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Author Topic: Independent static smoke and fire  (Read 15373 times)

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vpmedia

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Independent static smoke and fire
« on: May 01, 2012, 12:41:42 AM »

This mod restores the original static smoke and fire effects which can be placed in missions via FMB.
It also makes them independent from other ingame smoke effects so future changes in any effects mod wont screw up your static fx. Visibility distance of effects was increased to 30000 from 3000m.
Compatible with all 4.09/4.10 effects mods and modpacks.
This mod is not required in 4.12 since there are no effect mods for that version.

Restored effects:


Download:
http://www.mission4today.com/index.php?name=Downloads3&file=details&id=1881

Replace first part of smokes section of technics.ini with this text (or simply add 'old_' in front of each eff file):

Quote
//======================================================================
// Smokes
//======================================================================
[Smokes]
Smoke1:Mesh     3do/Arms/Null/mono.sim
Smoke1:Effect   Effects/Smokes/old_SmokeShipMedium.eff

Smoke2:Mesh     3do/Arms/Null/mono.sim
Smoke2:Effect   Effects/Smokes/old_SmokeShipEnormous.eff

Smoke3:Mesh     3do/Arms/Null/mono.sim
Smoke3:Effect   Effects/Smokes/old_SmokeBoiling.eff
Smoke4:Mesh     3do/Arms/Null/mono.sim
Smoke4:Effect   Effects/Smokes/old_SmokeBoilingBig.eff
Smoke5:Mesh     3do/Arms/Null/mono.sim
Smoke5:Effect   Effects/Smokes/old_SmokeBlack_plane.eff
Smoke6:Mesh     3do/Arms/Null/mono.sim
Smoke6:Effect   Effects/Smokes/old_SmokeBlackToWhite.eff
Smoke7:Mesh     3do/Arms/Null/mono.sim
Smoke7:Effect   Effects/Smokes/old_SmokeWhite.eff
Smoke8:Mesh     3do/Arms/Null/mono.sim
Smoke8:Effect   Effects/Smokes/old_FireBoiling.eff
Smoke9:Mesh     3do/Arms/Null/mono.sim
Smoke9:Effect   Effects/Smokes/old_FireBoilingBig.eff
Smoke10:Mesh     3do/Arms/Null/mono.sim
Smoke10:Effect   Effects/Smokes/old_SmokeFire_plane.eff
Smoke11:Mesh     3do/Arms/Null/mono.sim
Smoke11:Effect   Effects/Smokes/old_SmokeFireSmall.eff

Dakpilot

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Re: Independent static smoke and fire
« Reply #1 on: May 01, 2012, 12:43:34 AM »

Outstanding update  :) thanks vpmedia

Cheers Dackpilot
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slipper

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Re: Independent static smoke and fire
« Reply #2 on: May 01, 2012, 01:28:20 AM »

Thanks vp, looks great.

Not at my computer at the moment, do you know if this fixes the problems encountered with C&C 2.0 mod?, as regards the large fires experienced with the "city" fire object, and the "flares" not showing?

I posted the problems in gurners effects post, would be great if this was a solution.

Thanks again, regards

Slipper
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vpmedia

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Re: Independent static smoke and fire
« Reply #3 on: May 01, 2012, 02:01:32 AM »

Thanks vp, looks great.

Not at my computer at the moment, do you know if this fixes the problems encountered with C&C 2.0 mod?, as regards the large fires experienced with the "city" fire object, and the "flares" not showing?

I posted the problems in gurners effects post, would be great if this was a solution.

Thanks again, regards

Slipper

I suspect that CY6 used the stock smoke effects as the basis of his work.
If he did so then you can edit the eff files after you installed my mod.
Make a backup of the files you editing.

look for a file called ...\Effects\Smokes\CityFire.eff in you C&C folder
inside change
'SmokeBoiling.eff'
to
'old_SmokeBoiling.eff'

in file Marksmoke.eff
MatName ..\Materials\WhiteSmoke.mat
to
MatName ..\Materials\old_WhiteSmoke.mat

in file WPsmoke.eff
MatName ..\Materials\WhiteSmoke.mat
to
MatName ..\Materials\old_WhiteSmoke.mat

in file Yellowsmoke.eff
MatName ..\Materials\WhiteSmoke.mat
to
MatName ..\Materials\old_WhiteSmoke.mat

If you encounter any more problems pls report it! I'm not really familiar with the C&C mod yet so I welcome the feedback. Cheers

ps.: I'm using the C&C mod v2 included in the jgme pack from here, I assume thats the latest one:
https://www.sas1946.com/main/index.php/topic,19921.0.html

slipper

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Re: Independent static smoke and fire
« Reply #4 on: May 01, 2012, 03:09:04 AM »

Cheers vp, will try later and let you know.

