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Author Topic: WxTech's Effects v1  (Read 17413 times)

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WxTech

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Re: WxTech's Effects v1
« Reply #24 on: April 26, 2021, 07:17:34 PM »

If anyone's using some OTHER cloud mod for the lower cumulus type and want to retain it, or happen to like the stock clouds, you can simply put a "-" (minus sign) character at the start of my "Clouds" folder name, making it :-Clouds".

And the same goes for any other instances of effects related mods one might already have and like. Just disable those shared folders or files you don't want to use.

Indeed, if one has never made mods, a good way to start is to grab the better files from one mod and put them in the mod you like and which does the same thing. Just be very careful to keep together the .eff, .mat and .tga files. When you get more comfy with this, you can point a .mat file to a different .tga, being sure to also write the new .tga name in the .mat file. There's nothing which says a .tga must have the same name as the .mat.

In this pack I included everything in the two effects folders, [3do/Effects] and [Effects], except for the files related to tracers. In good part because I assume, for starters, that most peeps using mods already would prefer the Guncam Tracers Mod (which is already in BAT.) And I already have an existing tracer/tracer smoke mod out there.
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vonOben

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Re: WxTech's Effects v1
« Reply #25 on: April 27, 2021, 08:44:09 AM »

Hi WxTech

Interesting, but how does your effects affect the frame rate?
Some effect mods are very demanding for old computers.

Best regards

vonOben
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WxTech

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Re: WxTech's Effects v1
« Reply #26 on: April 27, 2021, 08:55:02 AM »

In the main, I use particle counts along the lines of Dave's Realism Effects, which package of his was based on stock 4.12 files and so specifically intended to not be too demanding on resources.

I developed much of my stuff on my nearly 15 year old, Win 7 computer running 4.08/4.09. My phosophy is to obtain lots of action before particles start flickering or fail to draw. I suppose anyone who's used some other effect packs could indicate how mine compares...
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DESPEREAUX

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Re: WxTech's Effects v1
« Reply #27 on: April 27, 2021, 10:07:12 AM »

Wow!  Big job!  Thank you WxTech!  ;D Will watch.
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stanislao

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Re: WxTech's Effects v1
« Reply #28 on: April 27, 2021, 11:37:51 AM »


 :)    Dear WXTech I was hoping to try your version of the Carsmaster grass track too, is the project still alive?


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WxTech

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Re: WxTech's Effects v1
« Reply #29 on: April 27, 2021, 12:17:25 PM »

Stany,
I'll post my grass tweak after work this evening...


[added later that evening]  ...And done.
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Alien_12

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Re: WxTech's Effects v1
« Reply #30 on: April 28, 2021, 08:08:32 AM »

Quote
For BAT users, place in #WAW3, and make sure it appears above !SAS_Engine_Mod (where Explosions.class files also reside).

Could you elaborate? I'm no expert and I don't want to break anything.
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vonofterdingen

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Re: WxTech's Effects v1
« Reply #31 on: April 28, 2021, 10:39:05 AM »

Copy the !0 WxTech_Effects_V1 folder to your #WAW3 directory. Make sure that is appears above the !SAS_Engine_Mod folder. It should look something like this (ignore the first 2 folders, as you will will probably not have those):



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Alien_12

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Re: WxTech's Effects v1
« Reply #32 on: April 28, 2021, 10:57:42 AM »

I thought this was the case, but needed to be assured. Thanks for the reply!
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stanislao

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Re: WxTech's Effects v1
« Reply #33 on: April 28, 2021, 11:01:05 AM »


 ;D  Many thanks for both works! They work wonders!   ;)

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WxTech

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Re: WxTech's Effects v1
« Reply #34 on: April 28, 2021, 11:15:36 AM »

When taking out planes, ofttimes the first smoke seen will be that from the damaged oil cooler. In the stock implementation this smoke is pretty much coal black, in line with the effect name, "OilBlackMedium". But damaged cooling systems should make a far lighter smoke in general. I've adopted a pale bluish hue, not unlike that for engine starting exhaust, as in this screenie of a limping Wildcat. Here the blue hue is a bit accentuated by the overal bluish scene.



By the way, I use Reshade, and one of the Bloom effects which nicely enhances the distance hazing by making it lighter, thus making the sky near the horizon yet lighter, with a pleasing, depth-enhancing aspect.
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Mick

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Re: WxTech's Effects v1
« Reply #35 on: April 28, 2021, 12:56:59 PM »

... the colour should also depend on the kind of engine ...  ;)

If it is an inline engine, with liquid coolant (P51, Me109 for ex) then there should be a white smoke (except if the oil radiator is hit, then black smoke too)

If it is a radial engine, air cooled, then normally no white smoke, but only black smoke (P47, FW190 for ex)
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