All-Aircraft-Simulations

Full Version: [MOD] Charly Golf effect mod
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2

archer

hi all Smile

CharlyGolf effect mod.

release video for the effect mod:

http://www.youtube.com/watch?v=X3-6mnpyOyQ
______________________
Instal instructions:

extract to your MODS folder.


You need BombBayDoorPlus mod to have this mod working.
if you haven't have bombbaydoor Plus you need to download it here:
viewtopic.php?f=18&t=10234


This mod should be the one on the top of the MODS folder for some reason.

You can use PAT smoke mod, but you should delete any controls linked to activating or even changing smoke.
the game will CRASH when you hit one of those buttons.

______________
DOWNLOAD:

from filefront:
http://www.filefront.com/17391435/00_archers Charly Golf effect mod.zip
_____________
tested:
tested with and created in U.I. 1.1 V4.09B1M

conf.ini:
Only use effects=0 or effects=1 in conf.ini
effects=2 can cause texture flickering bugs.

This effect mod is based on plutonium effect mod from Holy Grail, Potenz and Wolfighter.
http://www.youtube.com/watch?v=QNKeEK34 ... re=related

I also used effects from socorrista.
http://ultrapack.il2war.com/index.php?topic=2691

I also used 1 effect from AFX_Revolution_V09

This effect mod is a little bit less FPS friendly as plutonium mod,
except for napalm.
and high altitude contrails.
and vehicle explosions.

this is my first effect mod.

______________________________________________________________________
changed effects:

Ground:
All kinds of Water splashes changed (bombs, bullets, cannon, big bombs)
water splashes are less high and they disperse more
250bomb explosion effect changed (linked to plane crash explosion).
bullet ground hit effect changed
NAPALM uses less particles.
building smoke changed a little bit.


Air:
bullet hits changed:
now even bullet hits generate smoke,
and it looks like they are burning.
Fuel tank smoke and engine smoke look different now,
Fuel tank smoke has a thick intermitted smoke trail (the long one lasts 17 seconds)
fuel tank smoke uses 2 contrails.
Engine smoke is lasts 5 seconds.
high altitude contrail has less emitfrq now (more possible bombers =P).
mid air explosion changed (WIP version shown in video! it looks better now Smile)
fire changed.
fuel tank leak is a little bit longer.
Stall vortexes longer and thinner.
oil smoke uses 2 contrails.
engine start smoke from plutonium effect mod lasts longer now.
ground dusts changed.
water splashes from planes hitting the water changed.
larger gunshells, langer lasting. .eff from socorrista's original gunshell mod.

crashed plane smoke and fire textures from socorrista.


ships:
All ship smokes changed.
ship front wave and wake changed.
ship explosion smaller (linked to the vehicle explosion)
pipe smoke with textures from socorrista

vehicles:
vehicle explosion smaller.
changed size and emitfrq dying cars and tanks, and static planes.
static plane fire and smoke failed.
tank dust from socorrista but way shorter and smaller.
tank firing smoke colour (untested when writing this)
fuel explosion changed.

trains:
locomotive explosion (linked to vehicle explosion)
train steam Smoke from socorrista (but edited).

(I would still like another name for the mod)
_____________________________________________________________________________________________

I hope you like the mod Smile


Kedrednael/ Archer

Doolittle81

Should I remove/de-activate the 00_A_Plutonium_Maximum_Effects_Edition_V1, or does this 00_Charly_Golf_effects mod overwrite all or part of that Pluto mod. If both Mods should stay in MODS folder, which should be on top?

archer

Doolittle81 Wrote:Should I remove/de-activate the 00_A_Plutonium_Maximum_Effects_Edition_V1, or does this 00_Charly_Golf_effects mod overwrite all or part of that Pluto mod. If both Mods should stay in MODS folder, which should be on top?

