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Author Topic: Static Fires and Smokes - Longer rendering distance  (Read 1962 times)

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whistler

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Static Fires and Smokes - Longer rendering distance
« on: September 04, 2019, 11:55:14 AM »

Stock static Fires and Smokes - Longer rendering distance

Tested in 4.12.2 only. Do not use in BAT and use at your own risk with any other effects mods. This was done for learning purposes.



- Smoke Type 1 (from 3.500 to 20.000)
- Smoke Type 2 (from 3.500 to 20.000)
- Smoke Type 3 (from 2.500 to 15.000)
- Smoke Type 4 (from 2.500 to 15.000)
- Smoke Type 5 (from 2.500 to 15.000)
- Smoke Type 6 (from 2.500 to 15.000)
- Smoke Type 7 (from 2.500 to 15.000)
- Smoke Type 8 (from 10.000 to 25.000)
- Smoke Type 9 (from 10.000 to 25.000)
- Smoke Type 10 (bubble limit, no need to change)
- Smoke Type 11 (bubble limit, no need to change)
- Smoke Type 12 (bubble limit, no need to change)
- Fire Type 1 (from 3.000 to 20.000)
- Fire Type 2 (from 3.000 to 20.000)
- Fire Type 3 (from 3.000 to 5.000)
- Fire Type 4 (from 3.000 to 5.000)
- Fire Type 5 (bubble limit, no need to change)
- Fire Type 6 (bubble limit, no need to change)
- Fire Type 7 (bubble limit, no need to change)
- Fire Type 8 (from bubble limit to 5.000)

Download: FireAndSmoke412.zip

Cheers!
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tomoose

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Re: Static Fires and Smokes - Longer rendering distance
« Reply #1 on: September 06, 2019, 07:58:39 AM »

Cool!
Any chance you could do the same for runway lights?  In poor weather the runway lights are essential for locating the airfield but generally it seems that you almost have to be on top of the airfield before you can see them.  Additionally the lights always cut off too soon IMHO and you have to resend the request for lights.  Perhaps a toggle mod (ie.  request lights and they stay on until you repeat the request or enemy aircraft show up).
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eikson

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Re: Static Fires and Smokes - Longer rendering distance
« Reply #2 on: November 22, 2019, 08:09:48 AM »

Does this also affect smoke from crashed aircraft and destroyed entities or does static smoke only include smoke placed by the mission maker?
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whistler

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Re: Static Fires and Smokes - Longer rendering distance
« Reply #3 on: November 23, 2019, 03:21:42 AM »

Sorry tomoose, I missed your post.

Any chance you could do the same for runway lights?  In poor weather the runway lights are essential for locating the airfield but generally it seems that you almost have to be on top of the airfield before you can see them.

I can have a look.

Additionally the lights always cut off too soon IMHO and you have to resend the request for lights.  Perhaps a toggle mod (ie.  request lights and they stay on until you repeat the request or enemy aircraft show up).

I think something is built into the EngineMod. Check it out.

Does this also affect smoke from crashed aircraft and destroyed entities or does static smoke only include smoke placed by the mission maker?

Hi eikson,

My intention was to increase the rendering distance of the static fires and smokes that can be added by the mission maker. A smoke or fire purposely placed is supposed to mean something and be seen from a long distance. The files altered however can impact other effects, I really don't know. Working with effects is tricky, the game sometimes uses one same file for different purposes.

Cheers.
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vpmedia

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Re: Static Fires and Smokes - Longer rendering distance
« Reply #4 on: November 23, 2019, 09:47:20 AM »

Add a prefix to the eff files and edit the stationary.ini for the new names and your smokes will be independent from other ingame effects. >> https://www.sas1946.com/main/index.php/topic,25268.0.html
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