Modding Particle Sys.
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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.
Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Well here’s some of your handy work!!! Is that enough black smoke for ya
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damn after hours I managed to successfully apply the smooth fade out on the mask of the effect…
damn this photoshop has a very strange way of working.left is as it should right is current wrong one.
:lol: I already forgot how I did it. I must write it down.
Layer->Layer mask from transparency
unlink mask
load selection from mask -> to see the boundaries
Select->inverse
mask properties->Feather as much as needed
optionally:
select->inverse
Filter->Blur->Gausian Blur as much as needed.
Go to layer and select layer thumbnail
select->inverse
brush paint black the surrounding area
apply layer maskKinda…
Maybe I’m totally wrong… still not much satisfied… smoother but not perfect.
If we have a photoshop expert that can help please… -
I’m studying the videos, many things are clear but for others not. I struggle to understand spoken English. My English teacher, when she was in class, said she did not want to teach and start make-up herself. So I apologize for any ridiculous things for my low knowledge of others worlds parts With their habits and ways of expressing themselves. Unfortunately, this is how big part of Italy works … lol. Returning to the point, is there anything written that I can study with the movie? By quickly examining the particle sys I have seen many things. So the particlesys are about any effect that could be done for example flashes like flares but blue of a thunderstorm that are reflected on the cockpit and planes, idem for stronger full moon, trails of white phosphorus with the flare of the aircraft that is perhaps similar, sonic boom, the sky that can change color with height etc? Would all be effects concerning the particlesys?
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nope just those:
$NONE
$AIR_HANGING_EXPLOSION
$SMALL_HIT_EXPLOSION
$AIR_SMOKECLOUD
$SMOKING_PART
$FLAMING_PART
$GROUND_EXPLOSION
$TRAIL_SMOKECLOUD
$TRAIL_FIREBALL
$MISSILE_BURST
$CLUSTER_BURST
$AIR_EXPLOSION
$EJECT1
$EJECT2
$SMOKERING
$AIR_DUSTCLOUD
$GUNSMOKE
$AIR_SMOKECLOUD2
$NOTRAIL_FLARE
$FEATURE_CHAIN_REACTION
$WATER_EXPLOSION
$SAM_LAUNCH
$MISSILE_LAUNCH
$DUST1
$EXPLCROSS_GLOW
$EXPLCIRC_GLOW
$TIMER
$DIST_AIRBURSTS
$DIST_GROUNDBURSTS
$DIST_SAMLAUNCHES
$DIST_AALAUNCHES
$EXPLSTAR_GLOW
$RAND_CRATER
$GROUND_EXPLOSION_NO_CRATER
$MOVING_BSP
$DIST_ARMOR
$DIST_INFANTRY
$TRACER_FIRE
$FIRE
$GROUND_STRIKE
$WATER_STRIKE
$VERTICAL_SMOKE
$TRAIL_FIRE
$BILLOWING_SMOKE
$HIT_EXPLOSION
$SPARKS
$ARTILLERY_EXPLOSION
$SHOCK_RING
$NAPALM
$AIRBURST
$GROUNDBURST
$GROUND_STRIKE_NOFIRE
$LONG_HANGING_SMOKE
$SMOKETRAIL
$DEBRISTRAIL
$HIT_EXPLOSION_DEBRISTRAIL
$RISING_GROUNDHIT_EXPLOSION_DEBRISTRAIL
$FIRETRAIL
$FIRE_NOSMOKE
$LIGHT_CLOUD
$WATER_CLOUD
$WATERTRAIL
$GUN_TRACER
$DARK_DEBRIS
$FIRE_DEBRIS
$LIGHT_DEBRIS
$SPARKS_NO_DEBRIS
$BURNING_PART
$AIR_EXPLOSION_NOGLOW
$HIT_EXPLOSION_NOGLOW
$SHOCK_RING_SMALL
$FAST_FADING_SMOKE
$LONG_HANGING_SMOKE2
$SMALL_AIR_EXPLOSION
$FLAME
$AIR_PENETRATION
$GROUND_PENETRATION
$DEBRISTRAIL_DUST
$FIRE_EXPAND
$FIRE_EXPAND_NOSMOKE
$GROUND_DUSTCLOUD
$SHAPED_FIRE_DEBRIS
$FIRE_HOT
$FIRE_MED
$FIRE_COOL
$FIREBALL
$FIRE1
$FIRE2
$FIRE3
$FIRE4
$FIRE5
$FIRE6
$FIRESMOKE
$TRAILSMOKE
$TRAILDUST
$FIRE7
$BLUE_CLOUD
$WATER_FIREBALL
$LINKED_PERSISTANT
$TIMED_PERSISTANT
$CLUSTER_BOMB
$SMOKING_FEATURE
$STEAMING_FEATURE
$STEAM_CLOUD
$GROUND_FLASH
$GROUND_GLOW
$MESSAGE_TIMER
$DURANDAL
$CRATER2
$CRATER3
$CRATER4
$BIG_SMOKE
$BIG_DUST
$HIT_EXPLOSION_NOSMOKE
$ROCKET_BURST
$CAMP_HIT_EXPLOSION_DEBRISTRAIL
$CAMP_FIRE
$INCENDIARY_EXPLOSION
$SPARK_TRACER
$WATER_WAKE"and a few others added in latest versions
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Edit : Arty answered while I typed
Hi guys,
This is why I started the thread. Answering these questions is beyond my knowledge. because I don’t know the answers to most of these. My expertise is basically adjusting what is already there.