You should just put a - in front of plutonium if you want to use CG effect mod. If there is a - in front of plutonium I don't think it will make a lot of difference if that one is on the top. I've got 2 different version of the effect mod above the one I'm using, but it is working properly.
Archer,

Thanks for this mod, will try on the weekend. Just out of interest do you think you may be able to look at the Target Indicators (TI's) that came with the mosquito BXVI? they are supposed to be visible from quite a distance, so that you can aim bombs at them, but on my set up they dissappear when only about 500m away, which makes them pretty useless. Could a fix be incorporated into your effects mod to make them appear up to about 7000m?

thanks for any help

slipper

acred99

Hi Archer,
been using your mod for nearly a week now, since your original post without the movie option then. I must say I am very impresssed, the effects are brilliant. Even better than holygrail plutonium, and thats saying something. I have not experienced all the effects yet, but "LOVE" the bullet hit strikes on the aircraft and objects. Its been running fine without any problems so far, and the fsp ? hit is not that noticable either. Well done mate, youve got a fan here ! :wink:

Gerson

Hi Archer
Congratulations for a great mod
I was using Plutonium before , and IMHO yours effects are better , and it did not hit my fps untill now ( I only used for a few missions so far)
Best regards
Gerson

Anders_And

Hi I love it, however I have one request, while you are at it, vehicle fire, tank fire, train wagon (in general all smaller fires) all turn white at a certain distance. Building fires keep the correct ornage colour even at distance. If you could edit just the colour code for these smalle fires it would look much better! I know it can be done because I had Holygrail doing that for me specifically for an update of the Plutonium mod thats not released yet.... Wink
So far it looks stunning, and ilove the new puff smoke effects when i hit an AC with 50 cals!!
Good job!

archer

Anders_And Wrote:Hi I love it, however I have one request, while you are at it, vehicle fire, tank fire, train wagon (in general all smaller fires) all turn white at a certain distance. Building fires keep the correct ornage colour even at distance. If you could edit just the colour code for these smalle fires it would look much better! I know it can be done because I had Holygrail doing that for me specifically for an update of the Plutonium mod thats not released yet.... Wink
So far it looks stunning, and ilove the new puff smoke effects when i hit an AC with 50 cals!!
Good job!

I think the white fire colour is a bug :| I don't know how effect colours are linked to distances.
It's probably something in your conf.ini.
If your playing in OpenGL maybe you should try directX to see if the effects are white as well, or the other way around. And then check if there are some differences in the conf.ini. Maybe with texture compress.

Anders_And

Nope not a bug, I had Holygrail fix it for his Plutonium mod and all he had to do was change a few values.
Im using a Nvidia GTX280 with latest driver...
I have tried ur mod out a bit more this evening!! Really stunning!!!
Hi Archer

Just a bump for my earlier post, do you think it is possible?

Quote:Thanks for this mod, will try on the weekend. Just out of interest do you think you may be able to look at the Target Indicators (TI's) that came with the mosquito BXVI? they are supposed to be visible from quite a distance, so that you can aim bombs at them, but on my set up they dissappear when only about 500m away, which makes them pretty useless. Could a fix be incorporated into your effects mod to make them appear up to about 7000m?

thanks for a great mod

regards

slipper

archer

slipper Wrote:Hi Archer

Just a bump for my earlier post, do you think it is possible?

Quote:Thanks for this mod, will try on the weekend. Just out of interest do you think you may be able to look at the Target Indicators (TI's) that came with the mosquito BXVI? they are supposed to be visible from quite a distance, so that you can aim bombs at them, but on my set up they dissappear when only about 500m away, which makes them pretty useless. Could a fix be incorporated into your effects mod to make them appear up to about 7000m?

thanks for a great mod

regards

slipper

hmmm, I don't think I can do that, I havent got the mosquito BXVI :lol: . And I think the lights are linked to the static objects lights 2 and 3.
Archer

Thanks for the reply mate, no problems.

Thanks for a great mod anyway

regards

slipper

archer

slipper Wrote:Archer

Thanks for the reply mate, no problems.

Thanks for a great mod anyway

regards

slipper

ty

Serpiko

Great effects, gonna try them.

And I'm glad to see someone likes my "marpat" skins enough to put them in a sample video! You honoured me Sir! :mrgreen:

archer

Serpiko Wrote:Great effects, gonna try them.

And I'm glad to see someone likes my "marpat" skins enough to put them in a sample video! You honoured me Sir! :mrgreen:

I always use your skins when I can Smile
Pages: 1 2