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Author Topic: Gurner FX compilation NOW VERSION 4.2 + Awesome Long view distance mod  (Read 21528 times)

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Gurner

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For 4.10

This is a compilation of my favourite effects mods altered to my personal taste, based largely on plutonium effects.  Includes high quality explosion effects  and low particle fires so more destruction can be displayed on screen at one time.

No consideration was made to be FPS friendly.  Emphasis is on being able to display more effects at once before game engine limits are exceeded.  Good compilation if you have a powerful computer and want to see large dramatic battles and wholesale destruction!

Realistically you'll probably need a modern processor, 4GB ram and a decent GPU.  But let me know if I'm wrong!

New smoke effects


Based on real fires:











This compilation is based on Plutonium, without which it would not work.  Credit for the mods included in this compilation go to the following modders, artists and compilers, in no particular order:

Holygrail and Potenz                  Hguderian and Getter
Sani                                         Ton
Steppenwolf                              Stuka_40
Aed                                          Eaxhaton
Sanka                                       Santobr                                   
Socorrista                                 Wolfighter                                 
RusPs                                       Manysh                                     
SAS~CirX                                 Pablo
VPMedia                                   :)


Includes the following and probably more that I've forgotten...

NEW IN V4.2

Nav lights are now historically correct.  Sorry about that
'Animated' low particle fires
Improved realism on ground explosions
Fire effect now accompanies building destruction, as fire in bomb blasts has been reduced
Fixed problem with train smoke (surprised none of you eagle-eyed types noticed!)
Added realistic smokes to ship, car, tank, train and stationary plane destruction
Improved problem with a fuel tank destruction effect caused by hook being underground
Slight alteration to a/c damage smoke
Fixed water ripples that were disappearing too early
Replaced most low quality fireball TGAs with high quality ones thanks to VPmedia
Now using Steppenwolf's flak effect due to popular demand.  Skillful work
And other stuff I've forgotten

Still to do:  Find a way to increase the visible distance of the smoke effect.  If anyone knows how to do this, please help!

In V4.1

Ultra-realistic and game engine (but not FPS) friendly Smoke Effects
Improved building destruction effects
Improved explosion effects
Console error repaired
Sanka's amazing cockpit flak effect
Steppenwolf's fantastic contrail effect
And thanks to Pablo we now have improved tracers and cannon trails - no more unrealistic lines all over the sky from AA and the players cannon trails are more dynamic, varying according to altitude


V3

New propellers - Stuka_40's 'dark' propellers
Files pertaining to clouds removed as there are IMO much better cloud mods out there
Building fire particles reduced further to satisfy my desire for widespread destruction!
Building smoke particles reduced and columns slightly thinner and reach slightly higher altitudes (limited by quest for few particles)

Earlier versions:

Propeller mod
Ricochets
High quality explosions
Low particle fires that do not die out. 
High quality tracers and cannon smoke trails
Exhaust flames at appropriate times
Realistic muzzle flashes
Realistic aircraft fires/smokes
white parahutes
Gory dead pilots
And other stuff!

Use in conjunction with VPMEDIA's static smokes and fires mod if you have issues with static smokes and CY6s C&C Mod: http://www.sas1946.com/main/index.php/topic,25268.0.html

NEW - V4.2

DBW and UP3 versions are for JSGME - put in Jsgmemods folder and activate in JSGME

DBW 1.71 - http://www.gamefront.com/files/21608334/%23DBW_1.71_V4.2Gurner+FX+comp.zip

DBW 1.71 for nightfighters:  smokes removed to improve FPS - https://rapidshare.com/files/1035986002/_DBW_1.71_Gurner_Night_FX.zip

UP3 - http://www.gamefront.com/files/21608586/%23UP%23_GurnerfxV4.2_UP3.zip

HSFX5 or game with bomb bay door mod - http://www.gamefront.com/files/21608718/0_0_GurnerFX_V4.2_HSFX.zip

4.10 MODACT - http://www.gamefront.com/files/21608789/0_GurnerFX_V4.2_modact_4.10.zip

Mediafire links provided by KeyGirl - Thanks, much appreciated!  And thanks once again to Slipper also   :)

