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Author Topic: WxTech's Effects v1  (Read 17412 times)

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WxTech

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Re: WxTech's Effects v1
« Reply #12 on: April 26, 2021, 05:50:29 AM »

Hans-Joachim,
Other mods which require other classfiles than Explosions.class are not addressed here. Even though this mod does actually include all or some of the same files required by my Tracers and Tracer Smoke mod and the Lightning mod.

It would be the height of hubris to assume that everyone will want to use all my mods. It's better to supply the option of choice. ;)

If you use two or more of my mods, and especially if they share the same folders, you can combine them so as to reduce the number of separate mods in your install. If these mods come with their own classfiles, be sure the Readme files are retained so that which classfiles belonging to what mod are always known; this makes further separating easy if needed to do. Rename the Readme files if they happen to be the same. But of course, this presumes a knowledge of the game's file structure (not that complicated) as well as a comfort with handling files in the Windows OS.
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

-=MaD=-

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Re: WxTech's Effects v1
« Reply #13 on: April 26, 2021, 06:04:35 AM »

Please give me more time in my life to test more mods...

Waiting for the next free time slot to see this!

Thanks for releasing this!

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Hans-Joachim Marseille

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Re: WxTech's Effects v1
« Reply #14 on: April 26, 2021, 06:08:14 AM »

Thx for the headsup, WXTech. Keep up the amazing work!  :)
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WxTech

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Re: WxTech's Effects v1
« Reply #15 on: April 26, 2021, 06:12:05 AM »

If I were set up to make videos for YouTube, I'd have put together a series of clips highlighting the main features that separate this effort from others. Particularly the aircraft water and land crashes, heavier explosions against watercraft and bridges showing shrapnel splashes, longer duration disturbed water patches, and smoke and fire from spinning debris NOT making such wide, corkscrew-like spirals.

This last feature (no cartoonish corkscrewing of smoke/fire) derives from setting the GasResist value rather higher than most effects creators seem to dare. This more rapidly slows the particles due to surrounding air friction/drag. Thereby not allowing them to continue flying through the air for an inordinate time, to be flung well away as though having some extra mass and resistance to movement in the surrounding air.

If someone so inclined were to create such a YT clip, it would do far better than still screenshots.
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

wave04

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Re: WxTech's Effects v1
« Reply #16 on: April 26, 2021, 09:06:11 AM »

I've done some reading and it's almost definitely the lack of an actual graphics card that's causing the issue. Kinda sucks considering how old the game is...
Oh well! Good luck gentlemen, I'll see you on the other boards.
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Griffon_301

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Re: WxTech's Effects v1
« Reply #17 on: April 26, 2021, 09:51:34 AM »

ehm, what do you mean by "how old the game is..." ?
a real graphics card was always a necessity if you wanted to play any game involving lots of 3d stuff and beyond - to put it mildly;
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erafitti

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Re: WxTech's Effects v1
« Reply #18 on: April 26, 2021, 12:30:20 PM »

Tested  4.12 WAV 4.1
           4.13 Ypack
           4.14 AsuraPack

Kamikaze02.ntrk and TheBlackDeath.ntrk all OK no CTD.

Thank you very much for your work and effort. :)

Un saludo.
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Dragunoff

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Re: WxTech's Effects v1
« Reply #19 on: April 26, 2021, 01:15:09 PM »

Great job !!! Thanks!!!




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kukulo

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Re: WxTech's Effects v1
« Reply #20 on: April 26, 2021, 02:15:06 PM »

Hi WxTech

Thank you for this very interesting mod. I played with many effects mods to choose best. I choosed low effects which 4.12 patch brings to us few years ago. I use HSFX. I tried your mod and looks very good. I tried bombs 250lb and 500lb on ships but no watersplash when bomb explodes and no small splashes around when bomb hit ship. I see that you tested in BAT and 4.12+modAct so I am affraid that HSFX is not supported.

