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331Killerbee

Using Custom Effects in SF2

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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 :wink:

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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.

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Edited by Kopis n Xiphos

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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....

Edited by 331Killerbee

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Hey KB, this is looking like the effects robbing culprit. About half way through the post my eyes started to glaze over.....huh? Good find. I think I'll wait until people with the proper knowledge can beat this beast into submission.

Edited by Old Diego

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You're right KB, apart from the chaff ([ChaffMaterial2]

EffectShaderName=effectChaff.fx), only those lines are used again and again. So it's a case of some trial and a lot of error I guess! I wish there weren't so many possible permutations, only two lines to choose for each material but hundreds of materials to test.. this will be a long week.

Edited by Kopis n Xiphos

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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....

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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....

Edited by 331Killerbee

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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....

Edited by 331Killerbee

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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?

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Oh.....And one more thing......If the Effect dosen't call out for a Material.....No need for a Plug-In....

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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.

Edited by 331Killerbee

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I just tested the nuclear effect included in the SFP2 Ordnance Shop with the lighting effect for all materials, thus:

[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=WP_Shock1.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[NFlashMaterial]

EffectShaderName=effectLightLevel.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=WP_Nflash.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[NukeExplosionMaterial]

EffectShaderName=effectLightLevel.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=WP_Explosion3.tga

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=WP_Ndust.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[NukeHitSpikeMaterial]

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=WP_NukeSpike.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[NFlashMaterial2]

EffectShaderName=effectLightLevel.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=WP_NFlash.tga

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

Nothing. Not one flash or puff of smoke. This is what really does my head in about moding/tweaking is that on my weak lametop system, it takes 3-4 minutes to get into game from desktop, anywhere between 5 and 10 minutes at the loading screen and then another 5 minutes or so to close the game back down to desktop all so as to change one line in an ini and get back in and try again. My next guess would be to select all colour fx for those materials, from what little I remember from math at school, where repetition is allowed n = the number of choices (two lines), r = repetition (in this instance 6 materials) and total permutations = n to the power of r.... only another 62 tries left after that. There must be a quicker way. edit: I knew my maths was bad, but not that bad!

Edited by Kopis n Xiphos

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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.

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Oh...And I understand about Testing..... I know what You're going through...

 

1792 Weapons tweaked and tested that they'll show......

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Oh...And I understand about Testing..... I know what You're going through...

 

1792 Weapons tweaked and tested that they'll show......

 

I feel your pain!!! !! ! I have nothing but total respect for you hardcore contributors to the community, I wish there was some easy way to do things like, alt tab out of the game, change what you want and then back in... but alas nooo. However, did you consider this for weapon testing... a fake aircraft, basically just a huuuuge mile long wing with hardpoints all along and a stable fm, nothing fancy, the idea being you could load up like one of each weapon under it, as much as it is long, and that way you can test what shows up a looot quicker? Just an idea from a tired, clapped out mind.

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I completely forgot about the elements! Oh dear.... this will take a very, very long time indeed. Thankfully my significant other is in another country, or right now she would be throwing my lametop out of the window. Something tells me it will be a soul destroying process unless.... :idea: How about we ask the man himself for some pointers on when to use light or colour? Worth a shot I suppose.

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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?

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Could well be, especially now that the engine seems to be case sensitive in such things. I overlooked them at first, thinking wp was for Willie Pete! Same with Lexx's nuke effects having ww in front. I had a look at Lexx's effect inis and they call for tgas that also have the ww addition so I hesitate to rename everything, but possibly we might have to rename the master effect ini, LKT300effect.ini instead of ww-LKT300.ini for example, and likewise in the weapon editor, presumably it needs to state LKT300effect if that is the name of the effect ini we want it to use.

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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....

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Well, It's not the MissileObject.INI.....Here's an Example. TorpedoEffect is the last Entry in the .INI....

 

tp.jpg

 

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....

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LOL...it looks like the OFFLINE Forum killed the fix for this.

 

The fix was posted by TK on his board. All that is needed is to add the "effect" to the specific weapon data ini.

