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Author Topic: New BigShip Smoke&Fire v3.2  (Read 6737 times)

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duffys tavern

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Re: New BigShip Smoke&Fire v2.1
« Reply #12 on: February 23, 2021, 06:26:04 AM »

Looks great. One question, do I need to install all of these or just the latest, 2.1? Appears to be a swell addition.
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DESPEREAUX

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Re: New BigShip Smoke&Fire v2.1
« Reply #13 on: February 23, 2021, 06:40:50 AM »

Looks great. One question, do I need to install all of these or just the latest, 2.1? Appears to be a swell addition.
Hey! Try the new weapon effect, updated today. I think you will like it :)
Only 2.1. download again, just updated again, made the fire brighter.
screenshot is out of date)
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erafitti

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Re: New BigShip Smoke&Fire v2.1
« Reply #14 on: February 23, 2021, 11:04:38 AM »

Paladin with New BigShip Smoke&Fire v2.1 effects.



https://www.sas1946.com/main/index.php/topic,64904.msg720161.html#msg720161

Un saludo.
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DESPEREAUX

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Re: New BigShip Smoke&Fire v2.1
« Reply #15 on: February 23, 2021, 01:45:56 PM »

Clear. We'll have to redo the effect. Thank you for writing about this. :)
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DESPEREAUX

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erafitti

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Re: New BigShip Smoke&Fire v3.0
« Reply #17 on: February 23, 2021, 04:30:16 PM »

Smoke&Fire v3.0.



Un saludo.
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DESPEREAUX

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Re: New BigShip Smoke&Fire v3.0
« Reply #18 on: February 23, 2021, 05:21:56 PM »

You see, freeze frame is one thing, and motion is another thing. Does it look good in motion?  You also need to take into account the fact that the effect should be visible at some distance.
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WxTech

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Re: New BigShip Smoke&Fire v3.0
« Reply #19 on: February 23, 2021, 11:09:05 PM »

So I take it there are some non-ship vehicles/weapons which use the BigShip effects. I guess this makes sense for suitably large-bore guns on them. I wonder what is the smallest bore gun assigned the the ship's 150mm fire and smoke effects. I suppose one could do a text string search in the decompiled classes, to see which guns invoke them...

Here is the result for 4.12.2, showing which weapon classes use which Bigship effects:

Code: [Select]
com\maddox\il2\objects\weapons\Cannon0120_1905.java
Line 26:         gunproperties.fire = "Effects/Bigship/GunFire150mm/Fire.eff";
Line 28:         gunproperties.smoke = "Effects/BigShip/GunFire150mm/Burst.eff";

com\maddox\il2\objects\weapons\Cannon0305_1907.java
Line 26:         gunproperties.fire = "Effects/Bigship/GunFire350mm/Fire.eff";
Line 28:         gunproperties.smoke = "Effects/BigShip/GunFire350mm/Burst.eff";

com\maddox\il2\objects\weapons\CannonB13.java
Line 26:         gunproperties.fire = "Effects/Bigship/GunFire150mm/Fire.eff";
Line 28:         gunproperties.smoke = "Effects/BigShip/GunFire150mm/Burst.eff";

com\maddox\il2\objects\weapons\CannonB_1_P.java
Line 26:         gunproperties.fire = "Effects/Bigship/GunFire250mm/Fire.eff";
Line 28:         gunproperties.smoke = "Effects/BigShip/GunFire250mm/Burst.eff";

com\maddox\il2\objects\weapons\CannonJA_127_3rdY.java
Line 26:         gunproperties.fire = "Effects/BigShip/GunFire150mm/Fire.eff";
Line 28:         gunproperties.smoke = "Effects/BigShip/GunFire150mm/Burst.eff";

com\maddox\il2\objects\weapons\CannonMarkVII_356mm.java
Line 26:         gunproperties.fire = "Effects/BigShip/GunFire350mm/Fire.eff";
Line 28:         gunproperties.smoke = "Effects/BigShip/GunFire350mm/Burst.eff";

com\maddox\il2\objects\weapons\CannonMarkVI_254mm.java
Line 26:         gunproperties.fire = "Effects/Bigship/GunFire250mm/Fire.eff";
Line 28:         gunproperties.smoke = "Effects/BigShip/GunFire250mm/Burst.eff";

com\maddox\il2\objects\weapons\CannonMkIII_114mm.java
Line 25:         gunproperties.fire = "Effects/Bigship/GunFire150mm/Fire.eff";
Line 27:         gunproperties.smoke = "Effects/BigShip/GunFire150mm/Burst.eff";