Here is log:
Code: [Select]
[19:52:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[19:52:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[19:52:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[19:52:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[19:52:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[19:52:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[19:52:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[19:52:03] INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
[19:52:04] INTERNAL ERROR: Str2FloatClamp() - Clamped 1 -> 0.5 (delta = -0.5) to Range 0..0.5
[19:52:04] INTERNAL ERROR: Can't open file '3DO/Effects/Tracers/TEXTURES/flareblue.mat'
[19:52:04] WARNING: object '3DO/Effects/Tracers/TEXTURES/flareblue.mat' of class 'TMaterial' not loaded
[19:52:04] INTERNAL ERROR: Can't open file '3DO/Effects/Tracers/TEXTURES/flareyellow.mat'
[19:52:04] WARNING: object '3DO/Effects/Tracers/TEXTURES/flareyellow.mat' of class 'TMaterial' not loaded
[19:52:20] Initializing DirectSound playback device...
[19:52:20] Primary buffer created.
[19:52:20] Playback format is set : sampling rate = 44100, num channels = 2.
[19:52:20] Not enought hardware buffers (0), hardware disabled
[19:52:20] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[19:52:20] Default speaker config is : 1310724.
[19:52:20] Direct sound audio device initialized successfully :
[19:52:20] DX Version : 7
[19:52:20] Hardware    - disabled [buffers : 0]
[19:52:20] Extensions  - enabled :
[19:52:20]   EAX ver. 1 [ ]  - disabled
[19:52:20]   EAX ver. 2 [ ]  - disabled
[19:52:20]   EAX ver. 3 [ ]  - disabled
[19:52:20]   I3D ver. 2 [ ]  - disabled
[19:52:20]   ZoomFX     [ ]  - disabled
[19:52:20]   MacroFX    [ ]  - disabled
[19:52:20] SIMD render [X]
[19:52:20] num channels 16
[19:52:20]
[19:53:18] Loading mission Quick/IB_Convoy/IB_ConvoyRedNoneN01.mis...
[19:53:18] Map file: line <232016.84 10948.24 233402.59 9514.63 1.75> is valid!
[19:53:18] Total number of airports for loaded mission: 1
[19:53:18] Detected Vertex Shaders 3.0.
[19:53:18] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[19:53:18] Vertex texture units: 32
[19:53:18]
[19:53:19] PBuffer: suitable formats: 12
[19:53:19]
[19:53:19] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[19:53:19] Depth = 24, stencil = 8
[19:53:19] PBuffer: suitable formats: 12
[19:53:19]
[19:53:19] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[19:53:19] Depth = 24, stencil = 8
[19:53:23] Loading vertex/fragment programs: *595209864*
[19:53:23] *** Loading: [vpFogFar2Tex2D]
[19:53:23] *** Loading: [vpFog2Tex2DBlend]
[19:53:23] *** Loading: [vpFogFar4Tex2D]
[19:53:23] *** Loading: [vpFogFar8Tex2D]
[19:53:23] *** Loading: [vpFogNoTex]
[19:53:23] *** Loading: [vpFog4Tex2D]
[19:53:23] *** Loading: [vpFog4Tex2D_UV2]
[19:53:23] *** Loading: [vp4Tex2D]
[19:53:23] *** Loading: [vp6Tex2D]
[19:53:23] *** Loading: [vpTexUVTex2D]
[19:53:23] *** Loading: [vpWaterGrid_NV]
[19:53:23] *** Loading: [vpWaterSunLight_NV]
[19:53:23] *** Loading: [vpWaterSunLight_ATI]
[19:53:23] *** Loading: [vpWaterSunLight_FP]
[19:53:23] *** Loading: [vpTreeSprite]
[19:53:23] *** Loading: [vpTreeTrunk]
[19:53:23] *** Loading: [vpVAObjectsN]
[19:53:23] *** Loading: [vpVAObjectsL0]
[19:53:23] *** Loading: [vpSprites]
[19:53:23] *** Loading: [vpSimpleGL]
[19:53:23] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[19:53:23] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[19:53:23] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[19:53:23] *** Loading: [fpCoastBump] -> NV3X Optimized!
[19:53:23] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[19:53:23] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[19:53:23] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[19:53:23] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[19:53:23] *** Loading: [fpCaustic] -> NV3X Optimized!
[19:53:23] *** Loading: [fpSprites] -> NV3X Optimized!
[19:53:23] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[19:53:23] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[19:53:23] *** Loading: [fpSimpleGL]
[19:53:23] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[19:53:23] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[19:53:23] *** Loading: [fpRiverCoastAA]
[19:53:23] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[19:53:23] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[19:53:23] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[19:53:23] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[19:53:23] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[19:53:23] *** Loading: [vpWaterDM_CPU]
[19:53:23] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[19:53:23] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[19:53:23] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[19:53:23] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[19:53:23] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[19:53:23] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[19:53:23] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[19:53:23] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[19:53:23] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[19:53:23] *** Loading: [fpWaterLFogDM]
[19:53:23] *** Loading: [fpIceWater] -> NV3X Optimized!
[19:53:23] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[19:53:23] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[19:53:23] *** Loading: [fpNearBlend] -> NV3X Optimized!
[19:53:23] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[19:53:23] *** Loading: [fpFarBlend] -> NV3X Optimized!
[19:53:23] *** Loading: [fpForestPlane] -> NV3X Optimized!
[19:53:23] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[19:53:23] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[19:53:23] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[19:53:24] Load bridges
