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Stary

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Everything posted by Stary

  1. Interesting idea Bucky
  2. I think it's not possible, the aircraft smoke effect is hard-code linked with the plane's HEAVY damage status AFAIK. But yes, it's annoying. The best solution would be to have random option of choosen effect showing on such condition.
  3. the reason you see this anomaly is because the buildings TODs on medium are randomly removed from game world, and such only the rooftops and atticas (one object) were left, while main building object has been removed. I'll have to make new TODs for medium quality settings, with buildings without the atticas and such...
  4. It's in the update 1 file I posted yesterday: http://forum.combatace.com/index.php/topic/46482-first-eagles-effects-pack-update-1/ If you want the burning balloon effect to be attached to other object (zeppellin..?) open your object _data.ini, and for that particular object change the DestroyedEffect= (something here) to DestroyedEffect=BalloonFireEffect BUT it will work OK ONLY for objects that fly high in air (that's the way this effect is made!)
  5. quack, what version of tracersmokeemitter.ini are you using? Open the file and look for tga texture name (ie. smoke2.tga) <-the one you'll need, should be listed near the end of the file in [...material] section
  6. It's flightengine.ini
  7. The settings we're after are: [GraphicsSettings] ZBufferDepth=24 MaxVertexCount=16384 MaxIndexCount=32768 MaxTextureCount=8192 MaxModelType=2048 MaxMeshPerScene=4096 MaxModelPerScene=4096 MaxLightPerScene=256 AspectRatio=1.333333 MinPixelSize=1.0 [FarSceneClip] FarClipDistance=36000.0 NearClipDistance=1000.0 [NormalSceneClip] FarClipDistance=15000.0 NearClipDistance=149.9 [NearSceneClip] FarClipDistance=150.0 NearClipDistance=0.4 [LowDetailOption] HorizonDistance=6000.0 DetailMeshSize=4 DetailLevel=0 WaterEffect=0 NoiseTexture=0 MaxTextureRes=128 [MedDetailOption] HorizonDistance=7000.0 DetailMeshSize=6 DetailLevel=0 WaterEffect=1 NoiseTexture=0 MaxTextureRes=256 [HighDetailOption] HorizonDistance=7500.0 DetailMeshSize=8 DetailLevel=0 WaterEffect=2 NoiseTexture=1 MaxTextureRes=-1 [unlimitedDetailOption] HorizonDistance=16000.0 DetailMeshSize=10 //DetailMeshSize=16 DetailLevel=1 WaterEffect=2 NoiseTexture=1 MaxTextureRes=-1 seems most is at their default values... hm... try lowering the FarClipDistance=20000.0 not 36000.0, this may be it I have this set at 25000 (this is, 25 kilometers) and seems ok for me
  8. First Eagles Effects Pack UPDATE 1 View File First Eagles Effects Pack update. This is small update to my FE Effects Pack. Included new effects: -Balloon fire effect -brand new, larde burning debris falling to ground -aircraft fuel fire -new effect -20mm object hit effect -bigger than lmg and hmg -37mm object hit effect -big gray cloud updated/reworked effects: -Lmg object hit effect -without orange explosion, gray small cloud -Hmg objhect hit effect -bigger gray cloud -tracer smoke emitter -slightly reworked -artillery fire effect -longer lasting, smaller gas cloud Installation: extract ot your Effects folder, overwrite Submitter Stary Submitted 08/31/2009 Category First Eagles - WWI and Early Years - Object Mods
  9. Update 1 uploaded, should be available soon, new effect are 20mm, 37mm, aircraft fuel fire, and balloon fire effects, and some tweaked as discussed on forum
  10. 725 downloads