I don’t think ps file handles all those aspects. Smoke trail file and ps file handles the flare and phosphorus, but the rest is unknown to me.
The sky, moon and reflections or sonic boom graphics I don’t know
@I-Hawk wasn’t there a sonic boom graphic for ff6 ? I seem to remember a blast of vapor or something when breaking the sound barrier. I may be confusing ff6 with other sim though.
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Updated list:
"$AIRCRAFT_EXPLOSION", "$SMALL_HIT_EXPLOSION", "$AIR_SMOKECLOUD", "$SMOKING_PART", "$FLAMING_PART", "$GROUND_EXPLOSION", "$TRAIL_SMOKECLOUD", "$TRAIL_FIREBALL", "$MISSILE_BURST", "$CLUSTER_BURST", "$AIR_EXPLOSION", "$EJECT1 disabled", "$EJECT2 disabled", "$SMOKERING", "$AIR_DUSTCLOUD", "$GUNSMOKE", "$AIR_SMOKECLOUD2", "$NOTRAIL_FLARE", "$FEATURE_CHAIN_REACTION disabled", "$WATER_EXPLOSION", "$SAM_LAUNCH", "$MISSILE_LAUNCH", "$DUST1", "$INDUSTRY_SMOKE", "$IR_POINTER", "$TIMER disabled", "$DIST_AIRBURSTS", "$DIST_GROUNDBURSTS", "$DIST_SAMLAUNCHES", "$DIST_AALAUNCHES", "$MANPAD_SAM_LAUNCH", "$RAND_CRATER", "$GROUND_EXPLOSION_NO_CRATER", "$MOVING_BSP disabled", "$DIST_ARMOR", "$DIST_INFANTRY", "$TRACER_FIRE disabled", "$FEATURE_BURN", "$GROUND_STRIKE", "$WATER_STRIKE", "$VERTICAL_SMOKE", "$TRAIL_FIRE", "$BILLOWING_SMOKE", "$HIT_EXPLOSION", "$SPARKS", "$ARTILLERY_EXPLOSION", "$EJECTION", "$NAPALM", "$AIRBURST", "$GROUNDBURST", "$GROUND_STRIKE_NOFIRE", "$LONG_HANGING_SMOKE", "$SMOKETRAIL", "$DEBRISTRAIL", "$GROUND_UNIT_EXPLOSION", "$RISING_GROUNDHIT_DEBRISTRAIL", "$FIRETRAIL", "$FEATURE_BURN_NOSMOKE", "$LIGHT_CLOUD", "$WATER_CLOUD", "$SHIP_BURN", "$GUN_TRACER DISABLED", "$DARK_DEBRIS", "$MISSILE_SECOND_STAGE", "$LIGHT_DEBRIS", "$SPARKS_NO_DEBRIS", "$BURNING_PART", "$AIR_EXPLOSION_NOGLOW", "$HIT_EXPLOSION_NOGLOW", "$SHOCK_RING_SMALL", "$FAST_FADING_SMOKE", "$LONG_HANGING_SMOKE2", "$SMALL_AIR_EXPLOSION", "$FLAME", "$AIR_PENETRATION", "$GROUND_PENETRATION", "$DEBRISTRAIL_DUST", "$HOOK_SCRATCH", "$HOOK_SPARK_SMALL", "$GROUND_DUSTCLOUD", "$CAT_STEAM", "$CAT_RANDOM_STEAM", "$CAT_LAUNCH", "$WATER_WAKE_SMALL", "$WATER_WAKE_MEDIUM", "$GROUND_UNIT_DAMAGE", "$AIRCRAFT_DAMAGE", "$FIRE3", "$MAVERICK_EXPLOSION", "$SMOKING_FEATURE_BURN", "$FEATURE_DAMAGE_SMOKE", "$FIRESMOKE", "$AIRCRAFT_DAMAGE_SMOKE", "$GROUND_UNIT_DUST", "$EXPLOSIVE_FEATURE_BURN", "$HOOK_SPARK_BIG", "$SHIP_EXPLOSION", "$LINKED_PERSISTANT", "$TIMED_PERSISTANT", "$CLUSTER_BOMB", "$SMOKING_FEATURE disabled", "$STEAMING_FEATURE disabled", "$STEAM_CLOUD", "$SAM_LAUNCH_FLASH", "$FEATURE_EXPLOSION", "$MESSAGE_TIMER disabled", "$DURANDAL", "$CRATER2", "$CRATER3", "$CRATER4", "$BIG_SMOKE", "$BIG_DUST", "$HIT_EXPLOSION_NOSMOKE", "$ROCKET_BURST", "$CAMP_HIT_EXPLOSION_DEBRISTRAIL", "$GROUND_UNIT_BURN", "$INCENDIARY_EXPLOSION", "$SPARK_TRACER", "$WATER_WAKE_LARGE", "$GUN_HIT_GROUND", "$GUN_HIT_OBJECT", "$GUN_HIT_WATER", "$AIRCRAFT_EARLY_BURN1", "$AIRCRAFT_GROUND_SCRAPE", "$AIRCRAFT_BURN1", "$AIRCRAFT_BURN3", "$AIRCRAFT_BURN2", "$AIRCRAFT_BURN4", "$AIRCRAFT_EARLY_BURN2", "$AIRCRAFT_BURN5", "$AIRCRAFT_TIRE_SMOKE",
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The sky, moon and reflections or sonic boom graphics I don’t know
Sky, moon, reflections, sun aren’t related to PS.
