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Found 12 results

  1. The code was already there, it just had to be found and implemented. Took me a while though, :) Texture may still change. VonBeerhofen
  2. EAWPRO's Hires Effects

    A small example of the differences between the stock effects and the ones used in EAWPRO. This drawing shows the stock effects in the left picture and one of EAWPRO's effects in the right one. As you can see there are 9 different animations in the stock drawing, the bright colored squares are used for the tracers, one square for each calibre, and only 4 frames are available for fires. All other animations use 8 frames. EAWPRO uses an entire texture for it's 16 frames per effect and besides the longer and hires animations another advantage is that the drawing's color palette is individual to each effect drawing and is therefore much more realistic, whereas the 8 stock effects have to share those colors in a single texture. EAWPRO also uses 8 calibre colors with the option to use 16, as apposed to just 4, I just can't think of any weapons to use the remaining 8 colors. Furthermore EAWPRO uses 16+ of such Hires effects drawings but each effect can also borrow frames from the other effects drawings, which with certain animations allows a selection out of 16 x 16 = 256 frames. I hope you understand that this approach allows all effects to be swapped freely with another by simply renaming the texture file or .SPT filename. The same goes for their TRA (transparency) counterparts. I hope this explains why swapping Sprite Tables or changing them isn't as usefull as one thinks, after all each animation is linked to some action in the game and the routines for these had to be completely rewritten in order to make this work and it's not just a swap in the Sprite Table, that won't work at all since the used animations are defined in their own specific routines which control their actions. VonBeerhofen
  3. EAWPRO's contrails

    I made a few minor changes to EAWPRO's contrails which will benefit framerates, especially when large numbers of planes are battling it out. A Glide issue with the trails was also fixed and will be available with the next release of EAWPRO. A temporary fix has been uploaded to my FTP which restores full functionality but doesn't yet use the new improved version. Just overwrite your EAW.EXE in your EAWPRO gamefolder with this version: https://rabartel.home.xs4all.nl/EAWPRO_FIX.zip Mark if possible you can do the same thing with the download version at Mediafire, it would save me from having to construct a new .ZIP. These are how it will look with the next release: VonBeerhofen
  4. EAWPRO's extra dangers

    Many more dangerous situations were incorporated into EAWPRO. One is the possibillity of AAA and flack capabillity on ANY groundobject, target or none target, static or moving. When a target location has a single AAA or Flack position, the maximum number of flack and AAA will be divided between all the objects which were given attack/defense capabillity. When one of the positions gets destroyed another one will take it's place untill there are no more objects available which were asigned this capabillity. In other words, the destroyed position simply moves to a new location and becomes active again. A new routine also gives the watersplash destructive capabillity when planes are directly over it and within 100 feet. Because of this effect belly landing on water has become much more dangerous as the splash is generated multiple times each time the plane hits the water. Exploding ground objects were given a simmilar but slightly different capabillity and even exploding planes can destroy your plane when you're within it's explosion radius, so it's prudent to stay at a respectfull distance when shooting up stuff. The explosion radius is linked to the exploding object's size, the larger the object the larger the blast radius. Planes in tight formation may actually cause a chain reaction with other planes and cause damage to an entire group. They will not immediately explode but damage points are given as with bullet impacts. Here's two pictures which show what happened to a low flying bomber which just came too close to an explosion, notice that there are no fighters around or any tracers visible, the explosion happened as the lead plane crashed into the ground. VonBeerhofen
  5. new impact animations

