-
Posts
1,484 -
Joined
-
Last visited
-
Days Won
25
Content Type
Profiles
Forums
Gallery
Downloads
Store
Everything posted by 331Killerbee
-
Screenshot Thread
331Killerbee replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
SF2 Range Test..... 331KillerBee -
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
-
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....
-
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?
-
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.
-
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....
-
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
-
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
-
Problems with downloads
331Killerbee replied to Fatman's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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 -
High res B-66B WIP
331Killerbee replied to hgbn's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
hgbn, That's some Excellent Work You've got going on there.......Real Good! 331KillerBee -
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.
