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331Killerbee

+MODDER
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Everything posted by 331Killerbee

  1. Well FC, It seems that the AT-38B is the first Third-Party to take advantage of this new SF2 Feature. Excellent Work!
  2. Shoot has always worked best for Me. Considering that it's Free was a big Plus. Another advantage is that it runs within Microsoft Speech. What Microsoft Speech does is pretty much the best as for Speech Reconition. An even greater Advantage is the fact that Shoot uses .XML's as Game Profiles. Microsoft has XML Notepad, which is a XML Editor which is also Free. One can make a Profile for all kinds of Games that have Keyboard Commands.
  3. VMFA-212 Lancers 1972

    Version

    308 downloads

    This Skin depicts VMFA-212 based at Da Nang SVN. April 1972. The Skin is in SF2 and SF2Vietnam Format. Instructions: Un-Zip to Your SF2 or SF2Vietnam Folder and go Fly! All Files are in their proper File Structure. No Editting required. Credit: Many thanks goes to Sundowner for use of his Templetes. Thanks m8! Semper Fi! 331KillerBee
  4. Yes FC, It is. PM Me and I can explain how it's done....
  5. VMFA-212 Lancers Da Nang SVN April 1972.......CallSign "Bootleg 3" Semper Fi! 331KillerBee
  6. size of WoX data

    96 GB here on a 300Gb HD. Over 550 CD's and DVD's since 2002........ Oh, and BTW....The Damn thing is Growing......
  7. Been using Shoot 1.6.4 for about 5 Years now. Still works excellent. It uses Microsoft Speech SDK and DotNet Framework. The more You use it, The more the Computer "Learns" and faster the responce time for Commands. It sure takes a load off trying to see a Keyboard during certian Missions. The best part about this Program is, Besides it Works, Is that It's FREE.
  8. Yhea. But You don't get this in the First Generation....... Maybe worth Panhandelin' $20 for.....
  9. Excellent as usual Ant....
  10. Took this ScreenShot while listening to Foghat's "Slow Ride"........ Semper Fi! 331KillerBee
  11. Well, I find You can do it both ways.......My Mods work and I don't have any loose Files....... Having it in the Core helps alittle in the Loading. Reading one .Cat as opposed to Two. But Old WOI .Cat's and WOE.Cat's would have to be Deleated once TK Releases the New Versions for SF2.
  12. Need to Check also if it has a Custom Gun Effect assigned to it. If it does, then adding the Effect to the GunData.ini like the WeaponsData.ini should solve that.......
  13. This is from My SF2Vietnam Install. I'm running "Green Hell2" with Brian32's Tiles with Comprnt's Airfield Lighting Mods.... 331KillerBee
  14. Also for the Ammo Amount Issue in the Loadout. It's a "Bug" in the Gun System. When TK made the Gun Editor for SF2, He left out this one Value from the Default GunData.ini. I don't know if adding them would solve the Issue. And I'm of the thinking that TK might have thought it would not be needed in "Merged" Data. These Values were supposed to include Gun Ammo Weight to the Flight charaterstics of the Aircraft. This is an Example from the Default GunData.ini below. But there are no Areas for these Values in the New Gun Editor. [GunData014] TypeName=20MM_M61A1 FullName=20mm M61A1 Vulcan Caliber=20.000000 ROF=6000.000000 MuzzleVel=1030.000000 AmmoWt=0.101000 AmmoStoreWt=0.308050 <<<<<<<<<<<<< This is it. WarheadWt=0.010100 Reliability=100.000000 Accuracy=50.000000 AddLight=TRUE MaxLightRange=1000.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=20mmFireEffect GunFireSound=Vulcan EffectClassName=20mmEffects EffectTime=0.100000 TracerTexture=Tracer.tga TracerSize=0.150000 TracerDistFactor=0.002000 TracerLength=0.015000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE 331KillerBee
  15. Very Cool. I like the Navy SLUF's......Close Air Support at it's finest....
  16. It's FUBAR'd.....It used to work many Weapons Packs ago. Not now. I guess Single Pods without Covers will have to be made.....
  17. Damn, Years ago, Me and Bunyap was talking about this very Subject and at that Time could get the Pod Ends not to show by doing what X-Ray stated above. We were going to make Marine Pods with Flat RAZHAZ Shields on them. But never got around to it. Back when the Weapons team first started, One could eliminate the Pod Ends by not listing the Nodes. I'll have to look at them again. See what's up with them. In My "Ordnance Shop" Pack for SF2, There's the LAU 10x2 and Lau-10x3's in there that don't have Pod Ends. But I'll take a look at them. I'd hate to think this one time Item is now broke.....