@I-Hawk wasn’t there a sonic boom graphic for ff6 ? I seem to remember a blast of vapor or something when breaking the sound barrier. I may be confusing ff6 with other sim though.
No, I never saw such effect in any Falcon version.
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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%29.7zLooks good. The smoke is black and oily.
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Yes that looks like what I am thinking of but still can not place the sim though, is that strike fighters? or something else. I didn’t fly a large variety that looks this good(and has F16).
Yes , It is Strike Fighters! I looked up the pic and saw that it is SF that has this feature.
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ok I just finished changing the particlesys.ini to support the 4096^2 version of the main_group.dds
So here particlesys.ini altered for 4096 texture download
http://www.mediafire.com/file/ztn90uj2hunslps/particlesys.inihere the 4096 dds file:
http://www.mediafire.com/file/y616l5vi5f4qg6h/main_group.7zyea I should had them in one zip for ease but please bare with me…
I’m already distracted it’s wip needs even more work and I already work simultaneously on the soil debris texture area. looks too blurry for me and since we are in to this let’s see.Now there might be hit blur issues if someone could check it… I would much appreciate it and for sure would love info on the 4096 and maybe if there are fps issues.
I don’t want to trouble u much guys for fast switching to the craziness of Particle system kicking with the explosions you could save the mission advance the clock to where the fun begins and jump to the pit at that time so not to have to fly all the way to the kabooms area.
have fun. I do.
Edit: I just altered the debris area when a bomb explodes in the ground. new file uploaded already.
Hope it looks nice… -
hmmm new debris looks very nice for me:
A close up:
But most certainly I must have fubared some of the texture double sizing in the ini file cause I see those:
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Just found the error in the Particlesys.ini file and I corrected it.
I uploaded the correct file. use the same link.
if u want to correct it by your self find the red bold error value and change it from 1,5 to 0
Wrong:
definetexture=HEAT texture.filename = main_group.dds texture.blendmode=HEAT texture.uv = [color][size][b]1,5[/b][/size][/color],1516,510,2046 #texture.uv = 0,758,255,1023
Correct:
definetexture=HEAT texture.filename = main_group.dds texture.blendmode=HEAT texture.uv = [b][size]0[/size][/b],1516,510,2046 #texture.uv = 0,758,255,1023
Automation if not set correctly fubars things up… :lol:
Edit found another one:
Wrong:definetexture=rtrace texture.filename = main_group.dds texture.blendmode=ADD texture.uv = [color][b][size]34,2[/size][/b][/color],3096,422,3536 #texture.uv = 17,1548,211,1768
Correct:
definetexture=rtrace texture.filename = main_group.dds texture.blendmode=ADD texture.uv = [b][size]34[/size][/b],3096,422,3536 #texture.uv = 17,1548,211,1768
File re updated
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Dear Arty,
great, great, great and great… in short :lol: And if you don’t mind, I’d like to test them too, and let you know further…
In any case, best compliments and regards,
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everyone is free to test.
Please do so.
I don’t have such free time on it and specially no much testing time.
I mostly work blindly on it on Photoshop.
Whenever I have time I give a quick test, nothing more.The files are all updated and fixed:
4096^2 texture: http://www.mediafire.com/file/y616l5vi5f4qg6h/main_group.7z
particlesys.ini file for 4096^2 texture: http://www.mediafire.com/file/ztn90uj2hunslps/particlesys.iniToday I’ll try to finish a better alpha channel so that it doesn’t have any square edges display… I came up with a guideline yesterday I closed PS and I lost the sequence… damn… I believe I will be able to recreate it.
Also I must change and one final fireball, that most probably I will have to mix up some fireballs to one. -
So I’ll do… with an eye to their impact on fps, according to Dee-Jay 's wise advise
I’ll let you know more further.
With best regards to you and all the friends here,
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Dear Arty,
my apologies as first for the delay in reporting… but RL has to come first, sorry the same.
After my tests, no impact on fps to refer - but I have a 64 GB of RAM, an utility to manage the CPU cores and a nVidia GTX 980 graphic card equipped system, I’d better to inform you in advance of that.
All their graphic representation on screen was just the same according all your premise, of course.
Hope this may help. If in need of any other tests, please feel free to ask anytime.
With best regards,