    First Eagles Effects Pack update. This is small update to my FE Effects Pack. Included new effects: -Balloon fire effect -brand new, larde burning debris falling to ground -aircraft fuel fire -new effect -20mm object hit effect -bigger than lmg and hmg -37mm object hit effect -big gray cloud updated/reworked effects: -Lmg object hit effect -without orange explosion, gray small cloud -Hmg objhect hit effect -bigger gray cloud -tracer smoke emitter -slightly reworked -artillery fire effect -longer lasting, smaller gas cloud Installation: extract ot your Effects folder, overwrite
  11. Bucky, I'm pretty sure the baloon fire effect can be attached to whatever you want to. I'll have the updated pack up in few hours I think
  12. tracersmoke.tga alphachannel BUT Quack74, it seem you have it wrongly installed..? Why they float such in the air? You dropped both tracersmoke.tga and tracersmokeemitter.ini to Effects folder?
  13. Actually, it isn't. specially when something's seriously screwed up after two parameters change
  14. If you're using my effect pack, open the file LmgobjecthitEffect.ini, [EmitterType001] Name=LmgHitFlashEmitter EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.15000 <-change to 0 ParticleLifeTimeDeviation=0.0500000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,1.000000,1.000000,0.400000 ParticleColor[02].Time=0.500000 ParticleColor[02].Value=0.800000,0.800000,0.800000,0.300000 ParticleColor[03].Time=0.800000 ParticleColor[03].Value=0.500000,0.500000,0.500000,0.200000 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=0.2 ParticleSize[02].Time=0.250000 ParticleSize[02].Value=0.07 ParticleSize[03].Time=1.000000 ParticleSize[03].Value=0.00000 BaseSizeDeviation=0.1 TextureMaterial=ExplosionParticleMaterial and save file
  15. Quack74, to be honest I like a lot the ROF tracers and tracersmoke, so I tried to implement similarily looking ones in my pack
  16. Would require new object hit effect for all size guns -I'm working on my effects pack update - it will include this effect improved, also without those small orange flashes. I think everyone would agree they are good for jet planes, but not for canvas ones. (also thinking about adding small amount of debris falling off from planes on impact)
  17. I'm affraid it not related to the detailmeshsize= setting Mike Dora, could you post here your flight engine settings? Also it may be related with the settings in terrain data.ini (example: wwiCambrai_data.ini) : it's on top of the file: [TerrainMesh] TextureThreshold=0.90 LowDetailMeshThreshold=0.80 MedDetailMeshThreshold=0.70 TileToHeightGridRatio=4 RenderMeshVertexCount=4096 RenderMeshIndexCount=6144 SolidObjectVertexCount=12288 SolidObjectIndexCount=18432 AlphaObjectVertexCount=16384 //8192 AlphaObjectIndexCount=16384 //12288 these in red limits the maximum displayed mesh size, try doubling these numbers; when you have these low, together with low numbers in flightengine.ini, engine will render the mesh such way (it's if my memory serves me well)
  18. Southside Bucky, two things control this -the most important is setting in Gun Editor, called TracerSize=, specify the lenght of the tracer. Second is the tracer.tga (and unused in FE tracer2.tga, tracer3.tga) that is strethed to the lenght specified in the Gun Editor -by making the round yellow dot smaller, you'll also reduce the lenght of the tracer -see my recent FE effect pack, as it usees this method.
  19. Both pilots from Belarussian Airforce died in the crash, the Airshow spokesman said. RIP Plane creashed in populated area, hope no victims on the ground.
  20. Not much details available yet, one Su-27 crashed during aerobatics at Radom Airshow, Poland. 2 pilots onboard, their whereabouts yet unknown (?) Su-27 from Belarus here's the extended info and photo after the crash, site in polish My link
  21. Goodspeed. Have a safe return oldie
  22. Many effects are under rework, including the bullet impact effects I wrote this in my previous post the tracer smoke is defined by both TRACERSMOKE.tga and tracersmokeemitter.ini
  23. Have success with the fix? As for the artillery fire effect (used by all AAA guns in game) yes, I doubled the muzzle cloud size, the particles life time was unchanged IIRC. But new, smaller, longer lasting version is in the works, together with updated, more realistic light grey puff hit clouds from onboard guns, and new baloon fire effect, among other things. See attachment for new balloon fire. Now tt falls slowly burning to the ground, much like in should.
  24. @OlPaint01 -we can't have "true 3D" trees I'm affraid. Terrain Editor and engine limitation. I'll try making better shaded textures for them. But these would be still two crossed faces.
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