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331Killerbee

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Everything posted by 331Killerbee

  1. SF2 Range Test..... 331KillerBee
  2. Well Guys (and Gals), You can eliminate the MissileObject.INI being a cause of loosing Effects....... TorpedoEffect is the last Entry in the .INI. I've found these not working: FAE Effect Leaflet Effect Any Nuke Effect Any Willie Pete Effect That's it....All others work. So it's narrowed down....... 331KillerBee
  3. Well, It's not the MissileObject.INI.....Here's an Example. TorpedoEffect is the last Entry in the .INI.... These I've found not working: FAE Any Nuke Effects Leaflet Effect Any Willie Pete Effects... All others seem to be working. Still testing though....
  4. I afraid to say it.....But in that case. You'll have to try it one Effect at a Time. Adding them all to the "Effects" File, then trying to sort them out, may create more Conflicts with each other trying to sort them all out. Since I've got the Weapons in. I've loaded up the "Range" in SF2......I'm going to use this approch. Starting off with a fresh "Effects" Folder and working on one Effect at a Time. Once I've got it working....I go into the Weapons Editor and add it to the Weapons that use it. I'll start working on it Tonight....Put My other Mods on hold for alittle Bit....
  5. it's what Us Ordnancemen call a "Nomenclature".......
  6. LOL.....I understand. But for the Nuke Effect. Here's the "Read Me" from TMF. They were Deuces Effects, But they added this at the Top: *** ADDUM *** to avoid conflict with some stock effets, the Mirage Factory have rename effets files *** end of ADDUM *** Maybe all the additions of the WP_ are messing up the Nukes? Maybe?
  7. Oh...And I understand about Testing..... I know what You're going through... 1792 Weapons tweaked and tested that they'll show......
  8. You see all these "Elements"? Were they changed too? [EffectType001] Name=NukeExplosionEffect 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 Nuke Plume looks like another Effect....I'll have to look at all the other Emitters to be sure they don't call out any Material.......AircraftFireySmokeEmitter is another I'll have to look at......Or if they even exist anymore. May have to be recreated.
  9. Now for the Why? They are DX10 Plug-in's from the DX10 Library that will run on DX9c and 9c only of the 9 Series..... 9c will run them.....But run smoother and clearer on DX10. What they were intended for....... .fx= Graphic Effects.
  10. Oh.....And one more thing......If the Effect dosen't call out for a Material.....No need for a Plug-In....
  11. Oh......And BTW. The Enviroment has a couple too. One I know for sure of the top of My Head is "Water.fx". Yall' remember the "Shimmering Water" Deal?
  12. Here's the other Plug-in.....There's only 3.... effectChaff.fx There's either a Lighting Plug-in, Color Plug-in or Chaff Plug-in.....And that one only applies to Chaff....
  13. Each Effect is made up of "Elements". Each "Element" is a Effect or Emitter that is put together to make an overall Effect. If that Effect or Emitter calls out a "Material", Add the proper Plug-in best associated with the Type of Effect....
  14. All Effects wether "Stock" or "Custom" are in some sort a way, based off a "Stock" Effect. So it goes to reason, If Your Effect represents a Smoke like Effect.....You'd want to use a Plug-in that the "Stock" Smoke is using. Same goes for "Fire"..Debris, Wake....and so on....