    With the reorganisation of the sprite table I was able to introduce 4 new animations when bullet hits objects. The animation takes calibre and object armour into acount for the animation selection. These animations may also be randomly used elswhere, for instance in explosions or as debris flying off planes or objects. Other animations have also been activated to mix randomly with the selections. VonBeerhofen
  6. With the help of Russ Watson I was able to fix a none transparent Glide trails issue which slipped through the net when effects detail is set to high. Here's a few screenies which depict the current status of effects in EAWPRO on both Russ's machine using a wrapper and my own machine without the wrapper using D3D mode. VonBeerhofen https://rabartel.home.xs4all.nl/FX06.jpg https://rabartel.home.xs4all.nl/FX07.jpg https://rabartel.home.xs4all.nl/FX08.jpg https://rabartel.home.xs4all.nl/FX09.jpg https://rabartel.home.xs4all.nl/FX00.jpg
  7. Simple question, is it possible to somehow edit the size of muzzle flashes and even the efefct itself? What I'm looking for is being able to see the flash from the cockpit in the SU-27. I know I made some successful changes to the gun smoke in KAW, but I can't remember how to do it.
  8. File Name: SF2 Alternate Clean and Dirty Exhaust Emitters 2016 File Submitter: viper63a File Submitted: 13 September 2016 File Category: Effect Mods SF2 Alternate Clean and Dirty Exhaust Emitters 2016 By Viper63a This mod includes custom exhaust emitters to replace the stock Clean and Dirty emitters. I've been tweaking these for about a year now (!) and I think I finally have it the way I like it. If you're for vapor ripples or greasy streaks in the sky, these ain't it. The Clean emitter has just a tad bit more presence so you can see it when looking back. The Dirty emitter blooms darkly behinds the plane and fades into transparency. If you choose to install these effects, I recommend that you back up your current "Effects" folder. Just in case you want to go back to your original setup. To install, simply unzip and copy the uncompressed "To_Mod_Folder" folder to your "Saved Games" mod folder(s). Enjoy! Viper63a Click here to download this file
  9. Version 1.00

    406 downloads

    SF2 Alternate Clean and Dirty Exhaust Emitters 2016 By Viper63a This mod includes custom exhaust emitters to replace the stock Clean and Dirty emitters. I've been tweaking these for about a year now (!) and I think I finally have it the way I like it. If you're for vapor ripples or greasy streaks in the sky, these ain't it. The Clean emitter has just a tad bit more presence so you can see it when looking back. The Dirty emitter blooms darkly behinds the plane and fades into transparency. If you choose to install these effects, I recommend that you back up your current "Effects" folder. Just in case you want to go back to your original setup. To install, simply unzip and copy the uncompressed "To_Mod_Folder" folder to your "Saved Games" mod folder(s). Enjoy! Viper63a
  10. Hello *, my name is Ulrich and I'm new in this forum. Not new in flying on the PC but also new flying Strike Fighters 2. After getting some experience in creating / modifying weapons and planes, I have big problems with new effects which will not be seen. For example: I have downloaded Unified Effects Pack v1.0.zip together with the update. I've copied the Effects-Folder and the Flight-Folder inside the ZIP into the Directory "C:\User\<UserName>\Saved Game\ThirdWire\StrikeFighters2Europe\". After running the weapon editor I tried a new Effect in the area "Effect Class Name" of the MK84 (e.g. instead of "VeryLargeBombEffects" the effect "VeryLargeExplosionEffect" (it is saved in the effects-folder as "VeryLargeExplosionEffect.ini")). But nothing happens. There is no sound and no effect is seen. The bomb disappears when hitting the ground. When I read other posts it seems that there is no problem using new effects. Please can you tell me what I make wrong? Thank you, Ulrich
  11. So this is a double post I already asked this in a previous threat but I figured it would be good to ask...The pilot head movement in the MiG-29 cockpits has always been super cool! Is that effect copyable in other cockpits? I think that effect would be pretty cool in say a mirage or a tomcat. Its a rather small thing but is very engrossing and makes the realism go up in my humble opinion. Sorry for always asking so many questions CA I have tons of Ideas but absolutely no knowledge of how to implement them in the game...
  12. Hello everyone, as you may or may not know, I often make my own variants of guns based on data I have available. I have decided that because I already do this for a number of guns that I would put together a set of gun packs. So far I have RN gun USN gun packs mostly assembled and I am thinking of doing NATO and USSR naval gun packs as well. However I need some help. I am looking for information on what color of tracer various guns used historically. I would like to start with Royal Navy and US Navy tracers from 1939 to present if possible but any info would be appreciated. Secondly I also would like to ask if anyone is interested in the possibility of putting together a few more "Gun Fire Effect" for a greater variety of muzzle flashes/muzzle smoke?
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