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Author Topic: Smoke & Fire Effects, the structure of .eff files explained  (Read 13601 times)

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SAS~Malone

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Re: Smoke & Fire Effects, the structure of .eff files explained
« Reply #12 on: September 24, 2015, 02:24:56 AM »

err...nice pic, wellwill - is there any point to it, any little description of what you are trying to show us?
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wellwill

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Re: Smoke & Fire Effects, the structure of .eff files explained
« Reply #13 on: October 23, 2015, 07:59:54 AM »

 BS9.3 There is download:http://pan.baidu.com/s/1i3vsLAd  ;D
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western0221

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Re: Smoke & Fire Effects, the structure of .eff files explained
« Reply #14 on: February 01, 2018, 11:11:25 AM »

Hello.

Now I want to add some smoke effects in copying existing smoke eff file and changing some values to fit my needs.

After that changing,
"WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 81 was clamped to (1 .. 23)"
lines become to be recorded in the log.
I think some values are too big or too small.
Some ideas ?
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Mick

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Re: Smoke & Fire Effects, the structure of .eff files explained
« Reply #15 on: February 02, 2018, 01:39:02 AM »

I don't think you have to worry about this alarm in your log, since the game makes the necessary correction to ensure compatibility and playability ...  ;)

Here it says that it reduced the number of particules down to 23 max (from 81), so I guess 23 is the limit for this smoke trail effect ...  ;)
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baggo

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Re: Smoke & Fire Effects, the structure of .eff files explained
« Reply #16 on: July 26, 2018, 03:02:22 PM »

I noticed a curious difference between cup and bat smoke effects they all seemed the same except for the smoke from german petrol tankers when  straffing a road convoy they explode and give off billowing clouds of smoke in cup,the same mission in bat they explode and are then covered in a small white cloud and this happens in bat in any mission involving road fuel trucks.its the only effect I noticed that was different.kev
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