  18. Are you a skeptic, what do you believe in?

    I see little Green Men after about 4 or 5 Cases of Beer..........
  19. We still have one in Operation here at Oak Ridge, TN. It's for Experiments with ORNL. That's the Oak Ridge National Labatory. I used to worked full time at the Trigger Unit. Building A339, Y-12 Weapons Facility for 10 Years after My Retirment from the USMC and early Retired from them in 2002. I still do Consulting for UT-Bectel at Y-12. Y-12 is still Manufacturing Weapons grade material. We just don't use the Gasseous Diffusion Method. K-25, Which used to be the World Largest Building under one Roof. It was built in 1942. It used to be the Gasseous Deffusion Facility generating U235 and U238. Demolishion started in 1995 and was just completed two Years ago. X-10 Facility is still on line. It generates Fuel Rods for Power Plants and Reactors for Naval Ships and Submarines. We have the Graphite Reactor here. The First one of it's kind at the time. ORNL has just completed the "Super Collider" Plant for futher Expirments. We don't use Gasseous Diffusion for Weapons Grade Material any more. We get our Material from TVA. The Watts Bar Nuclear Power Plant sends Us their Spent Rods for Reprocessing. We generate Weapons Grade Material out of that. It's safer and cost effective. Don't ask Me what I used to do in the Trigger Unit. By Law, I'm not allowed to. I can disclose in about 23 more Years if I'm still alive then. My House is exactly 6 Miles from the City Limits of Oak Ridge. I know exactly where "Ground Zero" is. .......Not to Mention, TVA has 4 Nuclear Power Plants within 150 miles of Oak Ridge..... 331KillerBee
  20. Same Here Pete. Anything I've got You are welcomed to. If it helps to keep You involved......
  21. Props are Propellers for Propeller Driven Aircraft. Pretty much anything Exterior related now must have a Copy of that File in the Skin Folder......
  22. Yep, Make a Copy of the Glass.tga and put in every Skin Folder. This works also for Props and any other Item that the Aircraft requires. Like "Slimmers".....
  23. Glad I could be of some Help.....
  24. Open the Weapon Folder of the Nuke You want to use...... Add this to the Bottom of the WeaponData.ini.....I'll use the Mk.83mod1 for an Example.... [WeaponData001] TypeName=MK-83Mod1 FullName=MK-83Mod 1 Tactical Nuke ModelName=MK-83Mod1 Mass=1000.000000 Diameter=0.220000 Length=2.300000 SubsonicDragCoeff=0.120000 SupersonicDragCoeff=0.462000 AttachmentType=USN SpecificStationCode= NationName=USN StartYear=1961 EndYear=1991 Availability=0 BaseQuantity=8 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=0 RailLaunched=FALSE Retarded=TRUE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=NukeExplosionEffect <<<<<< Without an "S" on the End. DragAreaMultiplier=8.000000 WarheadType=14 Explosives=100.000000 FusingDistance=50.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 LiftDragRatio=4.000000 ReleaseAnimationID=1 ReleaseAnimationTime=2.000000 ReleaseAnimationDelay=0.500000 EODisplayFlags=0 CEP=0.000000 [NukeExplosionEffect] <<<<<<<< Without an "S" on the End. GroundHitEffectName=NukeExplosionEffect GroundHitSoundName=Nuclear.wav WaterHitEffectName=NukeExplosionEffect WaterHitSoundName=Nuclear.wav ObjectHitEffectName=NukeExplosionEffect ObjectHitSoundName=Nuclear.wav ArmorHitEffectName=NukeExplosionEffect ArmorHitSoundName=Nuclear.wav AirBurstEffectName= AirBurstSoundName=Nuclear.wav CraterModelName= CraterType=5 Now Your WeaponsData.INI should look like this above. Next, You want to be sure that the Nuclear.Wav is in the "Sounds" Folder of Your Install. Then check to see You have all Files that go with the NukeExplosionEffect in the "Effects" Folder. ******How do You know what Files go with the Effect? Like this..... [EffectType001] Name=NukeExplosionEffect <<<<< Again, No "S". Element[01].ElementType=PLACE_EMITTER Element[01].ElementName=VeryLargeNukeFlashEmitter 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=VeryLargeBombShockWaveEmitter2 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=LargeGreySmokeEmitter2 Element[03].StartTime=0.000000 