor=1 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.70000,0.7000,0.70000,0.950000 ParticleColor[02].Time=0.0800000 ParticleColor[02].Value=0.500000,0.5000,0.5000,0.750000 ParticleColor[03].Time=0.1600000 ParticleColor[03].Value=0.40000,0.40000,0.4000,0.50000 ParticleColor[04].Time=0.400000 ParticleColor[04].Value=0.30000,0.30000,0.30000,0.300000 ParticleColor[05].Time=0.7500000 ParticleColor[05].Value=0.20000,0.20000,0.20000,0.1500000 ParticleColor[06].Time=1.00000 ParticleColor[06].Value=0.010000,0.010000,0.010000,0.00000 ParticleSizeTableType=LINEAR ParticleSizeStart=15 //5.0 ParticleSizeEnd=35 //20 ok BaseSizeDeviation=0.1 PositionHeightOffset=10 ZeroVelocityZ=TRUE TextureMaterial=VehicleSmokeFireMaterial [EmitterType004] Name=VehicleExplosionFlashEmitter EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.0400000 MaxVisibleDistance=12000.000000 EmissionRate=0.01000 EmissionVolume=1.10000,1.10000,1.10000 EmissionVelocityTableType=CONSTANT EmissionVelocity=10.000000,10.000000,10.000000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.2 ParticleLifeTimeDeviation=0.050000 ParticleWeight=-0.30000 ParticleRandomness=0.200000 ParticleDragFactor=3.000000 ParticleInheritence=0.700000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.400000,0.40000,0.400000,0.000000 ParticleColor[02].Time=0.300000 ParticleColor[02].Value=0.250000,0.25000,0.200000,0.000000 ParticleColor[03].Time=0.800000 ParticleColor[03].Value=0.100000,0.08000,0.010000,0.000000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.00000,0.000000,0.000000 ParticleSizeStart=0.3 ParticleSizeEnd=4.0 BaseSizeDeviation=0.2 TextureMaterial=VehicleFireMaterial [EmitterType005] Name=VehicleHitSparksEmitter EffectLevel=2 EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.3 MaxVisibleDistance=2000.000000 PositiveZOnly=TRUE EmissionRate=0.0400 EmissionVolume=0.00000,0.00000,0.00000 EmissionVelocityTableType=CONSTANT EmissionVelocity=200.000000,200.000000,200.000000 EmissionVelocityDeviation=0.0000 RadialVelocityTableType=CONSTANT RadialVelocity=3000.0 RadialVelocityDeviation=0.5 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=3 //5.0 ParticleLifeTimeDeviation=1.0000 ParticleWeight=0.00000 ParticleRandomness=0.050000 ParticleDragFactor=1.20000 ParticleInheritence=0.0050000 ParticleColorTableType=LINEAR ParticleColorStart=1.0000,0.5000,0.5000,0.9000 ParticleColorEnd=0.200000,0.150000,0.100000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=0.5000 ParticleSizeEnd=0.2000000 BaseSizeDeviation=0.1 TextureMaterial=VehicleFireMaterial [VehicleSmokeMaterial] 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=KAW_smoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [VehicleFireMaterial] EffectShaderName=effectFire.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=0.000000 RenderToBrightness=TRUE BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=KAW_FIRE.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [VehicleSmokeFireMaterial] 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=KAW_smokefire.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE edit: the effect file is named "VehicleFireEffect.ini" in 3rd party packs (not all fx packs have it included!)
  3. oh, well then, I did not recognized my own work... Am I a bit too young to have memory issues? (been few years since I fiddled with it) yes, add the Hot Dog stand, that certainly would mislead imperialist spies
  4. They are clearly building orphanage in the middle of the jungle, can't you see it? Wrench, placement is master! Do you plan to use smaller or bigger trees? I think I see GH2 tods..? @Dave: in "real sim environment", with the Eburger's/Malibu's Air and Ground War Expansion, with their uber-awesome flak, it's even scarier
  5. ask Wrench, The about creating terrain-specific environmentsystems, he had made it working in the past for several terrains IIRC
  6. ummm, I totally forgot about those..? Honestly I don't remember if I made and released the smaller variant
  7. so today, no -there's only one type of percitipation used in game, be it rain, snow or corn flakes -we'd need new or updated one to have different types -BUT -every terrain can have it's own environmentsystem.ini specified via given terrain's _data.ini -so I think it's possible to have global environmentsystem.ini for most seasons with rain specified, and for winter season (in the winter subfolder) different one with snowfall effect specified for this only season. But it's been loong time since I was doing experiments with more variable weather, around SF1 oct2008 patch level
  8. yes, that's very nice video -reminds me when I set a tanks vs tanks scenario in Janes' WW2 Fighters, at that time (around 2001) that was something spectacular watcing the tanks fighting the thing with CoD videos, I'd like clear statement when a video is recorded using Fraps or other capturing soft, and when using build-in video tools that renders the track at full detail vide the "fake" promotional videos before release
  9. Speaking from position of purely offline single player user, yes there's a lot going on under the hood, recent titles (ROF, Cliffs of Dover) have nothing to propose compared to OFF, campaign engine wise
  10. for me, over land it's still not so great, have to try at low buildings, forests and trees setings, but generally -improvement
  11. DH2 at sunset is simply amazing! Congratulations! :clapping:
  12. it's the same terrain, SH wasn't over the desert tiles yet!
  13. I prefer UP, matter of mods included and working campaigns. Back to COD -new beta patch fixes many many issues and inscreases performance more than mods.
  14. wasn't it the oother way, OpenGL only? I can set PERFECT mode only using OGL renderer JM, try HSFX 5.0 for 4.10.1m
  15. That's nice of you Dave, I have ideas for few more
  16. got eye or the other way -tweak the background curves, but as there are multiple layers, planes would be easier
  17. dunno Jules, I was thinking about making them more dull in fact to what they are now, also some running Charlies on the ground would add to it -must reinstall HAWX to check your idea
  18. just photoshop skills -real Nam backgrounds with Thirdwire models from screen grabs and some photo manipulation work I made for my own enjoyment, maybe I'll collect them into SF2:Vietnam menuscreens pack
  19. we do, we do... here's new water=4 for Il2 1946 by SAS guys, any comment? CoD with it's performance has dangerous competitor -own older brother
  20. (YES, I do know these aren't screenshots per definition, having fun with photoshop)
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