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331Killerbee

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Everything posted by 331Killerbee

  1. I got to say, This one stumped Me for a while. But I've got to give Brian32 Credit in pointing Me in the right Direction. This may be a Long Post, And after a while, A Moderator might want to move it to the Knowledge Base after We see Results on Members different Set-up's. First of all, I thought it might be a thing that was DX10 versus DX9c Problem or the Type of OS. But after thinking on it futher, It's not at all. I reflected on how the Sea-Water Effect worked on My XP Install after some Adjusting. The Water.fx Plug-in was there and eventually worked. So, this eliminated that Theory. Next, I started looking at the New ParticleSystem.INI and noticed that each Material had a Effects Plug-In with the .fx extension. This is where Brian32 stated He was getting Effects to work by adding the .fx Line to the Material of an Effect. So, I thought to Myself. Well, How come some Effects are working and some not. I found the Answer...... The Effects that work are Copies of existing Effects that use nothing more than another Texture called out. I.E. Afterburners and such.... So, How about Custom Effects like Nuke, WP and others......Well, Let's look at the Old Entries of WilliePete "Red" for a Minute. I was testing it and noticed small Flashes when it Hit, But no Effect. That told Me that the MissileObject.INI was working. So let's look at the "Old" WP "Red" Entries: [EffectType001] Name=RedWilliePeteGroundExplosion Element[01].ElementType=PLACE_EMITTER Element[01].ElementName=MediumRocketRadialDirtblastEmitter <<<< May have been Changed in Default. or Renamed. Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=PLACE_EMITTER Element[02].ElementName=MediumRocketRadialMistblastEmitter <<<< Same here. Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 Element[03].ElementType=PLACE_EMITTER Element[03].ElementName=MediumRocketGlowEmitter <<<< Maybe renamed. Element[03].StartTime=0.000000 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=-1.000000 Element[03].EjectTimeDeviation=0.000000 Element[04].ElementType=PLACE_EMITTER Element[04].ElementName=MediumRocketFlashEmitter <<<< Same here. Element[04].StartTime=0.000000 Element[04].StartTimeDeviation=0.000000 Element[04].EjectTime=-1.000000 Element[04].EjectTimeDeviation=0.000000 Element[05].ElementType=PLACE_EMITTER Element[05].ElementName=WpRocketGroundExplosion <<<<<<<<< Custom Effect Element[05].StartTime=0.050000 Element[05].StartTimeDeviation=0.000000 Element[05].EjectTime=-1.000000 Element[05].EjectTimeDeviation=0.000000 Element[06].ElementType=PLACE_EMITTER Element[06].ElementName=WpRocketLastingSmokeEmitter <<<<<<< Custom Effect Element[06].StartTime=0.0500 Element[06].StartTimeDeviation=0.000000 Element[06].EjectTime=-1.000000 Element[06].EjectTimeDeviation=0.000000 Element[07].ElementType=PLACE_EMITTER Element[07].ElementName=MediumRocketDebrisEmitter <<<< Maybe Renamed or not. Element[07].StartTime=0.000000 Element[07].StartTimeDeviation=0.000000 Element[07].EjectTime=-1.000000 Element[07].EjectTimeDeviation=0.000000 Element[08].ElementType=HOLD_EMITTER Element[08].ElementName=RedWpRocketLastingSmokeEmitter <<<<<Custom Effect Element[08].StartTime=1.200000 Element[08].StartTimeDeviation=0.000000 Element[08].EjectTime=100.000000 Element[08].EjectTimeDeviation=0.000000 Element[09].ElementType=PLACE_EMITTER Element[09].ElementName=MediumRocketShockWaveEmitter <<<<< May not be what's called in the ParticleSystem.INI Element[09].StartTime=0.000000 Element[09].StartTimeDeviation=0.000000 Element[09].EjectTime=-1.000000 Element[09].EjectTimeDeviation=0.000000 Element[10].ElementType=PLACE_EMITTER Element[10].ElementName=LargeGreySmokeEmitter<<<<<< Same Here. Element[10].StartTime=0.1000000 Element[10].StartTimeDeviation=0.000000 Element[10].EjectTime=-1.000000 Element[10].EjectTimeDeviation=0.000000 Element[11].ElementType=PLACE_EMITTER Element[11].ElementName=WPSparksEmitter <<<<< Custom Effect Element[11].StartTime=0.00000000 Element[11].StartTimeDeviation=0.000000 Element[11].EjectTime=-1.000000 Element[11].EjectTimeDeviation=0.000000 Element[12].ElementType=SCATTER_EMITTERS Element[12].ElementName=WpRocketExplosionFlyingDust <<<<<< Custom Effect Element[10].StartTime=0.0000000 Element[12].StartTimeDeviation=0.000000 Element[12].EjectTime=-1.000000 Element[12].EjectTimeDeviation=0.000000 Element[12].ScatterCount=8 Element[12].ScatterVolume=1.000000,1.000000,0.000000 Element[12].ScatterVelocity=600.000000,600.000000,150.000000 Element[12].ScatterVelocityBias=0.000000,0.000000,300.000000 Element[13].ElementType=PLACE_EMITTER Element[13].ElementName=NapalmGlowEmitter <<<< Is that what the new ParticleSystem calls it? Element[13].StartTime=0.000000 Element[13].StartTimeDeviation=0.000000 Element[13].EjectTime=-1.000000 Element[13].EjectTimeDeviation=0.000000 [EmitterType001] Name=RedWpRocketLastingSmokeEmitter EffectLevel=1 EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=18000.000000 EmissionRate=0.500000 EmissionVolume=0.000000,0.00000,3.00000 RadialVelocityTableType=CONSTANT RadialVelocity=4000.0 RadialVelocityDeviation=0.50000 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=15.50000 ParticleLifeTimeDeviation=0.500000 ParticleWeight=-8.00000 ParticleRandomness=0.080000 ParticleInheritence=0.001 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.800000,0.800000,0.8000000,0.1200000 ParticleColor[02].Time=0.0320000 ParticleColor[02].Value=1.000000,1.000000,1.000000,0.30000000 ParticleColor[03].Time=0.800000 ParticleColor[03].Value=0.800000,0.800000,0.8000000,0.120000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.600000,0.600000,0.5000000,0.0000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=40.000000 ParticleSize[02].Time=0.2500000 ParticleSize[02].Value=45.000000 ParticleSize[03].Time=1.0000000 ParticleSize[03].Value=80.000000 BaseSizeDeviation=0.3 TextureMaterial=RedWpSmokeMaterial <<<<<<< Material Callout [RedWpSmokeMaterial] EffectShaderName=effectLightLevel.fx <<<<< The Effect Plug-in I was talking about. 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=RedSmoke.tga <<<< The Texture, Of course. TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE Now for the clintcher. Each "Custom Effect" indicated above, has to have the Plug-in associated with it's Material to show. If it's a Copy of an existing Effect......It doesn't need the Line..... It works off the Default first in the ParticleSystem.INI that already has the Line in it.... Now lets see some "BOOM"! Semper Fi! 331KillerBee
  2. On a South East Asain Stroll....... Happy New Years and Semper Fi! 331KillerBee
  3. Try these Numbers for the Cockpit.INI of the A-6A..... [CockpitSeat001] ModelName=A-6A_pit.LOD Offset=-0.004,0.00,0.01 Position=-0.35,2.55,0.74 ViewAngles=0.0,0.0,0.0 331KillerBee
  4. Yep..... And LCDR Ted Swartz in a A-4C of VA-76 on 1 May 1967, Shot down a Mig-17 with a 5.0 Zuni Rocket. They put a Kill marking on his Nose too.......
  5. Yep, The AGM-45 is a Sparrows Engine with a different Warhead and G&C on it. The Guys firing the Falcons at Campfires from the Ho Chi Mhinn Trail reported some secondaries with their F-102's. AIM-9 and 7's could be used against "Soft" Ground Targets. The problem being the Continous Rod Warheads. Both have a Proximity Fuses in them, But the Continous Rod WarHeads were built specifically for Air to Air Targets. They wouldn't do much good against "Hardened" Targets. More often than not, You'd have to shoot them in BoreSight Mode. Way too much clutter on the Ground. The last important thing is explaining to the Group Commander, When he calls You out on the Carpet, Why You feel the need to waste His 1/4 Million Dollar Air to Air Missiles on Ground Targets. I'm sure as He's chewing You out, He'll remind You that's what 2.75mm and 5.0mm HE Rockets are for. In the case of the F-104, That's the delimiting Factor in using a Interceptor as a CAS Platform...... 331KillerBee
  6. Program 4 Monitor is getting dailed in....
  7. There's no Entry. It's more or less fators that lead to both Simlated and Visual. If one has ever fired a A-4 while sitting on the runway, You'll see the Front Landing Gear Shock move the Nose up and Down. From the Gun's standpoint, We have these Ballistics to work with: Caliber Rate of Fire Muzzle Velosity Ammo Weight Warhead Weight And for the Ground Object: Burst Amount As far as I can tell, With the Right Ballistics set up for the Gun, You should get the proper Recoil of it. 331KillerBee
  8. Here's a better Example of what's going on...... We'll use the F-104's Olive Drab Tanks as an Example. [WeaponData001] TypeName=Tank170_F104OD FullName=170-gal Drop Tank OD <<<<< The Tank's Name ModelName=TANK_170F104S <<<< Model for the Left Side Mass=605.559998 Diameter=0.475000 Length=5.572000 AttachmentType= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=501.230011 Asymmetrical=TRUE RightModelName=TANK_170F104RS <<<<<< Model for the Right Side. Now in Our Weapons Folder, I'll have the Data.ini above with a Tank170_F104OD.INI and the Two Models and the Skins for both in the "Tank170_F104OD" Folder. In otherwords, Not two seperate Folders for Tank Type, But one....... 331KillerBee BTW If the F-104 Tank Skins were for the "Stock" F-104 that comes from ThirdWire, Then all that's required is to place the Tank Skins in the Aircraft's Skin Folders.