DBW - http://www.mediafire.com/?q490dsc5433ul41

UP3 - http://www.mediafire.com/?sxo4kv4ikghjcpp

Modact - http://www.mediafire.com/?lg7roo3p1nr6ofw

HSFX - http://www.mediafire.com/?pwtqtd58ud67iv3

Long View Distance Mod

Add these class files to your 4.2 mod and you'll be able to see the smokes from absolutely miles away!  It rocks  8)

Now on version 2  http://www.gamefront.com/files/21656380/gurner%27s+distance2.zip

Mediafire link thanks to PA_Willy:  http://www.mediafire.com/?id4uwj5oqc16zob

10 km version for systems that experience FPS drop with version 2: http://www.gamefront.com/files/21669235/Gurner%27s_distance10k+%282%29.zip

UP3 Version for testing - Please give feedback

https://rapidshare.com/files/1375470365/Gurner_sUP3Distance.zip

JET JOCKEYS!
You will need this to change to a white flashing tail light - http://www.gamefront.com/files/21608811/FlareWhite.eff
This will make the tail lights of all aircraft old and modern, jet and prop flash in the manner of a more modern aircraft
Replace the one in the 3do/effects/fireworks folder in the 4.2 mod pack

OBSOLETE LINKS

V2
DBW with AI mod- http://www.mediafire.com/?22ly86nqds1nles
UP3- http://www.mediafire.com/?gcoc5don8kkrt9g
DBW without AI mod and 4.10 modact- http://www.mediafire.com/?db0tt05vqcqlfab
HSFX5 - http://www.mediafire.com/?uuyfa7qbvkc7rxb

V3 DBW 1.71  http://www.mediafire.com/?6mamu84ny4o6ifj

V4.1 - This is for DBW with the AI mod or DBW 1.7/1.71.
http://www.gamefront.com/files/21440844/%23DBW_1.71_V4.1Gurner+FX+comp.zip
Mediafire courtesy of Slipper - thanks mate:
http://www.mediafire.com/?zeuocycp6hdxvup
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slipper

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Re: My favourite FX V2, now with DBW non-ai version. Also HSFX for testing
« Reply #1 on: January 13, 2012, 01:08:42 PM »

Gurner,

Well done mate, a lovely effects package.

Personally, I am not a fan of the largest plane engine/fuel fire. For me the volume of smoke is to great. Do you know which files are responsible for this effect please? I was thinking of swapping them with the default plutonium effects.

Cheers mate.
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Gurner

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Re: My favourite FX V2, now with DBW non-ai version. Also HSFX for testing
« Reply #2 on: January 13, 2012, 04:39:52 PM »

Thanks Slipper, glad you like it.   :) Got the fire from your conversation with Santobr, so thanks for that!  I'm thinking of trying to limit the amount of time the fires keep burning for to stay more within the limits of the game, what do you think?

These files should give you thinner smoke - http://www.mediafire.com/?n6jk18zxytwytq4

Alternatively you could look at the BlackheavySPD and blackheavytspd files for the smoke that you like that you already have and look in them with notepad to see which mat files they use, and then look in the mat files to see which tga files they use, if that makes sense?

I like the thick smoke personally, although you can't see a thing if you're flying behind a burning plane! - do you think the thin stuff looks more realistic or something?
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BJ-Bomber

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Re: My favourite FX V2, now with DBW non-ai version. Also HSFX for testing
« Reply #3 on: January 14, 2012, 10:34:40 AM »

I have bug:
1) my bombay close automatically when i use your mod
2) nobody can see my bomb when i use your mods

I use UP 3.0 RC4
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Gurner

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Re: My favourite FX V2, now with DBW non-ai version. Also HSFX for testing
« Reply #4 on: January 14, 2012, 12:45:07 PM »

Sorry BJ - that's a problem with plutonium which is the basis for this pack.  Unfortunately I do not have the skill to fix it, but I expect somebody is trying as we speak, and it will soon be fixed.  You could try the HSFX version.  I'd try it for you but I don't have time right now.