  15. Oh yhea.....What do You see here? Just a part of them. Located in the ParticleSystem.INI of SF2 and SF2V.... [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 [FireMaterial2] 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=Fire1.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [AnimatedFireMaterial] 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=AnimatedFire.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [ExhaustMaterial] 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=smoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [smokeMaterial] 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=smoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [AnimatedSmokeMaterial] 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=AnimatedSmoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [TracerSmokeMaterial] 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=tracersmoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [smokeTrailMaterial] 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=smoketrail.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [shockWaveMaterial] 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=Shock.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [RocketFlareMaterial] EffectShaderName=twColor1.fx <<<<<<<<< DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=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=rocketflare.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [DirtParticleMaterial] 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=smoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [ExplosionParticleMaterial] 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=0.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=explosion1.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [FlashMaterial] 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=1.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=circle32.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [RainMaterial] 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=0 TextureStage[01].TextureName= TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=FALSE TextureStage[01].StageColorOp=DIFFUSE TextureStage[01].StageAlphaOp=DIFFUSE [AfterburnerMaterial] 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=AfterburnerFire.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [WakeMaterial] 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=2.000000 PriorityLevel=3 CullMode=COUNTERCLOCKWISE BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=smoketrail.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [bowWakeMaterial] 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=2.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=Wake1.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [WaterShockWaveMaterial] 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=4.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=WaterShock.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [WaterOilMaterial] 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=3.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=smoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [CannonWaterHitSpikeMaterial] 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=CannonWaterHitSpike.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [RoundMistMaterial] 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=4.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=RoundMist.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [GroundHitMaterial2] 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=DirtHitSpike.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [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 But then again, I could be a Blind Old Man....... You can add Entries to the MissileObject.INI to call out "Special Sounds" or make "Special" Effects. No one said that You couldn't. It's just as TK said there's no need to unless You have to. That's all....
  16. BTW, TK Stated that We shouldn't have to edit the MissileObject.INI......Just make the Effect and tie it to a Weapon in the Weapons Editor.
  17. As far as I can tell, Nothing visualy. It might be a change "We don't see". The Gun Editor works Excellent! I now have 125 listed Guns working as apposed to the Stock 62. It'll Merge and Save off the "Old" GunData.INI's with no Problems. The New Line "AmmoStoreWt=" was removed.......
  18. Only the Man who makes the Sim can say for sure......
  19. After talking to the Curator of the National Archive Data Base, I've got some good News. The aad. archive.gov Data Base is back up and running on a new Server and updated. They have Declassified more Material and made them Available. One of the more interesting Releases is the U-2 Overflight Images of Vietnam durning the War. All Material is Downloadable. Please Note, You are limited to the Number of Downloads per Session. Please keep that in mind. Durning a Session, A Pop-Up Survey will come up durning the Session. Please allow it and take the Time to take the Survey. It helps the Archive as a Goverment Service better serve the Public. It only take a Minute. I always answer I'm doing Military Aviation Research. The National Archive and it's DataBase is part of the Library of Congress. The Information is made available through the Freedom of Information Act. Here's the Link: http://www.archives.gov/ Semper Fi! 331KillerBee
  20. Yes.......CombatAce has been in the process of Upgrading the Server to serve "Us" better. Bare with them. They're fixing and ironing out the Bugs. It'll be fixed soon. BTW, Many Thanks to Erik and Staff for their hard Work in regards to this.... 331KillerBee
  21. hgbn, That's some Excellent Work You've got going on there.......Real Good! 331KillerBee
  22. I can confirm that the Nukes are not working. Neither are any of the colored Rocket Effects. Looking at the new PartcilesSystem.INI, It seems to be something to do with the new .fx Plug-ins. I'm not a Effects Person by any means, But from testing, I know the "Effects" Folder works. Or the LAU-62 Flare Pods wouldn't work. And they do. The only difference I see from both PartcilesSystem.INI's is the Line: EffectShaderName=twColor1.fx or EffectShaderName=effectLightLevel.fx These Lines were added as the first Line to "Materials" of the PartcilesSystem.INI. Some "Older" Effects may have to have this Line added to Work. WOX Title Line doesn't have this in the ParticleSystem.INI, even after Oct.08 Patch. So this is something New. Some Effects that are dependent on "Light" or "Smoke" may need to be adjusted with this Line added. That may be the reason why some Effects are working, and some not. As with the GunData.INI, The ParticleSystem.INI has included one "Line" each. For Guns, The Line Addition is: AmmoStoreWt= And for the ParticleSystem, It's either one or the other Line assigned to "Materials". I'm not a Effects Guru. If I were, I'd fixed these things. But, I'm not. I left it up to the Community's Effects Guru's to make the nessary Changes. Besides, They are the Original Authors anyway. I just got the Weapons in Game. That's all. Semper Fi! 331KillerBee PS. Something of note....Every "Material" of the ParticleSystem.INI has one or the other Entries in them.....One or the other, but not both.
  23. Hell, That blows away FSX by far......
  24. Both are HOT! Outstanding Details..... BTW. FAC as a Mission, Still works in Campaigns....He just doesn't Orbit......
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