All-Aircraft-Simulations

Full Version: [MOD] Desert tank dust
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socorrista22198

Hi

This is a little effect mod for desert missions that replaces the tanks dust. Place it in \game dir\Files\Effects\Smokes\.

[Image: deserttankdust.jpg]

DOWNLOAD: http://www.mediafire.com/?rmcn3zjwwot

Enjoyyyy Smile

redko

looks nice.
is it compatible with holygrail mods ?

socorrista22198

100%
it simply replaces the tankdust.eff HG&P, i don

cgagan

Great idea and addition! Many thanks,

Guest

this is far more realistic and will be a great aid in finding the enemy tank formations....

pd

SlowBurn68

Any way to get it to work with HSFX?

Hawkman

Looks great! Will definately give this a try Big Grin

BTW, where's the correct place to put this file? (I'm running UP 2.0 with H&G Uranium effects pack activated).

Hawkers Big Grin
Does it drop my FPS a lot?

bohr-r

Thank you for this mod. It looks very good. However, I don't have this folder structure: \game dir\Files\Effects\Smokes\. Under "Files," there are no folders for "smokes" and "effects" in my game. I am running IL-2 1946 4.09bm + UI 1.0 + SAS buttons. Could you please explain which mod-package this is for, or where to put it in the older UI versions?

Thanks,

RB

HolyGrail

Wow !! great job !! Big Grin
so all of a sudden such smokes are now OK ?? , we would have get crucified for such smokes :lol:
The very same thing could have been done for damaged ships but who's gonna run that thing ?
Once there are too many smokes going on and the game engine will start struggling with emit , it
is mostly causing disappearing other textures which nobody seems to think about it .
There are 5 tanks in the picture , imagine 50 - 100 during mission :lol:
Also those who are running Effects=2 .ini configuration will suffer huge texture color flickering .

The whole Uranium mod can be redone for things like that but there is no machine that will then run this thing .
As a cherry picking effect by enabling and disabling it is a nice to have Tongue

S! HG

OberstDanjeje

Good idea, thanks!!!
Really love the desert mission and this mod will add a lot of immersion!!!

socorrista22198

[size=109]Sorry i don

HolyGrail

Hi socorrista22198 ,

It's just more like this game engine is badly dealing with smokes , that's just the fact Big Grin
There was outcry about planes in front taking off and just small dust clouds killing FPS .
Now look at those tanks smoke Big Grin
At any point you can have lets say 42 tanks smoking a lot with very long live time requirement , then
BF-109's or FW-190's are shooting 3D spiral smoketrail , then already few or a lot of planes in the skies are 3D damage smoking ,
some fighter planes can be at higher altitude pouring 3D contrail smoke , then you have lets say
Uranium building damage 3D fires and smokes going on all at the same time ,
that's why I've said it can be tricky as the game engine is rather limited to rendering all smokes .
It can be between no , to moderate or heavy textures loss depending on the number of objects and
smokes going on at the same time ( mostly loss of ground smokes and explosions , cockpit canopy glass and propeller ).
It's anyway only really for the desert but we don't have separated effects for different ground surface so
folks will have to enable and disable mod when they switch between various theaters of operation .
I looked at your emit configuration and it is thankfully very small so it will be a lot more FPS friendly
than planes take off dust settings but the live time setting can still create issues.
It can be also used for movie makers and truly about any effect can be picked up again and reconfigured
for one specific theater , plane , size and more historical colors .
We did Uranium effects mod for the public general use so it's way toned down to also making sure that is FPS friendly
as much as possible .
We won't be changing or making separated individual better and more historically correct configured effects
because some other effect will be affected by it and it might not be looking appropriate for different objects due to file
sharing so it must have been done to be generaly acceptable for all grounds , all planes , all objects ingame .
We've had it already with the whole Uranium mod creation , we're working right now on something else . Big Grin
Have fun with effects files socorrista22198 Big Grin
Screenshots are looking very nice !!

S! HG

Eexhaton

HolyGrail Wrote:It's just more like this game engine is badly dealing with smokes , that's just the fact Big Grin
There was outcry about planes in front taking off and just small dust clouds killing FPS .
Now look at those tanks smoke Big Grin
At any point you can have lets say 42 tanks smoking a lot with very long live time requirement , then
BF-109's or FW-190's are shooting 3D spiral smoketrail , then already few or a lot of planes in the skies are 3D damage smoking ,
some fighter planes can be at higher altitude pouring 3D contrail smoke , then you have lets say
Uranium building damage 3D fires and smokes going on all at the same time ,
that's why I've said it can be tricky as the game engine is rather limited to rendering all smokes .
It can be between no , to moderate or heavy textures loss depending on the number of objects and
smokes going on at the same time ( mostly loss of ground smokes and explosions , cockpit canopy glass and propeller ).


It's anyway only really for the desert but we don't have separated effects for different ground surface so
folks will have to enable and disable mod when they switch between various theaters of operation .
I looked at your emit configuration and it is thankfully very small so it will be a lot more FPS friendly
than planes take off dust settings but the live time setting can still create issues.
It can be also used for movie makers and truly about any effect can be picked up again and reconfigured
for one specific theater , plane , size and more historical colors .


S! HG
One one side, luckily this game has a certain max FX particle limit - to prevent it from hogging down slower computers alot, but hell that dreaded particle limit is so bloody low that it's almost frustrating to make any greatlooking 3D effects without much sacrifice.
I wish Oleg & Co had made the limit adjustable, with an eye on the future, but I don't think they had expected that this game would have such a long life as it has now. :lol:

Therefore, I think that it's indeed the best way to use these new (3D) effects, to just enable/disable them when needed for any particular situation.
It's the only way to keep this game playable without losing effects or suffering from any uglyness at all.
Sad but true - a lesson hardlearned with bitter experience Tongue

Still, I think this effect looks stunningly good! Another FPS killer and game engine limit pusher, but absolutely impressive!

Great release socorrista22198, thanks for making this! 8)

socorrista22198

[size=117]Hi

For what are the values EmitTheta and Rnd?
I only found:
Rnd - something about randomness of particle emission
EmitTheta - minimum and maximum angle of the emission

But i
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