[Mod] - Gun Smoke, Gun Flash, and Smoke Trails
#1

After a couple days playing around with the gunfire and gun shell effects I've come up with this little mod, I'm still tweaking it at the moment but this is more for feedback than anything else.

Guns now have smoke, flash, and those that have eject ports have a smoke trail when fired. Unfortunately for this all to work I had to do away with the falling brass (Darn.) The mod has both smoke and flash by replacing the GunFireDay effect while leaving the GunFire effect alone. Makes for an interesting combination. I think I'm going to need to lower the initial smoke for the cannons, currently they look too large, especially compared to the trail of smoke they leave behind.



Course I think in reality you'd be more likely to see the smoke than the falling brass. I apologize for the quality of the video, my computer isn't the best.

Update 12/08/2009: Readme and link...

I apologize for not getting this up sooner, and
Quote:Gun Smoke, Gun Flash, Smoke Trail mod v0.1 Readme

Simply drop the file into your mods folder and disable any muzzle flash mods you currently have running.

Components of other mods integrated into this one:

1.Bender's GUN FIRE V2 ... I've used the muzzle flash textures from his mod for the muzzle flash, all credit for those textures goes to him.
2.HG&P's Gun Smoke Empty Shell ... nothing remains from this mod except inspiration.
3.HG&P's Uranium Edition New Effects ... The texture for the smoke derives from the smoke textures from this mod.

In short all I did was cut the bits out that were useful and put them together in an interesting way, so I don't really deserve all that much credit.

This was originally intended just for my personal use, but when I saw the result I felt compelled to share it. So here's a mediafire link:

http://www.mediafire.com/?5t2kmugijyy
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#2

it's lookin good, with a bit more finetuning it could be good

keep it up
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#3

Yes looks good :!: Where is the link
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#4

Updated...
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#5

Looking really good.
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#6

Does it work with my new smoketrail-tracer mod? Wink
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#7

Yep... I took the time to match the coloration with your mod. It's also fully compatible with HG&P's Uranium Edition so...

It's pretty.

The reason I used the ejection ports for generating the smoke trails is that you get some odd behavior if you use the gunfireday effect to generate a smoke trail. It generates a trail, which instantly disappears the moment you let go of the trigger... Strange. Maybe I can find a way around that some day.
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#8

stellarmagic Wrote:Yep... I took the time to match the coloration with your mod. It's also fully compatible with HG&P's Uranium Edition so...

It's pretty.

The reason I used the ejection ports for generating the smoke trails is that you get some odd behavior if you use the gunfireday effect to generate a smoke trail. It generates a trail, which instantly disappears the moment you let go of the trigger... Strange. Maybe I can find a way around that some day.

Ohh, this is great then! Actually, I think I can see my effects at the beginning of the video Big Grin Nice 8)
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#9

Nice mod, I noticed you used the "Hresvelgr Intro" from Ace Combat Zero.
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#10

Ace Combat, for beating other pilots up in person... lol.

Anyway. New video with the current version, the download-able version is this version, whereas the earlier video was older than the download...



I'm thinking about increasing the longevity of the smoke trails. Currently the machine gun trail lasts 2.4 seconds and the cannon trail 6 secs. It seems like the tracers last as long or longer then the gun smoke, maybe I should increase it to 6 seconds for both, I'll keep experimenting.
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#11

stellarmagic Wrote:Ace Combat, for beating other pilots up in person... lol.

Anyway. New video with the current version, the download-able version is this version, whereas the earlier video was older than the download...



I'm thinking about increasing the longevity of the smoke trails. Currently the machine gun trail lasts 2.4 seconds and the cannon trail 6 secs. It seems like the tracers last as long or longer then the gun smoke, maybe I should increase it to 6 seconds for both, I'll keep experimenting.

That's a good idea. ALso, instead of wasting time putting up a new dowload, I am sure that you could just post a message saying 'edit the following line.....' to increase or decrease the time-lapse to whatever you want? The same is true for my mod, by editing lines (in notepad) which talk about the time my smoke-trails last or how visible they are, I could create smoketrails which last ages and are very fine, or smoketrails which dissipate quickly but are quite dark Wink
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#12

Makes sense...

To edit the longevity of the gun smoke trails you need to edit the .eff files in the 3do/effects/gunshells folder.

CanonShells and GunShells are nearly identical except for the size of the effect. To change how long the effect lasts switch the LiveTime values... for example.

[ClassInfo]
ClassName TParticlesSystemParams
[General]
MatName GunSmoke.mat
Color0 0.85 0.85 0.85 0.27
Color1 0.85 0.85 0.85 0.00
nParticles 1048
FinishTime -1.0
MaxR 2.0
PhiN 0.0
PsiN 0.0
LiveTime 2.4
TranspTransitionTime 0.0f
EmitFrq 80
SegmentLen 106
MaxObjectVelocity 150
EmitVelocity -1.0 3.0
EmitTheta -30.0 5.0
GasResist 0.07
VertAccel 0.2
Wind 0.5
Size 0.7 1.2
Rnd 0.1

-to-

[ClassInfo]
ClassName TParticlesSystemParams
[General]
MatName GunSmoke.mat
Color0 0.85 0.85 0.85 0.27
Color1 0.85 0.85 0.85 0.00
nParticles 1048
FinishTime -1.0
MaxR 2.0
PhiN 0.0
PsiN 0.0
LiveTime 6.0
TranspTransitionTime 0.0f
EmitFrq 80
SegmentLen 106
MaxObjectVelocity 150
EmitVelocity -1.0 3.0
EmitTheta -30.0 5.0
GasResist 0.07
VertAccel 0.2
Wind 0.5
Size 0.7 1.2
Rnd 0.1

Is anyone having problems getting the mod to run?
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#13

Will test when I get some stick time Wink
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#14

Tested and approved! I love it!
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