Modding Particle Sys.
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@koaro that is a giant pile of good ideas ! Implementing them will be a big job too, so it may be a while… and as Dee-Jay says some compromises might be needed for fps hit.
once your tweaking of PS file begins, you will see some of this. Sometimes you can even lock up the 3dworld with too much stuff going on… and if you have a really good computer, you might want to test your mods on some slightly lower end system. If available.
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Is this correctly calling on three random explosions?,Your response before was clear on the emitter.probability question, and I am thinking I need to change the lines at the end f each to match your example better.
edit: I mean … will it pick one of these three? thats what it seems to be doing. I am uplading a video example now.
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Hawk says bms need a new damage model for bms. For a model with damage on sector for aircraft, it would be the maximum result for the effects on airplanes but it will surely be complicated for now, right? maybe in the future, after having done other things and going ahead with work? it would be one of the best things to have, at least on some planes, in my opinion! It would require heavy changes to the models and others things I think, but in future it would be great to have different effects, animations and results based on the points hit. Eg vulcan shoots on the back of a mig could cause malfunction / loss of the air brake, tank problems and burst the ammunition tank of the cannon with the ammunition that ignite and explode like a machine gun effect one after the others and go everywhere (something similar there is on arma3 with ace mod i think), the damage bends and deforms the plane with smoke, flames, flying pieces, sparks etc from broken areas or completely detaches the nose The plane falls like a brick thrown out the window, or explodes before touching the ground, like a brick thrown out of the window (I’m joking, obviously… Everyone knows that bricks do not explode. When a brick is throw out of the windows, the windows explode before touching the ground)… a missile that bursts near the wing loads maybe it can cause their detonation, if it’s only an aim 9 attached to the wing tip I think detach the wing but if it also has other rockets, missiles, full tanks or bombs… with something like this system, if there is already something that changes the model of flight when you have more loads and weapons left or right, perhaps in the future is could even better simulate the damage for example a typhoon is broken a canard, how would it fly? Or a f22 receives 2-3 shots of 30 mm at the wing and must limit g force for not lose the wing (according to the manufacturer can withstand a blow from 30 mm on the wing and be able to fly to the maximum g… good, good plane) or manage other system fail or trouble, curious situations, or with the new 5 gen radar and ecm is possible a big concentration such as to be able to burn the antennas of other older radars and some unprotected circuits, it would be an interesting situation to use on enemy or see in your cockpit smoke, sparks, bad language, again sparks… like a Christmas tree). For a while I think it will remain only fantasy, but nobody can say what will bring the future to a project like bms to update itself. Just see for passion what they were able to create, and is considered by the majority of users, (even of others simulators) the best simulator for many reasons (even from me that I have tried various simulators before knowing it). I’m sure that bms will still surprise for many years
Well yes damage modeling graphically and aerodynamic will be a kick ass, but it also a LOT of work, 3D models, and of course a lot of code, maybe someday
Is this correctly calling on three random explosions?,Your response before was clear on the emitter.probability question, and I am thinking I need to change the lines at the end f each to match your example better.
No this isn’t correct. In your example you have probability set to:
0 0.1 0 0.3 0 0.2
Now let’s see what happen.
Code generate a random number of 0.05 --> ALL 3 effects are generated as 0.05 is inside the range of all 3 Code generate a random number of 0.25 --> Only effect with 0 - 0.3 is executed Code generate a random number of 0.5 --> None of the above is generated as 0.5 is out of the range of all 3
The rule is simple - Code is generating a random number and checks if it falls inside the emitter probability:
Yes –> Emitter is executed
No --> Emitter is not executedIn order to get 1 out of 3 you need to take 1 and divide it to 3 and equally assign 1 part to each of the emitters.
So we have 1 as the whole and we want to get the part so:
1 / 3 = 0.33So you need to put for the 3 emitters probability:
0 0.33 0.33 0.66 0.66 1.0
This way any random number code will generate will fall with equal chances (33%) in 1 of the 3 emitters.
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Thanks, I am completely understanding now!
sometimes it takes a few explanations before it sinks in for me. I looks like common sense now that I understand it.
Here is the vid of it working (as is ) any way sometimes the secondary explosions happen right away. this is changed in my new modded explosions.
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Nice! … but what about your computer specs? (I mean FPS costs (?) , would it be compatible with lower end configurations?)
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Hey Starrats, can you send me a copy of your PS?..I love the phosphorus in the explosions!!!
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@Dee-Jay made this on my old computer and it seems fine unless you are very close to several explosions at once, like complete rocket salvo.
I don’t even remember what nvidia card I used to have, but all original parts where from 2004 or 5 Medium quality (price) package from Ibuypower.@Tass yes you could check it out if you want , but the ini code isn’t labeled where i modded and it is for 4.32. It is really no finished mod by any means. you can look at it in 4.33 , but the effects are different.
I really don’t want to post it as a public mod because it is really scrambled eggs compared to what I should have done. but the next time I do it , it will look more like my new one in Nordic, separated and labeled on each modded line. but I guess I can post ini file as just example how not to mod existing lines. It may be Saturday.
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This video is for koaro, but I post it here because my speculations on properties in PS ini file may be completely wrong, and may be corrected here.
my process was too just adjust numbers and see what happens. usually it did what I thought -
Hey Starrats, can you send me a copy of your PS?..I love the phosphorus in the explosions!!!
+1
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Good emitter.id=fireburning.
It can be applied to various effects. Such as $AIRCRAFT_EARLY_BURN, or fireworks from damaged/hit tanks turrets. -
hey that’s pretty neat!
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Tried it out about an hour ago Starrats, its working fine so far….It even has the phosphorous explosion!!!1 :bowd::bdance:
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According to a couple of Mp-tests; Falcon could really benifit from a flare-mod that ease the trffic demands. Thx!
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What would be IMO a nice addition also, would be to have a “persistent” (about 30s to 1min or so) black smoke after an a/c crashed.
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What would be IMO a nice addition also, would be to have a “persistent” (about 30s to 1min or so) black smoke after an a/c crashed.
Must be added by code only… I added it to RV back in the days. Shouldn’t be too hard to do.
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Even if a bit late, Happy New Year! Can be a year full of surprises and good things for everyone! Thanks starrats for the new video, I downloaded and start studying it. The effects I see on the posted videos are beautiful ☆ _ ☆ !! Thanks for the encouragement about good ideas! If in the future I will have something else interesting and inherent I will post it! And continuing to study maybe I will be able to do some simple thing! These discussions are very useful.
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Shouldn’t be too hard to do.
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Be distracted !
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Can please someone test this:
http://www.mediafire.com/file/y616l5vi5f4qg6h/main_group.7z
???PLEASE BACKUP THE FILE FIRST PLEASE
it goes to C:\Falcon BMS 4.33 U1\Data\Terrdata\misctex
just replace the file.Or if you don’t want to replace it put it in:
C:\Falcon BMS 4.33 U1\Data\Terrdata\misctex_HiResI’m not 100% sure that Falcon Particle system uses this folder.
Just pumped up the resolution and changed the fireballs and two smoke elements which are bellow the fireballs.
They need some Alpha tuning to “maybe?” look even better… as I left the original alpha as it was.
will do and the smoke stacks.
The resolution of the fireballs can go higher (around 1000^2) but that would mean new files and areas declared in the ps ini file and unfortunately I don’t have the time and means for it.
Just a wild blind test here… if u guys would want it and see fit I can do it better.Edit: and if u could share some screenshots or vid I would appreciate it…
Edit2: I just updated the file with the smoke stacks… Curious for the results…