Element[03].StartTimeDeviation=0.000000 Element[03].EjectTime=18.000000 Element[03].EjectTimeDeviation=0.000000 Element[04].ElementType=HOLD_EMITTER Element[04].ElementName=NukeExplosionEmitter Element[04].StartTime=-1.000000 Element[04].StartTimeDeviation=0.000000 Element[04].EjectTime=17.000000 Element[04].EjectTimeDeviation=0.000000 Element[05].ElementType=SCATTER_EMITTERS Element[05].ElementName=AircraftFireySmokeEmitter Element[05].StartTime=0.1000000 Element[05].StartTimeDeviation=0.000000 Element[05].EjectTime=-1.000000 Element[05].EjectTimeDeviation=0.000000 Element[05].ScatterCount=4 Element[05].ScatterVolume=50.000000,20.000000,10.000000 Element[05].ScatterVelocity=100.000000,100.000000,1000.000000 Element[05].ScatterVelocityBias=0.000000,0.000000,00.000000 Element[06].ElementType=HOLD_EMITTER Element[06].ElementName=NukePlume Element[06].StartTime=0.0000000 Element[06].StartTimeDeviation=0.000000 Element[06].EjectTime=-1.000000 Element[06].EjectTimeDeviation=0.000000 Element[07].ElementType=PLACE_EMITTER Element[07].ElementName=VeryLargeBombLargeDebrisEmitter 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=VeryLargeNukeFlashEmitter2 Element[08].StartTime=0.000000 Element[08].StartTimeDeviation=0.000000 Element[08].EjectTime=1.000000 Element[08].EjectTimeDeviation=0.000000 [EmitterType001] Name=VeryLargeNukeFlashEmitter ;EmissionType=SINGLE_PARTICLE EmissionType=HOLD_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=100000.000000 HasLightSource=TRUE LightColor=1.000,1.000,1.000 ;LightRange=2000.0 LightRange=100000.0 LightSrcOffset=0.0,0.0,25.0 LightDeviation=0.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=5.00000 ParticleLifeTimeDeviation=0.0000 ParticleColorTableType=LINEAR ParticleColorStart=0.200000,0.2000000,0.200000,0.000000 ParticleColorEnd=0.000000,0.00000,0.00000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=2000.0000 ParticleSizeEnd=25000.000000 BaseSizeDeviation=0.0 PositionHeightOffset=100.0 TextureMaterial=NFlashMaterial [EmitterType002] Name=VeryLargeBombShockWaveEmitter2 EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=25000.000000 ParticleUpdateType=NON_MOVING ParticleRenderType=HORIZONTAL_SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=18.00000 ParticleColorTableType=LINEAR ParticleColorStart=0.20000,0.20000,0.20000,0.100000000 ParticleColorEnd=0.000000,0.00000,0.00000,0.000000 ParticleSizeTableType=LINEAR ParticleSizeStart=1.000000 ParticleSizeEnd=1900.000000 BaseSizeDeviation=0.3 ;PositionHeightOffset=1.0 PositionHeightOffset=50.0 TextureMaterial=ShockWaveMaterial2 [EmitterType003] Name=LargeGreySmokeEmitter2 EmissionType=RADIAL_EMITTER UpdateType=SIMPLE_POINT LifeTime=0.0 Inheritence=0.00000 MaxVisibleDistance=0000.000000 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=30.00000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=100.00000 ParticleSize[03].Time=0.250000 ParticleSize[03].Value=200.000000 ParticleSize[04].Time=1.000000 ParticleSize[04].Value=300.00000 BaseSizeDeviation=0.0 PositionHeightOffset=-50.0 TextureMaterial=NukeDustMaterial [EmitterType004] Name=NukeExplosionEmitter UpdateType=NON_MOVING EmissionType=RADIAL_EMITTER UpdateType=SIMPLE_POINT ParticleLifeTime=1.00000 LifeTime=25.00000 MaxVisibleDistance=30000.000000 PositiveZOnly=TRUE EmissionRate=0.25000000 EmissionVolume=0.00000,0.00000,0.000000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,140.000000 EmissionVelocityDeviation=0.50000 RadialVelocityTableType=CONSTANT RadialVelocity=120000.0 ;RadialVelocity=240000.0 RadialVelocityDeviation=0.000000 HasLightSource=FALSE ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=1.0000 ParticleLifeTimeDeviation=0.000000 ParticleWeight=-1.0000 ParticleRandomness=0.00000 ParticleDragFactor=0.000000 ParticleInheritence=0.0000000 ParticleWindFactor=0.00 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.000000,0.000000,0.000000,0.000000 ParticleColor[02].Time=0.250000 ParticleColor[02].Value=0.200000,0.160000,0.040000,0.250000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.600000,0.600000,0.300000,0.400000 ParticleColor[04].Time=0.750000 ParticleColor[04].Value=1.000000,0.700000,0.700000,0.350000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=1.000000,0.700000,0.700000,0.350000 ParticleColor[06].Time=1.250000 ParticleColor[06].Value=0.600000,0.600000,0.300000,0.400000 ParticleColor[07].Time=1.500000 ParticleColor[07].Value=0.200000,0.160000,0.040000,0.250000 ParticleColor[08].Time=2.000000 ParticleColor[08].