06.06.2008, 07:12
Smeghead Wrote:I cannot seem to be able to download this file
Is there another method of downloading this file?
What is the problem, you can't download from Rapidshare?
FC
VT-51_Razor Wrote:I wish I had a clue as to what you were doing FC. I'd love to help, or collaborate at least.
For making new effects you don't need to know Java. Simplest way for making new smokes is to take Dry Cargo Ship and make mission with it. That one doesn't have guns and it can be destroyed with rockets, that's good for testing.
Smoke effects for ships are in filesSFS/Effects/smokes & filesSFS/Effects/materials. For testing effects you need to create new mod, let's say ShipEffects and than you need to copy extracted files from SFS to mod folder.
So you should have
Il2/Mods/ShipEffects/smokes & Il2/Mods/ShipEffects/Materials folders with all of the files in it.
As you should test effects with Dry Cargo Carrier you can delete all files from smokes folder except
SmokeShipMedium.eff and SmokeShipTiny.eff.
Smoke Ship Medium looks like this
Code:
[ClassInfo]
ClassName TSmokeSpiralParams
BasedOn SmokeShipTiny.eff
[General]
Size 20.0 60.0
In this file you should only change Size parameters. As you can see this file class for SmokeShipTiny.eff
Code:
[ClassInfo]
ClassName TSmokeSpiralParams
[General]
MatName ..\Materials\WhiteSmokeFar.mat
Color0 0.10 0.05 0.05 0.8
Color1 0.2 0.2 0.2 0.0
nParticles 128
FinishTime -1.0
MaxR 30
PhiN 4.0
PsiN 2.0
LiveTime 20.0
TranspTransitionTime 1.0f
EmitVelocity 1.0 2.5
EmitFrq 2.5
Wind 10.0
Size 5.0 10.0
GasResist 0.05
VertAccel 10.0
Rnd 0.5
EmitTheta 0.0 30.0
This one is more complicated and I don't know what are all of the parameters but that's the beauty of modding, you can experiment and surprise everybody including yourself with final results. :lol:
In this file I was changing colors and format is RGB Alpha(Transparency) range is 0-1
Color0 0.10 0.05 0.05 0.8
Color1 0.2 0.2 0.2 0.0
I experimented with Gas Resistance and Vertical accel too but it's best to try everything.
In this file you can see that it calls for
WhiteSmokeFar.mat and that's why you need Materials folder too. Let's see how WhiteSmokeFar.mat looks.
Code:
[ClassInfo]
ClassName TMaterial
BasedOn whitesmoke.mat
[Layer0]
VisibleDistanceNear 0.0
VisibleDistanceFar 3500.0
// eof
Code:
[ClassInfo]
ClassName TMaterial
[General]
tfDoubleSide 1
tfShouldSort 1
tfGameTimer 1
[Layer0]
TextureName SmokeA.tga
// TextureName AlphaSmoke.txa
// SmokeA.tga
PaletteName
//WhiteFog.pal
Frame 0.0 // Float 0.0 - first, 1.0 - last
VisibleDistanceNear 0.0 // Float 0.0 - near, 1.0 - far
VisibleDistanceFar 2500.0 // Float 0.0 - near, 1.0 - far
TextureCoordScale 0.0 0.0 1.0 1.0 // Uo Vo kU kV
ColorScale 1.0 1.0 1.0 1.0 // R G B A
// Wrap Texture Flags (0/1)
tfWrapX 1
tfWrapY 1
// Magnification / Minification (nearest on default)
tfMinLinear 1
tfMagLinear 1
tfMipMap 0
/// BlendModes
tfBlend 1
tfBlendAdd 0
tfTestA 1
tfTranspBorder 1
tfTestZ 1
tfNoWriteZ 1
tfUpDateClear 0
tfModulate 1
tfNoTexture 0
tfAnimatePalette 1
tfAnimateSkippedFrames 0
tfCompressMajorAlpha 1
tfNoCompress16Bit 1
// eof
In this file only thing I would recommend for change is texture, I have painting skills of 2 year old child but there are some excellent artist in community who could make new smoke textures and in this file you can change which texture is going to be called although for test purpose it's best to leave texture name as it is and make new texture with appropriate name.
That's it and when new effect is finished copy all of the new files in separate folder and send them to me. This short tutorial is not only for Razor, anybody can try to make new effect and what Ship fans decide is the best will be included in new mod.
FC