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Author Topic: Gurner FX 4.3  (Read 332272 times)

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Gurner

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Gurner FX 4.3
« on: January 13, 2012, 08:55:39 AM »

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













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                                     
CirX                                          Pablo
VPMedia                                    Uufflakke
:)


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

NEW IN V4.3

Building destruction effects improved
Small bomb eg 100kg and rocket ground explosions improved
Direct hit effects improved
Flames as buildings explode removed (no longer necessary with new direct hit effects)
Smoke height from building fires increased - now goes up to 800m
Different buildings now produce slightly different flames
Improved smoke from burning ground vehicles
Improved fire effect from burning aircraft engines
Thinned smoke effect from burning aircraft as much as possible without substantially increasing particles
Steam from trains improved thanks to Uufflakke
R4M and X-4 2d smoke trails replaced with 3d
Fixed target indicators, set realistic visible distance
Altered visibility distance of all effects to suit visibility mod
Altered tank dust - now brown instead of grey
Added old aircraft ground dust from Plutonium

Spring cleaning - removed outdated dead pilots mod, engine hooks, propellers and exhaust flames

Also includes:
Ricochets
Pablo's Weapon contrails and tracers
Steppenwolf's high altitude contrails and flak tinkered with by Manysh 

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

Here's the prop mod I was using if you want to continue using it.  By Stuka_40, I believe: https://www.mediafire.com/?qfd1u9n87cl1hlz

NEW - V4.3

Gonna do things a little differently from now on.  As the class files usually remain the same and only the 3do and Effects folders change, new versions will only comprise those 3do and Effects folders for you to replace your old ones with.  That said, this time the class files did change, so please grab them below and combine them with the new 4.3 3do and effects folders.  Also check out new 30k distance mod below if you have a decent pc.

So for beginners:
Download the appropriate 4.3 class files for your install.
Download the new 4.3 3do and Effects folders.
Remove the new 3do and Effects folders from their containing folder and place them in with all the class files. (#UP_Gurnerfx/#UP#/files, for example)
If using DBW or UP, place the whole lot in your JSGME folder and activate it.
Blow shit up.

Here it is - V4.3 3do & Effects folders - https://www.mediafire.com/?p13cz0bmdcxkedl

V4.3 Class files in JSGME packs for DBW171 and #UP3, HSFX6 and Modact can go in Mods folder

DBW 171 - https://www.mediafire.com/?pjbwi9kjv80500x

UP 3        - https://www.mediafire.com/?soj1ibdjo3dsr6s

HSFX 5 + 6  - https://www.mediafire.com/?3gusjafkxk3sj9b

Modact    - https://www.mediafire.com/?azftp4d1k5d3lp5

Long View Distance Mod

Add these class files to your mods/dbw/up folder and you'll be able to see the smokes from absolutely miles away!  It rocks  8)

DBW versions

30km version to go with 800m V4.3 smokes  https://www.mediafire.com/?lo0tp6j0iiye8n0

30, 20 and 10k Versions for DBW uploaded by Korrigan: http://www.packupload.com/SFTKWMEA13F

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



UP3 Version (15km)

https://www.mediafire.com/?68d99q13jzv1n3i

HSFX6.0 Version

https://www.mediafire.com/?94p75ap8y782ubb

HSFX 6  10 km:  https://www.mediafire.com/?8ol2q3w5ru9n2zj#!

JET JOCKEYS!
You will need this to change to a white flashing tail light - https://www.mediafire.com/?pspd48k93mkmco8
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 mod pack

OBSOLETE LINKS

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

V3 DBW 1.71  https://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:
https://www.mediafire.com/?zeuocycp6hdxvup

V4.2
DBW - https://www.mediafire.com/?q490dsc5433ul41
UP3 - https://www.mediafire.com/?sxo4kv4ikghjcpp
Modact - https://www.mediafire.com/?lg7roo3p1nr6ofw
HSFX - https://www.mediafire.com/?pwtqtd58ud67iv3

DBW 1.71 V 4.2 for nightfighters:  smokes removed to improve FPS - https://rapidshare.com/files/1035986002/_DBW_1.71_Gurner_Night_FX.zip


edited Gerax:

Go here (reply #1060) for a HSFX7/412 version by andqui:


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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, 12:08:42 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, 03:39:52 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 - https://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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JG13~Wulf

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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, 09:34:40 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, 11:45:07 AM »

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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JG13~Wulf

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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, 12:05:52 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, 12:46:02 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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JG13~Wulf

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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, 03:55:35 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, 03:15:40 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, 08:07:38 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, 10:30:26 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, 02:24:36 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 - https://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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