com\maddox\il2\objects\weapons\CannonMortar_600mm.java
Line 26:         gunproperties.fire = "Effects/BigShip/GunFire250mm/Fire.eff";
Line 28:         gunproperties.smoke = "Effects/BigShip/GunFire250mm/Burst.eff";

com\maddox\il2\objects\weapons\CannonQFMkI_134mm.java
Line 25:         gunproperties.fire = "Effects/Bigship/GunFire150mm/Fire.eff";
Line 27:         gunproperties.smoke = "Effects/BigShip/GunFire150mm/Burst.eff";

com\maddox\il2\objects\weapons\CannonSK_C28.java
Line 26:         gunproperties.fire = "Effects/BigShip/GunFire150mm/Fire.eff";
Line 28:         gunproperties.smoke = "Effects/BigShip/GunFire150mm/Burst.eff";

com\maddox\il2\objects\weapons\CannonSK_C33.java
Line 26:         gunproperties.fire = "Effects/BigShip/GunFire150mm/Fire.eff";
Line 28:         gunproperties.smoke = "Effects/BigShip/GunFire150mm/Burst.eff";

com\maddox\il2\objects\weapons\CannonSK_C34.java
Line 26:         gunproperties.fire = "Effects/BigShip/GunFire350mm/Fire.eff";
Line 28:         gunproperties.smoke = "Effects/BigShip/GunFire350mm/Burst.eff";

com\maddox\il2\objects\weapons\CannonSK_C35.java
Line 26:         gunproperties.fire = "Effects/BigShip/GunFire150mm/Fire.eff";
Line 28:         gunproperties.smoke = "Effects/BigShip/GunFire150mm/Burst.eff";

com\maddox\il2\objects\weapons\CannonUS_5_25Mk10.java
Line 26:         gunproperties.fire = "Effects/Bigship/GunFire150mm/Fire.eff";
Line 28:         gunproperties.smoke = "Effects/BigShip/GunFire150mm/Burst.eff";

com\maddox\il2\objects\weapons\CannonUS_5_38Mk12.java
Line 26:         gunproperties.fire = "Effects/Bigship/GunFire150mm/Fire.eff";
Line 28:         gunproperties.smoke = "Effects/BigShip/GunFire150mm/Burst.eff";

com\maddox\il2\objects\weapons\CannonUS_8_55Mk9.java
Line 26:         gunproperties.fire = "Effects/Bigship/GunFire250mm/Fire.eff";
Line 28:         gunproperties.smoke = "Effects/BigShip/GunFire250mm/Burst.eff";
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erafitti

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Re: New BigShip Smoke&Fire v3.0
« Reply #20 on: February 24, 2021, 12:08:37 AM »

You see, freeze frame is one thing, and motion is another thing. Does it look good in motion?

Yes, it looks right.

You also need to take into account the fact that the effect should be visible at some distance.

At a great distance it can even be seen (view image). Paladin Length-hull 6,89m (2 pixel in image)



Un saludo.



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erafitti

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Re: New BigShip Smoke&Fire v3.0
« Reply #21 on: February 24, 2021, 12:10:28 AM »

So I take it there are some non-ship vehicles/weapons which use the BigShip effects.

I particularly assigned the 150mm naval gun to simulate Paladin's 155mm gun because it allows greater ranges and the effects seem better to me.

Un saludo.
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Greyhound87

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Re: New BigShip Smoke&Fire v3.0
« Reply #22 on: February 24, 2021, 02:04:21 AM »


Is it possible to make the flashes from the guns bigger for night?
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WxTech

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Re: New BigShip Smoke&Fire v3.0
« Reply #23 on: February 24, 2021, 02:34:14 AM »


Is it possible to make the flashes from the guns bigger for night?

It would require to add code somewhere which considers the Sun's angular elevation. When below some threshold angle (say, -6 degrees, or -0.1 radians as the code uses), the effect for fire would switch to another new effect (say, FireNight.eff) created for this purpose. This effect could have its fire texture made larger, or brighter, or more numerous (textures that overlap get collectively brighter.)

Moreover, the classes already assign values for the illumination of the surroundings, lasting typically around 1/10 second. The two values control intensity and range. For nighttime firing, one or both of these values could be increased, along with the use of a more prominent fire effect outlined above.

I don't know if this code could be added to the individual weapon classes. I suspect more strongly that it would have to reside elsewhere. The scheme would likely be similar to the way aircraft gunfire muzzle flash effects are implemented, where there is a separation between effect folders named GunFire and GunFireDay.
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