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Author Topic: Steppenwolf's Effects and Tweaks  (Read 22319 times)

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*Steppenwolf*

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Steppenwolf's Effects and Tweaks
« on: June 18, 2013, 02:29:08 PM »

Hey, guys! Since 4.12 is out now I wanted to share some things that I've been hanging onto for awhile. Hopefully the below files will be of interest to other modders while 4.12 is being cracked and made moddable. Also, I wanted to clear up any issues of authorship concerning my involvement with the 4.12 patch.

If you choose to download the below zip file your 4.09 game effects should look like what you see in these two videos. I'll explain more on this below.





The effects animations (and textures) you just watched are entirely my work. They are based upon the code found within the Plutonium mod as well as the Extended Rocket Trail code(author Slikk). Some, if not all, of these animations might have been included in the official 4.12 patch. But I alone was responsible for uploading files to the DT Server, and I did this minus ALL Plutonium and Extended Rocket Trail code entries. I love the Plutonium mod, it got me modding! I picked that mod apart day after day to learn about the structure of IL2 effects. If any trace of the Plutonium mod's animations or textures made it through me I can assure you that it was not intentional and that it was entirely an oversite on my part, but I don't believe this to be the case. Hopefully, the effects here and the ones in 4.12 will be proof enough to show that all effort was made to produce new and original effects. As far as DT is concerned, they were extremely clear from the begining about original authorship on my part concerning 4.12 - of which I assured them everything was sound. I sincerely hope this puts all doubts to rest on this matter.
 

By the way, Congratulations DT!!! Congratulations, Viikate(on everything)!!!


Okay, the zip file! Inside you will find five folders. Four of these folders contain all the effects I use in my 4.09 game. They will alter all the game effects(video 1) and change weapon classes(video 2). This includes longer tracers(author unknown) with tracer textures by me. This is everything I use, so I can't vouch for any compatability with any other similar mods whatsoever. And yes, it's only been tested on 4.09(sorry, dark-ager here). The fifth folder contains the 'actors_summer.static file' for the Slovakia Summer map. Slovakia's one of my favorites, but it's also a little much for my I7. This file will depopulate your Slovakia Summer map so the bigger cities are nicer to fly over. I took out fences, walls, and dog houses, then went for buildings. I hope the map author will forgive me one day! Mix and match, hack, tweak, learn, do whatever you want with these files. I hope you have fun!

To install: leave everything but the 'SlovakiaActors' folder the way they are and put them in your mods folder(remember compatability). To activate the Slovakia tweak, open the folder and puts its contents(actor_summer) in your Slovakia folder. '-' your original actors file to avoid overwriting. Good luck! I'll do my best to answer any questions you post here. 

Get mod here: 

http://www.mediafire.com/download/3e0or1vcmka2rak/Steppenwolf_effects_and_slovakia_tweak.zip   
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Whiskey_Sierra_972

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Re: Steppenwolf's Effects and Tweaks
« Reply #1 on: June 18, 2013, 02:51:54 PM »

From a 409 rebel:

THANKS!!!!
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carsmaster

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Re: Steppenwolf's Effects and Tweaks
« Reply #2 on: June 18, 2013, 03:05:49 PM »

Thank you very much.
I will try on my 4 09 version.
I am 4 09 rebels. ;D
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*Steppenwolf*

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Re: Steppenwolf's Effects and Tweaks
« Reply #3 on: June 18, 2013, 03:10:13 PM »

You're very welcome! There will be differences between these and 4.12, but they might be useful in the meantime. 4.09! 
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greybeard

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Re: Steppenwolf's Effects and Tweaks
« Reply #4 on: June 19, 2013, 09:44:26 AM »

I really enjoyed this new effects, treated in detail and greatly improving the standard to which we were accustomed. Finally I see cartridge cases of adequate size to the calibre and number proportional to the rounds fired, for example. Even the blaze of weapons is of a class much higher than the rather "arcade" I've seen so far. Perhaps only its brightness is still a bit too much, especially in daylight (I always found it hard to see in WWII footage) and weapons with suppressors.

Despite the increase in quality, I even gained 1 FPS!

Thank you very much from the "4.09 rebels" and that animal guarding them!

Regards,
GB
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ivomajic34

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Re: Steppenwolf's Effects and Tweaks
« Reply #5 on: June 23, 2013, 01:51:32 PM »

Is this working on HSFX6.017?
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PA_Willy

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Re: Steppenwolf's Effects and Tweaks
« Reply #6 on: June 23, 2013, 01:59:17 PM »

Is this working on HSFX6.017?

No. It's only for the old and outdated 4.09.
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*Steppenwolf*

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Re: Steppenwolf's Effects and Tweaks
« Reply #7 on: June 24, 2013, 05:26:49 AM »

Hey, greybeard. Thank you for the nice worlds! If you want to change the transparency of an effect you can do it through the .eff usually. Look in 3DO/Effects/GunFireDay. There you will see folders 7mm-45mm. Inside each one is an .eff. Look for this:

Color0 1.0 0.6 0.3 1.0
Color1 1.0 0.6 0.3 1.0

This is the color and tranparency of the effect texture. The first line is for the begining of the effect and the second line is for the ending. Changing the '1.0' to something less will make the effect more transparent. For instance:

Color0 1.0 0.6 0.3 0.75
Color1 1.0 0.6 0.3 0.75

7mm is for machine guns, so pick a plane with say 303s and Canons to test your changes. This will allow you to see the new effect tranparency next to the regular one. From there just adjust to your liking. Easy! I usually record a track of the effect I'm testing so I don't have to keep loading a mission. The reflection of the muzzle flash on the aircraft body is the same for day or night. I imagine this is why I kept the flashes identical. Good luck!

Sorry guys, it's only ever been played on 4.09.

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Epervier

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Re: Steppenwolf's Effects and Tweaks
« Reply #8 on: June 24, 2013, 06:35:11 AM »

Thank you very much ! Viva Rebels !

Quote
It's only for the old and outdated 4.09.
Peut-ĂȘtre... mais il bande encore le vieux !  8)
Sorry I do not know how to say it in English!
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If your results are not up to your expectations, tell yourself that as large oak was once an acorn ...

Mick

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Re: Steppenwolf's Effects and Tweaks
« Reply #9 on: June 24, 2013, 07:18:05 AM »

Thank you very much ! Viva Rebels !

Quote
It's only for the old and outdated 4.09.
Peut-ĂȘtre... mais il bande encore le vieux !  8)
Sorry I do not know how to say it in English!

... may be, but the old man can still have a hard on from time to time !  :P
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crimar

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Re: Steppenwolf's Effects and Tweaks
« Reply #10 on: June 24, 2013, 09:32:23 AM »

 ;D ;D ;D
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greybeard

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Re: Steppenwolf's Effects and Tweaks
« Reply #11 on: June 25, 2013, 02:51:44 AM »

If you want to change the transparency of an effect you can do it through the .eff usually.

Thanks, I'll keep your suggestions in account.

Quote
The reflection of the muzzle flash on the aircraft body is the same for day or night. I imagine this is why I kept the flashes identical.

I agree. Actually, the amount of light generated is the same, what changes is context. I mean, the monitor can not simulate the huge difference in ambient light between day and night, so if you calibrate for night, it is too much for the day, and vice versa. I would set for the day, both because it is during day that takes place almost every fight, and because I do not like that my target is masked by the glow of arms.  ;)

Thanks again for the excellent work, the more I play, the more I appreciate its details.
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