 

For example from the Mk40_Hydra_M156 data ini

 

add this code to the end of the data ini

 

[WpRocketEffects]

EffectShaderName=twColor1.fx -----------------------------< this may not be needed >

GroundHitEffectName=WilliePeteGroundExplosion

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=MediumRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=WilliePeteGroundExplosion

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=MediumRocketAirExplosion

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=1

 

Once you do that, go and test the weapon. It should show the WP effect.

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EffectShaderName= Is not nessary. But does enhance the Effects somewhat. Noticed it testing with and without with CA_Stary's EE_3 Effects Pack....

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Since Guns Folder is created by the Gun Editor, I bet it's a safe Bet that Gun Effects are handled in the same way......

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Here's some of the "Old" Entries from the Eariler Titles MissileObject.INI now being used in the WeaponData.INI's....

 

[smallMissileEffects]

GroundHitEffectName=SmallMissileGroundExplosion

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=LargeRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=SmallMissileAirExplosion

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=SmallMissileAirExplosion

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=1

 

[MediumMissileEffects]

GroundHitEffectName=MediumMissileGroundExplosion

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=SmallBombWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=MediumMissileAirExplosion

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName==MediumMissileAirExplosion

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=1

 

[LargeMissileEffects]

GroundHitEffectName=LargeMissileGroundExplosion

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=MediumBombWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=LargeMissileAirExplosion

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=LargeMissileAirExplosion

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=2

 

[smallRocketEffects]

GroundHitEffectName=SmallRocketGroundExplosion

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=SmallRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=SmallRocketAirExplosion

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=SmallRocketAirExplosion

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=1

 

[MediumRocketEffects]

GroundHitEffectName=MediumRocketGroundExplosion

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=MediumRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=MediumRocketAirExplosion

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=MediumRocketAirExplosion

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=1

 

[LargeRocketEffects]

GroundHitEffectName=LargeRocketGroundExplosion

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=LargeRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=LargeRocketAirExplosion

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=LargeRocketAirExplosion

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=2

 

[smallBombEffects]

GroundHitEffectName=SmallBombEffect

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=SmallBombWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=SmallBombAirExplosion

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=SmallBombAirExplosion

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=2

 

[MediumBombEffects]

GroundHitEffectName=MediumBombEffect

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=MediumBombWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=MediumBombAirExplosion

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=MediumBombAirExplosion

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=3

 

[LargeBombEffects]

GroundHitEffectName=LargeBombEffect

GroundHitSoundName=BigExplosion.wav

WaterHitEffectName=LargeBombWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=LargeBombAirExplosion

ObjectHitSoundName=BigExplosion.wav

ArmorHitEffectName=LargeBombAirExplosion

ArmorHitSoundName=BigExplosion.wav

CraterModelName=

CraterType=4

 

[VeryLargeBombEffects]

GroundHitEffectName=VeryLargeBombEffect

GroundHitSoundName=BigExplosion.wav

WaterHitEffectName=VeryLargeBombWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=VeryLargeBombAirExplosion

ObjectHitSoundName=BigExplosion.wav

ArmorHitEffectName=VeryLargeBombAirExplosion

ArmorHitSoundName=BigExplosion.wav

CraterModelName=

CraterType=5

 

[ClusterBombEffects]

GroundHitEffectName=ClusterBombletExplosionEffect

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=SmallRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=SmallRocketGroundExplosion

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=SmallRocketGroundExplosion

ArmorHitSoundName=SmallExplosion.wav

AirBurstEffectName=ClusterBombletEffect

AirBurstSoundName=

CraterModelName=

 

[NapalmBombEffects]

GroundHitEffectName=NapalmExplosionEffect

GroundHitSoundName=Napalm.wav

WaterHitEffectName=SmallRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=NapalmExplosionEffect

ObjectHitSoundName=Napalm.wav

ArmorHitEffectName=NapalmExplosionEffect

ArmorHitSoundName=Napalm.wav

CraterModelName=

 

[ChaffBombEffects]