[19:53:25] Load static objects
[19:53:26] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[19:53:26] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[19:53:27] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[19:53:30] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:30] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:30] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:30] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:30] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:30] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:30] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:30] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:30] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:30] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:30] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:31] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:31] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:31] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:31] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:31] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:31] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:31] WARNING: TSmokeTrail::TSmokeTrail() Estimated number of particles 40 was clamped to (1 .. 32)
[19:53:34] ERROR file: File users/javelin/Icons not found
[19:53:34] Mission: Quick/IB_Convoy/IB_ConvoyRedNoneN01.mis is Playing
[19:53:34] INTERNAL ERROR: HierMesh: Can't find chunk 'GearL1_D0'
[19:53:34] INTERNAL ERROR: HierMesh: Can't find chunk 'GearR1_D0'
[19:53:34] INTERNAL ERROR: HierMesh: Can't find chunk 'GearC1_D0'
[19:53:35] warning: no files : music/inflight
[19:54:16] INTERNAL ERROR: HierMesh: Can't find chunk 'Rudder2_D0'
[19:54:36] java.lang.reflect.InvocationTargetException: java.lang.NoSuchMethodError
[19:54:36] at com.maddox.il2.objects.weapons.Bomb.doExplosion(Bomb.java:573)
[19:54:36] at com.maddox.il2.objects.weapons.Bomb.doDelayExplosion(Bomb.java:424)
[19:54:36] at java.lang.reflect.Method.invoke(Native Method)
[19:54:36] at com.maddox.rts.MsgInvokeMethod_Object.invokeListener(MsgInvokeMethod_Object.java:42)
[19:54:36] at com.maddox.rts.Message._send(Message.java:1217)
[19:54:36] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[19:54:36] at com.maddox.rts.Message.sendTo(Message.java:1134)
[19:54:36] at com.maddox.rts.Message.trySend(Message.java:1115)
[19:54:36] at com.maddox.rts.Time.loopMessages(Time.java:252)
[19:54:36] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[19:54:36] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[19:54:36] at com.maddox.il2.game.Main.exec(Main.java:439)
[19:54:36] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[19:54:36] java.lang.reflect.InvocationTargetException: java.lang.NoSuchMethodError
[19:54:36] at com.maddox.il2.objects.weapons.Bomb.doExplosion(Bomb.java:573)
[19:54:36] at com.maddox.il2.objects.weapons.Bomb.doDelayExplosion(Bomb.java:424)
[19:54:36] at java.lang.reflect.Method.invoke(Native Method)
[19:54:36] at com.maddox.rts.MsgInvokeMethod_Object.invokeListener(MsgInvokeMethod_Object.java:42)
[19:54:36] at com.maddox.rts.Message._send(Message.java:1217)
[19:54:36] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[19:54:36] at com.maddox.rts.Message.sendTo(Message.java:1134)
[19:54:36] at com.maddox.rts.Message.trySend(Message.java:1115)
[19:54:36] at com.maddox.rts.Time.loopMessages(Time.java:252)
[19:54:36] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[19:54:36] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[19:54:36] at com.maddox.il2.game.Main.exec(Main.java:439)
[19:54:36] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[19:54:48] INTERNAL ERROR: HierMesh: Can't find chunk 'TurDoorL_D0'
[19:54:48] INTERNAL ERROR: HierMesh: Can't find chunk 'TurDoorR_D0'
[19:55:08] java.lang.reflect.InvocationTargetException: java.lang.NoSuchMethodError
[19:55:08] at com.maddox.il2.objects.weapons.Bomb.doExplosion(Bomb.java:573)
[19:55:08] at com.maddox.il2.objects.weapons.Bomb.doDelayExplosion(Bomb.java:420)
[19:55:08] at java.lang.reflect.Method.invoke(Native Method)
[19:55:08] at com.maddox.rts.MsgInvokeMethod_Object.invokeListener(MsgInvokeMethod_Object.java:42)
[19:55:08] at com.maddox.rts.Message._send(Message.java:1217)
[19:55:08] at com.maddox.rts.Message.sendToObject(Message.java:1158)
[19:55:08] at com.maddox.rts.Message.sendTo(Message.java:1134)
[19:55:08] at com.maddox.rts.Message.trySend(Message.java:1115)
[19:55:08] at com.maddox.rts.Time.loopMessages(Time.java:252)
[19:55:08] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[19:55:08] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[19:55:08] at com.maddox.il2.game.Main.exec(Main.java:439)
[19:55:08] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
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WxTech

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Re: WxTech's Effects v1
« Reply #21 on: April 26, 2021, 02:30:32 PM »

I 've never tried HSFX, and know little about it. I'm kind of aware of its 'special' nature, and so am not terribly surprised there could be some incompatibility.  :(
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kukulo

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Re: WxTech's Effects v1
« Reply #22 on: April 26, 2021, 02:40:06 PM »

Rgr

Anyway, working effects from your pack looks really cool  :)
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vonofterdingen

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Re: WxTech's Effects v1
« Reply #23 on: April 26, 2021, 04:42:19 PM »

Looks great, WxTech.

Here is a B-24 attack on the Thai/Japanese airfield at Chiang Mai:



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