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=188.000000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=190.000000 ParticleSize[03].Time=0.1600000 ParticleSize[03].Value=192.000000 ParticleSize[04].Time=0.3000000 ParticleSize[04].Value=194.000000 ParticleSize[05].Time=0.5000000 ParticleSize[05].Value=196.000000 ParticleSize[06].Time=0.75000000 ParticleSize[06].Value=198.000000 ParticleSize[07].Time=0.85000000 ParticleSize[07].Value=200.000000 ParticleSize[08].Time=1.000000 ParticleSize[08].Value=201.000000 ParticleSize[09].Time=1.100000 ParticleSize[09].Value=202.000000 ParticleSize[10].Time=1.1600000 ParticleSize[10].Value=203.000000 ParticleSize[11].Time=1.3000000 ParticleSize[11].Value=204.000000 ParticleSize[12].Time=1.5000000 ParticleSize[12].Value=205.000000 ParticleSize[13].Time=1.75000000 ParticleSize[13].Value=206.000000 ParticleSize[14].Time=2.0000000 ParticleSize[14].Value=207.000000 BaseSizeDeviation=0.0 PositionHeightOffset=450.0 TextureMaterial=NukeExplosionMaterial [EmitterType005] Name=AircraftFireySmokeEmitter EmissionType=POINT_EMITTER UpdateType=RANDOM_MOVING Weight=-3.00000 MaxVisibleDistance=00000.000000 EmissionRate=0.120000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=CONNECTED_SPRITE ParticleLifeTime=6.000000 ParticleWeight=-3.00000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.200000,0.200000,0.200000,0.000000 ParticleColor[02].Time=0.010000 ParticleColor[02].Value=0.100000,0.100000,0.100000,0.400000 ParticleColor[03].Time=0.400000 ParticleColor[03].Value=0.100000,0.100000,0.100000,0.250000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.100000,0.100000,0.100000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=2.000000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=7.000000 ParticleSize[03].Time=1.000000 ParticleSize[03].Value=18.000000 BaseSizeDeviation=0.4 TextureMaterial=SmokeTrailMaterial [EmitterType006] Name=NukePlume EmissionType=ORIENTED_EMITTER ;EmissionType=SINGLE_PARTICLE UpdateType=NON_MOVING MaxVisibleDistance=25000.000000 HasLightSource=TRUE ParticleUpdateType=NON_MOVING ParticleRenderType=VERTICAL_SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=20.0000 ParticleLifeTimeDeviation=0.30000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,1.000000,1.000000,0.000000 ParticleColor[02].Time=0.050000 ParticleColor[02].Value=1.000000,1.000000,1.000000,0.800000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=1.000000,1.000000,1.000000,0.600000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=1.000000,1.000000,1.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=1.000000 ParticleSize[02].Time=0.200000 ParticleSize[02].Value=65.000000 ParticleSize[03].Time=1.00000 ParticleSize[03].Value=250.000000 BaseSizeDeviation=0.0 PositionHeightOffset=-10.0 TextureMaterial=NukeHitSpikeMaterial [EmitterType007] Name=VeryLargeBombLargeDebrisEmitter EffectLevel=2 EmissionType=RADIAL_EMITTER UpdateType=NON_MOVING LifeTime=0.900000 MaxVisibleDistance=8000.000000 PositiveZOnly=TRUE EmissionRate=0.005 EmissionVolume=0.000000,0.000000,0.00000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,30000.000000 EmissionVelocityDeviation=0.0000 RadialVelocityTableType=CONSTANT RadialVelocity=60000.0 RadialVelocityDeviation=0.5 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=14.000000 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=1.250 ParticleSizeEnd=0.000000 BaseSizeDeviation=0.7 TextureMaterial=DebrisMaterial [EmitterType008] Name=NukeExplosionEmitter2 UpdateType=POINT_EMITTER EmissionType=RADIAL_EMITTER UpdateType=SIMPLE_POINT LifeTime=10.00000 MaxVisibleDistance=100000.000000 HasLightSource=TRUE PositiveZOnly=FALSE EmissionRate=0.25000000 EmissionVolume=0.00000,0.00000,0.000000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,0.000000,140.000000 