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Author Topic: FX_revolution  (Read 25808 times)

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Aquilla

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Re: FX_revolution
« Reply #168 on: October 26, 2010, 02:19:06 PM »

I have this mods in MODS folder.
All works fine.
+Bomber Crew Mod
000_Aeds_FX_Revolution_v1.0
00_Chappi'sCloudMod
0_DiffFM
00_GearDamageFX V 1.1
0_HotAI
00_NS_Landinglights
00_Realistic Lights
00_Russian_gauges
01_HolyGrail_Potenz_Animated_Oil_Blotch_Blood_Splatter_V2.4 final
6Dof NormalMouse
AAA_Cockpit_I16_Bender(Final)
AAA_Cockpits_Yaks_7-9_Mangas
AdvanceDamageFX4CanopyByWolfighterV1.1
AI_MOD
Carrier Crew v4
Cockpit - I-153
Cockpit_MIG-3
Cockpits_BF_109_Mod
CY6_Napalm
GunFireVsyncOn
Radio_IA_Atterro_Off
Reticle_GB_Beamont_Mod
Static_Aircraft
Water ring
ZloyPetrushkO_AAAmod_full
ZloyPetrushkO_AAATankmod
ZloyPetrushkO_DropBombmod_v2

In jsgmemods folder & active this
Hsfx history mod
EFFECTS High
Perfect Map Textures

What i do wrong? The tracers like lasers..... I cannot use smoke...and record track with AAA.
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KG3_V

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Re: FX_revolution
« Reply #169 on: November 18, 2010, 07:26:32 AM »

Is it possible to copy some of the effects out of the mod to use it with HG mods if you dont want to use the whole package ?
I would like to try the fire and the Midair explosion effect, in the vid on page one it seems that the dark cloud of the air explosion stay longer and make it so look more dramatic then the one in HG´s mods
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Eexhaton

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Re: FX_revolution
« Reply #170 on: November 18, 2010, 07:37:03 AM »

Is it possible to copy some of the effects out of the mod to use it with HG mods if you dont want to use the whole package ?
I would like to try the fire and the Midair explosion effect, in the vid on page one it seems that the dark cloud of the air explosion stay longer and make it so look more dramatic then the one in HG´s mods
You got a PM..
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Amphiter

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Re: FX_revolution
« Reply #171 on: November 29, 2010, 01:32:15 PM »

PROBLEM >:(     
If i try to switch the AirShowSmoke on, I got an error:"data could not read"
Need help because i like the smoke of F-22-Raptor-2006 for fireball`s bomb bay doors plus
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Amphiter

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Re: FX_revolution
« Reply #172 on: November 30, 2010, 07:38:42 AM »

oh sry for this, but thanks for the fast answer
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Aed

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Re: FX_revolution
« Reply #173 on: December 31, 2010, 07:27:54 PM »


Happy New Year!!! =)))
Does it necessary to update standalon Revolution for 4.10?
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hguderian

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Re: FX_revolution
« Reply #174 on: December 31, 2010, 09:37:59 PM »

Hi Aed...Happy New Year to you!

My I ask you how to extrapolate the midair explosion effect from your excellent mod?
Thank you!
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Username333

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Re: FX_revolution
« Reply #175 on: May 31, 2011, 12:17:38 PM »

Sorry for bump, but...

I really like these effects. They are not the best, but are a lot better than the cheeseball fire effects of the stock. Only complaint is that when the bullets go out of range, they look like falling flak bursts.
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StrykVladzimsky

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Re: FX_revolution
« Reply #176 on: June 02, 2011, 06:01:57 AM »

Quick question, this is one of my favourite FX packs, and it is bugging me that I can't run it in 4.10.. Does anyone know the classfiles that need to removied in order to use this?
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Shinji127

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Re: FX_revolution
« Reply #177 on: June 14, 2011, 02:09:01 PM »

Hey, whenever I go to start my game, it always seems to crash on "loading aircraft".  :( I'm using the SAS mod installer. What could be the problem?
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hguderian

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Re: FX_revolution
« Reply #178 on: July 02, 2011, 06:04:29 AM »

Hi!
May anyone point me to exactly to the ash file that inherit with the 7mm smoke puff effect?

Thanks in advance.
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hguderian

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Re: FX_revolution
« Reply #179 on: July 02, 2011, 08:06:53 AM »

If I'm not wrong should be the "smoke puff" when the shot hit an AC. I think it's the same effect you've in HG&P Plutonium's CannonBulletHitSmoke.eff.

And yes the smoketrail for 7mm & .303 muzzles is disabled in UP3. 

EDIT
I was wrong. After summoning my UP2.01's IL2 and tested more carefully this mod it's clear that 7mm.eff/mat "thing" is not the effect I thought!
My mistake, sorry. 
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