Modding Particle Sys.
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Smoke looks more brownish then black.
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Strange. Probably fireball is too strong. But I’m not talking about the smoke inside the fireball, or very very close to it, but way up high above the fireball.
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Having the ability to test ps effects in falcon Editor would be a nice - great thing…
Mortesil is asking in the background for the next project or my ears fool me? [emoji38]Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Strange. Probably fireball is too strong. But I’m not talking about the smoke inside the fireball, or very very close to it, but way up high above the fireball.
Well if you look at the pics from far away, above the flames looks brown, the flames themselves look awesome!!!
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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.
Implemented for next version.
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Any chances to implement such a kind of ejection method in the future version?
or anyone has this program or source code?
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I think that this gonna be more tricky! … way way more …
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Hi Malc!
Could the same be done for SAMs that hit the ground too?
I do not see what you mean? SAMs? … you mean missiles hitting the ground? (My guess: a missile hitting the ground wont produce any smokes as miliary war head is very low and is not hydrocarbons / wont burn per say)
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I do not see what you mean? SAMs? … you mean missiles hitting the ground? (My guess: a missile hitting the ground wont produce any smokes as miliary war head is very low and is not hydrocarbons / wont burn per say)
Hey DJ. Yes Sir, on them occasions when, for example, I am low and an SA-2 shoots several missiles at me and I turn to put the site on my six, the missiles will go ballistic and fall to the ground. I usually see a smoke trail to let me see where the missile hits the ground but nothing more. As you say though, I guess it is perfectly feasible the missile doesn’t actually explode on impacting the ground (to be fair I just don’t know if it would/should), so…
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Hey DJ. Yes Sir, on them occasions when, for example, I am low and an SA-2 shoots several missiles at me and I turn to put the site on my six, the missiles will go ballistic and fall to the ground. I usually see a smoke trail to let me see where the missile hits the ground but nothing more. As you say though, I guess it is perfectly feasible the missile doesn’t actually explode on impacting the ground (to be fair I just don’t know if it would/should), so…
Don’t forget that the big explosion + the leftover fires are caused by the massive amount of fuel, mostly. Missiles fired AFAIK burn their fuel in a couple of seconds, so most of time when missile hit the ground there will be an explosion from the explosives but not much to burn after that. At least so I think…
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Don’t forget that the big explosion + the leftover fires are caused by the massive amount of fuel, mostly. Missiles fired AFAIK burn their fuel in a couple of seconds, so most of time when missile hit the ground there will be an explosion from the explosives but not much to burn after that. At least so I think…
Yes, thinking about it some more, what we have is probably a good representation already… :thumbs-up:
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Hey DJ. Yes Sir, on them occasions when, for example, I am low and an SA-2 shoots several missiles at me and I turn to put the site on my six, the missiles will go ballistic and fall to the ground. I usually see a smoke trail to let me see where the missile hits the ground but nothing more. As you say though, I guess it is perfectly feasible the missile doesn’t actually explode on impacting the ground (to be fair I just don’t know if it would/should), so…
Ok I see Malc … thank you ! yes I agree, maybe a small could of dust could be a nice adition here in fact.
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@Tass and all
Stupid of me.
I should have changed and the whole ps.ini file cause the declared in the default ps file coordinates are now changed… and are doubled…6xFacepalm…
So Tass if u want to retest it u must resize the dds file to 2048 first for a quick test.
I’m working on it first to see it in 2048 with the new Alpha I created and then I’ll pump it up to 4096 or maybe use 2048 but each explosion or smoke as a separate file… hmmmm
Guys I’m just playing around sure your work will be better, i’ll pass u the files and info to merge them if u like. -
Yes, thinking about it some more, what we have is probably a good representation already… :thumbs-up:
Well… I’d say this effect is a bit fast fading and overall looks a bit weird to my taste. I spend sometime watching real explosions and tried to make the best with the PS.ini in order to get similar behavior. Munitions explosions should have a normal “continues” effect, I don’t think a SA-2 exploding on the ground will be much different than say a Maverick explosion --> Small fast fading light and fire and then some leftover smoke/dust. Back in the RV days I spent time to make different effects for different interception missiles according to size - I had IIRC 4 effects in the PS.ini file for small/medium/large/huge interception missiles and then in the weapon’s .dat file I assigned that effect (In .dat file you can choose which effect will raise for weapon explosion, separated by types, i.e hitting target, exploding in thin air, ground explosion etc). I wanted to do the same with BMS but never actually got to it, so there is 1 explosion for all missiles, except those that call specific effects (e.g Maverick, HARM).
Unfortunately I don’t have the time to work on that right now, but if someone want to take that project, it shouldn’t be such a big deal. Steps to go by:
1. Create 4 different effects for generic missile explosion in PS.ini - Names can be any, as .dat file can call effects from PS.ini that aren’t part of the $ main effects called by the code.
2. Go over the missiles .dat files and assign each missile the effect according to size.
3. Not mandatory - If wanted, more effects can be created to differ type of hits, e.g hitting target can be bigger than hitting ground etc. -
OH man the new dds looks very nice even in 2048… and if it’s done in 4096 and more tweaking on the Alphas it will be nice.
the 2048 version with wip Alpha mod:
http://www.mediafire.com/file/u1fc1ug7f5ue7ep/main_group%282048%29.7z -
Unfortunately I don’t have the time to work on that right now, but if someone want to take that project, it shouldn’t be such a big deal. Steps to go by:
1. Create 4 different effects for generic missile explosion in PS.ini - Names can be any, as .dat file can call effects from PS.ini that aren’t part of the $ main effects called by the code.
2. Go over the missiles .dat files and assign each missile the effect according to size.
3. Not mandatory - If wanted, more effects can be created to differ type of hits, e.g hitting target can be bigger than hitting ground etc.Thanks for the heads-up - just tried it with the Maverick explosion for the SA-2 and it is very convincing.
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Ok Arty, just tested the new version…VERY NICE!!! :headb:
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Ok Arty, just tested the new version…VERY NICE!!! :headb:
Thanks still needs work. Eager to see the double resolution.
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