I have no problem with people seeing my bombs though, I open the bomb bay door and the bombs are there.  Drop the bombs (before the door closes!) and they fall and explode

I also use UP3 RC4
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BJ-Bomber

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Re: My favourite FX V2, now with DBW non-ai version. Also HSFX for testing
« Reply #5 on: January 14, 2012, 01:05:52 PM »

Yes the bombs explodes and it's not really a problem if other can't see them but for the bombay it's really "boring" when we are in the bombsight.
I hope it's going to be fix but nice mods ;)

Ps: I have to stay in UP 3 to be with my team, I don't use HSFX  ;)
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Gurner

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Re: My favourite FX V2, now with DBW non-ai version. Also HSFX for testing
« Reply #6 on: January 14, 2012, 01:46:02 PM »

Thanks  :)  I don't know why you can't see the bombs - I don't have this problem.   Or perhaps you mean other online players  can't see them?  Not that I can help with that either!
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BJ-Bomber

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Re: My favourite FX V2, now with DBW non-ai version. Also HSFX for testing
« Reply #7 on: January 15, 2012, 04:55:35 AM »

Yes I talk about other online player (sorry i have not really good english).
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Gurner

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Re: My favourite FX V2, now with DBW non-ai version. Also HSFX for testing
« Reply #8 on: January 15, 2012, 04:15:40 PM »

Don't worry - I think you are better at foreign languages than me!  You could try deleting classfiles one by one to see if that allows people to see your bombs, but it's a long and boring  task I'm afraid!
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Uufflakke

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Re: My favourite FX V2, now with DBW non-ai version. Also HSFX for testing
« Reply #9 on: January 16, 2012, 09:07:38 AM »

Nice collection of effects.  8) It becomes my favourite one.  :P
This version works in DBW1.6 without problems.
The previous version caused a conflict with the AI mod/BombBayDoors.
But that's history now.  :)

I also noticed a side effect: fontsize of text is somewhat smaller then without this mod.
Which is no problem, on the contrary.



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Gurner

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Re: My favourite FX V2, now with DBW non-ai version. Also HSFX for testing
« Reply #10 on: January 16, 2012, 11:30:26 AM »

Thanks Uufflakke  :)   Nice pics!  I see you seem to have fire without smoke?  Or maybe it is just too soon after the bombs have gone off for the smoke to form. 
There is a folder that changes the font size. 
I'm working on changing the smoke at the moment so that hopefully even more can be displayed on screen at once.  I'd like to be able to display all the burning buildings from a nuke on a city, but I think that may be impossible...
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slipper

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Re: My favourite FX V2, now with DBW non-ai version. Also HSFX for testing
« Reply #11 on: January 16, 2012, 03:24:36 PM »

Gurner,

Quote
Thanks Slipper, glad you like it.   :) Got the fire from your conversation with Santobr, so thanks for that!  I'm thinking of trying to limit the amount of time the fires keep burning for to stay more within the limits of the game, what do you think?

These files should give you thinner smoke - http://www.mediafire.com/?n6jk18zxytwytq4

Alternatively you could look at the BlackheavySPD and blackheavytspd files for the smoke that you like that you already have and look in them with notepad to see which mat files they use, and then look in the mat files to see which tga files they use, if that makes sense?

I like the thick smoke personally, although you can't see a thing if you're flying behind a burning plane! - do you think the thin stuff looks more realistic or something?

Thanks mate, sorry it took so long to get back to you been working all weekend.

The effects you uploaded look much better thanks, don't know if they are realistic its just personal preference, thanks again mate.  :)

The only thing i would like to see changed if possible would be the building and ships smoke thinned out a bit (they are really dense at the moment) and for the smoke to rise in columns, or at least rise higher, similar to the crashed plane smoke.

cheers mate for a great mod.

slipper

p.s

Quote
Alternatively you could look at the BlackheavySPD and blackheavytspd files for the smoke that you like that you already have and look in them with notepad to see which mat files they use, and then look in the mat files to see which tga files they use, if that makes sense?

Yeah makes sense mate, but how do i open the mat files? they appear to open with microsoft access, but when i try this i get  a blank database page?
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