  9. 1) Back Up and take out Entry #2 You have listed above. It's making two references to a "Right" Tank. 2) If this is for SF2, Then the Tank Skins go into the Aircraft's Skin Folder.
  10. [WeaponData001] TypeName=Tank170_F104 FullName=170-gal Drop Tank ModelName=tank170l_f104 <<<<<<< Notice it's the Left Tank Mass=605.559998 Diameter=0.475000 Length=5.572000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=501.230011 Asymmetrical=TRUE <<<<<< Set to TRUE RightModelName=tank170r_f104 <<<<<< Now list the opposite. In this case, The "Right" Tank. HideStationPylon=FALSE This Information is from the Stock WeaponsData.ini of SF2 for the Stock F-104's. If You've made additional Tanks or Changes, Be sure the Information in the Data.INI's of the Tanks in the Weapons Folder looks like that above. 331KillerBee
  11. HDR Mod 1.01A

    API's are Aplication Processing Interfaces. DX9 uses a different API's that DX10.... MS DX I've been modding this Series since 2002 and I'm not running any HDR Mods in My Installs of SF2. Frighten People, I doubt it. And if You do enough searching, You'll see that running both API's is not realistic. You can do damage to a Video Card's Processor by messing with the API's and the Processors Threading....... But of course, GrinchWSLG, I've been giving bad Advice to this Community for a long Time.........All I'm saying is use it at "Your Own Risk" in regards with a Game that already set up using DX 10 Shaders with a Game Engine running to Read DX10 Threading. My comments are far from Unfounded............If so, Prove Me Wrong...... 331KillerBee
  12. According to Microsoft.....YES , in a big way.... 331KillerBee
  13. Go into the Decal.INI and remove the Entry "Navy" Temporarly to see if the Skin comes back. If it does, Then the A4SqTail.tga would have to be re-done with "NAVY" on it........ This is just guessing not seeing the Mods entries first-hand....... 331KillerBee
  14. HDR Mod 1.01A

    Yep, Like Fast Cargo said, DX 10 Plugins come for all Versions of SF2 after the DEC.09 Patch. Running the HDR Mod which uses the d9d3.dll on a Engine intended for DX 10, DX 10.1 and DX 11 can lead to Damage to the Game, to Your Video Drivers which could lead to permanate Damage to a User's DX 10 or above Video Card. Besides, Full blown DX10 Shaders can out do anything DX 9 (d9d3.dll) could ever think of doing anyhow. Though, I'm sure this is a well thought out Mod and alot of Work went into it. I would be sure My Machine was in a DX 9 State before messing with anything on a DX 10 or above Machine. DX 9 and DX 10 are whole different Animals......... 331KillerBee
  15. I can report that "WaterMesh=0.8" is set in Clean SF2I and Patched up. The Bug is there either way. And this is a "Stock" Item....... Not too noticable on CV's and Large Ships, But it deffently effects River Crafts and Boats. 331KillerBee
  16. Sorry to hear that Ravenclaw. I hope You overcome Your Health Problems soon. Your Health is indeed more important...... Keep Us informed, And Good Luck! 331KillerBee
  17. IronHand in Indian Country....... Semper Fi! 331KillerBee
  18. SAM Huntin' in a VMCJ-1 Bird..... 331KillerBee
  19. The Haiphong Pics are just Cool, Fubar512. 331KillerBee
  20. Durning testing. The F/A-18F had 4 loaded up. Dropped 4 at 100ms Interval. No Problem. I'll close up the gap to 60 or 40ms and see what happens. But if I don't have any Problems there......I'll test with a B-1 or B-52. If I don't get a hit durning that.......I don't know what to tell Ya'..... 331KillerBee
  21. So Vambrace, Back to Your Original Question. The Aircraft's Chance is controlled in the Airfield.ini just as JSF_Aggie stated above. Chances range from 00 to 99 according to the TerrainEngine.dll of the Core. The Engine defaults back to 99 if the Number 100 is used. "Chances" is one way to control Your Parked Aircraft. Another is "Span", which is Wingspan. You can control the size of Aircraft using "Parking and LargeParking" via this Entry. Span is in "Meters". The Airfield.INI's are in the Terrain.CAT You are using. You'll need a CatPack Utillity to extract these .INI's...... So if You want to increase the "Chance" of having Aircraft parked on Your Ramps, Increase the "Chance" as TK designed it. You'll be good to go........ 331KillerBee
  22. Strange, As .LOD's go, They are nothing close to what an Aircraft or Ground Object are.
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