EmissionVelocityDeviation=0.50000 RadialVelocityTableType=CONSTANT RadialVelocity=120000.0 RadialVelocityDeviation=0.000000 HasLightSource=TRUE ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=2.0000 ParticleLifeTimeDeviation=0.000000 ParticleWeight=-1.0000 ParticleRandomness=0.00000 ParticleDragFactor=0.000000 ParticleInheritence=0.0000000 ParticleWindFactor=0.00 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.200000,0.200000,2.000000,0.000000 ParticleColor[02].Time=0.250000 ParticleColor[02].Value=0.200000,0.160000,0.040000,0.250000 ParticleColor[03].Time=0.500000 ParticleColor[03].Value=0.600000,0.600000,0.300000,0.400000 ParticleColor[04].Time=0.750000 ParticleColor[04].Value=1.000000,0.700000,0.700000,0.350000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=1.000000,0.700000,0.700000,0.350000 ParticleColor[06].Time=1.250000 ParticleColor[06].Value=0.600000,0.600000,0.300000,0.400000 ParticleColor[07].Time=1.500000 ParticleColor[07].Value=0.200000,0.160000,0.040000,0.250000 ParticleColor[08].Time=2.000000 ParticleColor[08].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=188.000000 ParticleSize[02].Time=0.100000 ParticleSize[02].Value=190.000000 ParticleSize[03].Time=0.1600000 ParticleSize[03].Value=192.000000 ParticleSize[04].Time=0.3000000 ParticleSize[04].Value=194.000000 ParticleSize[05].Time=0.5000000 ParticleSize[05].Value=196.000000 ParticleSize[06].Time=0.75000000 ParticleSize[06].Value=198.000000 ParticleSize[07].Time=0.85000000 ParticleSize[07].Value=200.000000 ParticleSize[08].Time=1.000000 ParticleSize[08].Value=201.000000 ParticleSize[09].Time=1.100000 ParticleSize[09].Value=202.000000 ParticleSize[10].Time=1.1600000 ParticleSize[10].Value=203.000000 ParticleSize[11].Time=1.3000000 ParticleSize[11].Value=204.000000 ParticleSize[12].Time=1.5000000 ParticleSize[12].Value=205.000000 ParticleSize[13].Time=1.75000000 ParticleSize[13].Value=206.000000 ParticleSize[14].Time=2.0000000 ParticleSize[14].Value=207.000000 BaseSizeDeviation=0.0 PositionHeightOffset=500.0 TextureMaterial=NFlashMaterial2 [shockWaveMaterial2] 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_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Shock1.tga <<<<<< Need this File. TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NFlashMaterial] EffectShaderName=twColor1.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=TRUE 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=1.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Nflash.tga <<<<<< Need this File. TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeExplosionMaterial] 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=Explosion3.tga <<<<<< Need this File. TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeDustMaterial] 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=Ndust.tga <<<<<<< Need this File. TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NukeHitSpikeMaterial] EffectShaderName=twColor1.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=NukeSpike.tga <<<<<<< Need this File. TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [NFlashMaterial2] 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=NFlash.tga <<<<<< Need this File. TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE After You've done that. Go drop the MK83mod1 Tactical Nuke and Nuke something. All 3-Party Weapons Effects are handled this way for SF2 and SF2Vietnam. Use the Old MissileObject.INI as a Reference to the Weapon Effect Classes, Just remember to drop the "S's" on the end of the Names. Rename the MissileObject.INI to something different like "WpnsClasses" or something like that so it doesn't mess with the Default One in the Game Engine. "Delete" it after you no longer need it....... Delete it.......Yes, I said get rid of it.....It's no longer needed...... BTW, Be sure the Effect File Name doesn't have an "S" on the end of it either...... 331KillerBee
  25. Good Catch. I thought I fixed that. I guess I didn't. After 1200 Weapons, I'm bound to miss one or two.....
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