Low fps impact weapons effects
#1

How would one go about reducing the demands of the (heavy) weapons effects?
I find that the large calibre weapon blasts, specifically the Mk 108, Mk 103, Bk model type heavy aircraft cannons are both technically - ie they have amassive effect of fps - and immersively over the top. I find the graphic interpretation of these weapons to be, well, a bit cartoonish. They seem to be 1) too yellow/warm in tone
2) too "flamy" 3) and to last very long temperally. Now I am no munitions expert, far from it. I have seen a few military heavy weapons demoed, and have fired sporting arms, that's it.
When I fire a weapon as light falls, it's effects (visual) are more evident. More colour to the flash, the flash seems larger etc.
I would love to modify these blasts by
1) reducing the graphics volumetrically - make them smaller, and shorter
2) remove quite a bit of the warmth to the blast colour - too bad this could not change with the time of day.
3) In order to preserve some of the immersion every layer wants when blasting away with a large calibre weapon, I'd like to replace a bit of the flame volume with a shock-wave/smoke type effect (much quicker than the existing flame, however)
I have seen a couple of weapon effects mods that have approached this with smaller claibre weapons, and I'd like user critiques on these if anyone wouldn't mind.

Otherwise, could anyone direct me towards the files I have to mess with to adjust these myself?

Oh and the last thing; as I understand it, one os the main reasons for the "belly pack" gun pods that were developed - mostly for night fighters, was to reduce the effect of muzzleblast blinding the pilot at night - I don't see the effects of this pod-positioning well reflected when firing these belly pods
at night. They are completely blinding, and as far as I can see, no less so than the nose mounted weapons.

Thanks.

Kopfdorfer
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#2

theres a mod pack for muzzleflash: viewtopic.php?t=11289


relevant files (guns & cannons, day and night):

Code:
3do/Effects/GunFire/Textures/GunFire.mat
3do/Effects/GunFire/Textures/GunFire.txl
3do/Effects/GunFire/Textures/GunFlare.mat
3do/Effects/GunFire/Textures/GunFlare.txl
3do/Effects/GunFire/Textures/vyaf0000.tga
3do/Effects/GunFire/Textures/vyaf0001.tga
3do/Effects/GunFire/Textures/vyaf0002.tga
3do/Effects/GunFire/Textures/vyaf0003.tga
3do/Effects/GunFire/Textures/vyaf0004.tga
3do/Effects/GunFire/Textures/vyaf0005.tga
3do/Effects/GunFire/Textures/vyas0000.tga
3do/Effects/GunFire/Textures/vyas0001.tga
3do/Effects/GunFire/Textures/vyas0002.tga
3do/Effects/GunFire/Textures/vyas0003.tga
3do/Effects/GunFire/Textures/vyas0004.tga
3do/Effects/GunFire/Textures/vyas0005.tga
3do/Effects/GunFireDay/12mm/Body.msh
3do/Effects/GunFireDay/12mm/GunFlare.eff
3do/Effects/GunFireDay/12mm/mono.sim
3do/Effects/GunFireDay/20mm/Body.msh
3do/Effects/GunFireDay/20mm/GunFlare.eff
3do/Effects/GunFireDay/20mm/mono.sim
3do/Effects/GunFireDay/30mm/GunFire.eff
3do/Effects/GunFireDay/30mm/GunFlare.eff
3do/Effects/GunFireDay/37mm/GunFire.eff
3do/Effects/GunFireDay/45mm/GunFire.eff
3do/Effects/GunFireDay/75mm/GunFire.eff
3do/Effects/GunFireDay/7mm/Body.msh
3do/Effects/GunFireDay/7mm/GunFlare.eff
3do/Effects/GunFireDay/7mm/mono.sim
3do/Effects/GunFireDay/Textures/GunFire.mat
3do/Effects/GunFireDay/Textures/GunFire.txl
3do/Effects/GunFireDay/Textures/GunFlare.mat
3do/Effects/GunFireDay/Textures/GunFlare.txl
3do/Effects/GunFireDay/Textures/vyaf0000.tga
3do/Effects/GunFireDay/Textures/vyaf0001.tga
3do/Effects/GunFireDay/Textures/vyaf0002.tga
3do/Effects/GunFireDay/Textures/vyaf0003.tga
3do/Effects/GunFireDay/Textures/vyaf0004.tga
3do/Effects/GunFireDay/Textures/vyaf0005.tga
3do/Effects/GunFireDay/Textures/vyas0000.tga
3do/Effects/GunFireDay/Textures/vyas0001.tga
3do/Effects/GunFireDay/Textures/vyas0002.tga
3do/Effects/GunFireDay/Textures/vyas0003.tga
3do/Effects/GunFireDay/Textures/vyas0004.tga
3do/Effects/GunFireDay/Textures/vyas0005.tga
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