GroundHitEffectName=

GroundHitSoundName=

WaterHitEffectName=

WaterHitSoundName=

ObjectHitEffectName=

ObjectHitSoundName=

ArmorHitEffectName=

ArmorHitSoundName=

AirBurstEffectName=ChaffEffect

AirBurstSoundName=

CraterModelName=

 

[LeafletBombEffects]

GroundHitEffectName=

GroundHitSoundName=

WaterHitEffectName=

WaterHitSoundName=

ObjectHitEffectName=

ObjectHitSoundName=

ArmorHitEffectName=

ArmorHitSoundName=

AirBurstEffectName=LeafletEffect

AirBurstSoundName=

CraterModelName=

 

[WpARMissileMarkerEffects]

GroundHitEffectName=WpARMissileMarkerEffect

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=SmallRocketWaterHitEffect

WaterHitSoundName=Splash.wav

ObjectHitEffectName=WpARMissileMarkerEffect

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=WpARMissileMarkerEffect

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=1

 

[NukeExplosionEffect]

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

 

[WpBombEffects]

GroundHitEffectName=WilliePeteBombExplosion

GroundHitSoundName=WPExplosion.wav

WaterHitEffectName=MediumRocketWaterHitEffect

WaterHitSoundName=WPExplosion.wav

ObjectHitEffectName=WilliePeteBombExplosion

ObjectHitSoundName=WPExplosion.wav

ArmorHitEffectName=MediumRocketAirExplosion

ArmorHitSoundName=WPExplosion.wav

CraterModelName=

CraterType=1

 

[WpRocketEffects]

GroundHitEffectName=WilliePeteGroundExplosion

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=MediumRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=WilliePeteGroundExplosion

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=MediumRocketAirExplosion

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=1

 

[AerialNukeEffect]

AirBurstEffectName=AerialNukeEffect

AirBurstSoundName=Nuclear.wav

GroundHitEffectName=NukeExplosionEffect

GroundHitSoundName=Nuclear.wav

 

[VLargeRocketEffects]

GroundHitEffectName=LargeRocketGroundExplosion

GroundHitSoundName=BigExplosion.wav

WaterHitEffectName=LargeRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=LargeRocketAirExplosion

ObjectHitSoundName=BigExplosion.wav

ArmorHitEffectName=LargeRocketAirExplosion

ArmorHitSoundName=BigExplosion.wav

CraterModelName=

CraterType=4

 

[smokeMarkerEffects]

GroundHitEffectName=SmokeMarkerEffect

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=MediumRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=SmokeMarkerEffect

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=SmokeMarkerEffect

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=

 

[inertRocketEffects]

GroundHitEffectName=InertRocketEffect

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=MediumRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=InertRocketEffect

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=InertRocketEffect

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=

 

[LumFlareEffects]

GroundHitEffectName=LumFlareEffect

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=LumFlareEffect

WaterHitSoundName=

ObjectHitEffectName=LumFlareEffect

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=LumFlareEffect

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=

 

[FlechetteRocketEffects]

GroundHitEffectName=FlechetteEffect

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=SmallRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=FlechetteEffect

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=FlechetteEffect

ArmorHitSoundName=SmallExplosion.wav

AirBurstEffectName=20mmObjectHitEffect

AirBurstSoundName=

CraterModelName=

 

[smokeMarkerClusterEffects]

GroundHitEffectName=SmokeMarkerEffect

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=SmallRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=SmokeMarkerEffect

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=SmokeMarkerEffect

ArmorHitSoundName=SmallExplosion.wav

AirBurstEffectName=20mmObjectHitEffect

AirBurstSoundName=

CraterModelName=

 

[smallRocketClusterEffects]

GroundHitEffectName=20mmObjectHitEffect

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=20mmObjectHitEffect

WaterHitSoundName=

ObjectHitEffectName=20mmObjectHitEffect

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=20mmObjectHitEffect

ArmorHitSoundName=SmallExplosion.wav

AirBurstEffectName=20mmObjectHitEffect

AirBurstSoundName=

CraterModelName=

 