Regards

Slipper
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redfox

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Re: Independent static smoke and fire
« Reply #5 on: May 01, 2012, 05:34:12 AM »

Thanks vp, now the 'Fire' object looks a lot better..

Cheers - Redfox
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slipper

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Re: Independent static smoke and fire
« Reply #6 on: May 01, 2012, 07:48:33 AM »

vp

I think you might have nailed it, have not tested the FIDO object in sputnikshocks realistic lighting yet, link here

https://www.sas1946.com/main/index.php/topic,23695.0.html

but i suspect it is a matter of editing a file as you posted above.

I can confirm the Target Indicators still do not work with your mod mate, but maybe have a solution for them  ;)

Regards the Target Indicators, these have never worked in DBW, so i did a bit of digging about in my old mods and found some files in the old Mosquito BMk XVI mod that seem to control T.I's. Drop this file into your #DBW mods folder and let me know if it works, seems to work for me

https://www.mediafire.com/?zz0j0dilcygoags

It could do with a bit of improvement, for example the TI's look good close up but as distance increases they look less realistic untill they look like one big 'blob', also they could do with being scaled down so that only three or four points of light are visible instead of the 30 or 40 in these files.

Do you think it would be possible to reduce the visible distance of TI's to about 5 - 10 km?

let me know if it works, for you all.

regards

slipper

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vpmedia

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Re: Independent static smoke and fire
« Reply #7 on: May 01, 2012, 11:19:57 PM »

Youre right, in FIDO.eff edit  SmokeBoiling.eff to 'old_SmokeBoiling.eff' and it will be fixed.
I'm gonna look into the TI thing, they should work in DBW.

My problem is that I dont have a 100% DBW compatible filelist txt for the sfs extractor and I dont like java so in this case my 'fixing power' is limited to following the inheritance in eff files.

Cheers

vpmedia

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Re: Independent static smoke and fire
« Reply #8 on: May 02, 2012, 02:19:10 AM »

downloaded the firebomb stuff and you need to edit that one too
in the file cityfire2.eff change SmokeBoiling.eff to old_SmokeBoiling.eff

slipper

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Re: Independent static smoke and fire
« Reply #9 on: May 02, 2012, 06:06:17 AM »

Cheers vp, came to the same conclusions last night, still testing at the moment so did not post anything yet.

The only way I can get the TI's to work is using the file I posted above, I do not believe they work in stock DBW.

Managed to reduce the viewable range of TI's by editing a file called fcircle, again in the file I posted.

Slowly getting there, would like to increase the visible height of searchlight beams and their viewable range, but think it may be beyond my capabilities.

Another thing I noticed is that the dynamic light for flak in gurners mod does not work with CY6's 'barrage' object, maybe because its classed as a stationary object rather than artillery.
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vpmedia

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Re: Independent static smoke and fire
« Reply #10 on: May 02, 2012, 07:46:14 AM »

So what youre saying is that they forgot to put the TI files into DBW but you can select them as ordnance but they wont work...Then I'll install the files you posted thanks!

Im sorry but I got no idea about searchlights and dynamic lightning for barrage object...classfiles

slipper

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Re: Independent static smoke and fire
« Reply #11 on: May 02, 2012, 08:40:35 AM »

Yes mate,

Not sure what the problem is with DBW, but TI's do not display as they should. However if you install the file I uploaded then they should work ok, (it works for me with DBW 1.71).
 
By default you have quite large TI's, but if you also install CY6's fire bombs and flares mod, then an intended by product of this is reduced number of individual flares for each TI , which looks better and is more fps friendly.

Finally if you edit fcircle in the file I uploaded you can find a suitable distance you would like the TI's to be visible for, I found about 9000 gives a good balance between visual effect and distance, much further and they look a bit unrealistic and large.

Hope this helps you mate, let me know how you get on.

Cheers mate

Slipper

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