[inertBombEffects]

GroundHitEffectName=InertBombEffect

GroundHitSoundName=

WaterHitEffectName=InertBombEffect

WaterHitSoundName=

ObjectHitEffectName=InertBombEffect

ObjectHitSoundName=

ArmorHitEffectName=InertBombEffect

ArmorHitSoundName=

AirBurstEffectName=InertBombEffect

AirBurstSoundName=

CraterModelName=

 

[WpRedRocketEffects]

GroundHitEffectName=RedWilliePeteGroundExplosion

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=MediumRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=RedWilliePeteGroundExplosion

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=RedWilliePeteGroundExplosion

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=1

 

[WpGreenRocketEffects]

GroundHitEffectName=GreenWilliePeteGroundExplosion

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=MediumRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=GreenWilliePeteGroundExplosion

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=GreenWilliePeteGroundExplosion

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=1

 

[WpYellowRocketEffects]

GroundHitEffectName=YellowWilliePeteGroundExplosion

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=MediumRocketWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=YellowWilliePeteGroundExplosion

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=YellowWilliePeteGroundExplosion

ArmorHitSoundName=SmallExplosion.wav

CraterModelName=

CraterType=1

 

[FAEBombEffects]

GroundHitEffectName=FAEBombEffect

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=FAEBombEffect

WaterHitSoundName=SmallExplosion.wav

ObjectHitEffectName=FAEBombEffect

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=FAEBombEffect

ArmorHitSoundName=SmallExplosion.wav

AirBurstEffectName=FAEBombEffect

AirBurstSoundName=SmallExplosion.wav

CraterModelName=

 

[PhotoflashBombEffects]

GroundHitEffectName=PhotoflashBombEffect

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=PhotoflashBombEffect

WaterHitSoundName=SmallExplosion.wav

ObjectHitEffectName=PhotoflashBombEffect

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=PhotoflashBombEffect

ArmorHitSoundName=SmallExplosion.wav

AirBurstEffectName=PhotoflashBombEffect

AirBurstSoundName=SmallExplosion.wav

CraterModelName=

 

[smokeDispenserEffects]

GroundHitEffectName=SmokeDispenserEffect

GroundHitSoundName=SmallExplosion.wav

WaterHitEffectName=SmokeDispenserEffect

WaterHitSoundName=

ObjectHitEffectName=SmokeDispenserEffect

ObjectHitSoundName=SmallExplosion.wav

ArmorHitEffectName=SmokeDispenserEffect

ArmorHitSoundName=SmallExplosion.wav

AirBurstEffectName=SmokeDispenserEffect

AirBurstSoundName=

CraterModelName=

 

[ParaBombEffects]

GroundHitEffectName=

GroundHitSoundName=parachute.wav

WaterHitEffectName=LargeBombWaterHitEffect

WaterHitSoundName=splash.wav

ObjectHitEffectName=

ObjectHitSoundName=parachute.wav

ArmorHitEffectName=

ArmorHitSoundName=parachute.wav

CraterModelName=

CraterType=6

 

[TorpedoEffects]

GroundHitEffectName=

GroundHitSoundName=

WaterHitEffectName=VeryLargeBombWaterHitEffect

WaterHitSoundName=

ObjectHitEffectName=VeryLargeBombAirExplosion

ObjectHitSoundName=BigExplosion.wav

ArmorHitEffectName=VeryLargeBombAirExplosion

ArmorHitSoundName=BigExplosion.wav

CraterModelName=

CraterType=

 

[ParaTrooperEffects]

GroundHitEffectName=

GroundHitSoundName=parachute.wav

WaterHitEffectName=SmallBombWaterHitEffect

WaterHitSoundName=splash.wav

ObjectHitEffectName=

ObjectHitSoundName=parachute.wav

ArmorHitEffectName=

ArmorHitSoundName=parachute.wav

CraterModelName=

CraterType=

 

 

 

I drop the "S" off the end of the Word Effects to Effect and make the changes in the WeaponsData.ini's and Effects Folders..And all works well...

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