Modding Particle Sys.
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So Starrats any news? or need?
I have to confess that i did a big mistake this weekend.
For a few minutes i did some quick tests and I didn’t notice down one very nice effect from the ini file.
It would be very nice if it was populated or used more or add more secondaries on ground explosions and maybe some variations of it even and on texture…
it’s a 3 way thin dark smoke like you throw something on a 30-45 degrees angle but goes far away… I liked it very much as I saw it animated.I hope to find it again and I’ll let u know.
also on the process of creating this texture mod I noticed the bricks and stones… they are actually 3d objects?
Those could be populated specially the broken stones…I believe they also deserve some love and plurality… maybe instead of one rock in the LOD to place more? making a new texture it would be a one way I believe for it.
Also for those needing the reduced particle system… does it uses the same texture file but a light version of the ini? this ini (if it’s an ini) is hardcoded?
//why something tells me that I have already asked this years ago?
The misctex_HiRes folder is functional? meaning does the code take it into account and if the same file exists there uses this instead of the default if the use hires textures option is on? OR?
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Ehi! What…
This stuff is good! Just can’t await to get it
With best regards to all,
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Arty the Hi_Res folder does work for this, i unchecked my High textures box in config, and it looked pretty bad….re checked it and everything looked great
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Modding Particle Sys BMS in 3-4 weeks.;)
http://fsfiles.org/flightsimshotsv2/images/2018/02/05/1.jpg
http://fsfiles.org/flightsimshotsv2/images/2018/02/05/2.jpg
http://fsfiles.org/flightsimshotsv2/images/2018/02/05/4.jpg
http://fsfiles.org/flightsimshotsv2/images/2018/02/05/5.jpgAren’t those added effects into the video, rather than a modified particle system??
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Aren’t those added effects into the video, rather than a modified particle system??
It’s an effect added to the video.
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Patch, UPDATE, new vwersión, ETC….NOW…!!!
:uham:
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I like it…
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ערב טוב חברים
I am very close to make this the explosion model in falcon bms for aircrafts and I try to make sure to have good explosion model for nucler explode as the real life … but I need some help to add code to make big explode at the end of aircrafts explode model . -
What do you mean “Add code” ?
Particle system ini code or EXE code?
You have Aircraft explosion effect and from there you can add anything you want.Also, if you are working on Particles, you do know the debug command to generate particles whenever you want, right?
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Also, if you are working on Particles, you do know the debug command to generate particles whenever you want, right?
I didn’t know that… I want to check it out though.
In Vnam, I added a line at the end of each AA missile in sim folder, that links effects to PS file, and in there it decides how to react on ground vs water.
thanks for this advice. I finally got it!..
https://www.benchmarksims.org/forum/showthread.php?32593-Modding-Particle-Sys&p=456303&viewfull=1#post456303 -
Yes you can add whatever you want as effect for missile or any weapon explosion.
WRT the debug command. You need to open chat and type:
.sfx x d x is an effect ID with the effect IDs listed below. d is distance in feet, the default is IIRC 100 feet so if don't specify the distance, it'll be generated 100 feet from you. Basically the effect is generated where ever the camera is pointed. So in the typical scenario when I used to test created effects I would seat on the runway/taxiway, point the camera a bit up so the effect is higher than ground and then I generated the command at the wanted distance. // special effects type defines #define SFX_AIRCRAFT_EXPLOSION 0 // I-Hawk 29/4/12 - Lables replacement - Was AIR_HANGING_EXPLOSION #define SFX_SMALL_HIT_EXPLOSION 1 #define SFX_AIR_SMOKECLOUD 2 #define SFX_SMOKING_PART 3 #define SFX_FLAMING_PART 4 #define SFX_GROUND_EXPLOSION 5 #define SFX_TRAIL_SMOKECLOUD 6 #define SFX_SHIP_ENGINE_SMOKE 7 // I-Hawk 10302017 - Was TRAIL_FIREBALL #define SFX_MISSILE_BURST 8 #define SFX_CLUSTER_BURST 9 #define SFX_AIR_EXPLOSION 10 #define SFX_EJECT1 11 #define SFX_EJECT2 12 #define SFX_SMOKERING 13 #define SFX_AIR_DUSTCLOUD 14 #define SFX_GUNSMOKE 15 #define SFX_AIR_SMOKECLOUD2 16 #define SFX_NOTRAIL_FLARE 17 #define SFX_FEATURE_CHAIN_REACTION 18 #define SFX_WATER_EXPLOSION 19 #define SFX_SAM_LAUNCH 20 #define SFX_MISSILE_LAUNCH 21 #define SFX_DUST1 22 #define SFX_INDUSTRY_SMOKE 23 // Was EXPLCROSS_GLOW #define SFX_IR_POINTER 24 // Was EXPLCIRC_GLOW #define SFX_TIMER 25 #define SFX_DIST_AIRBURSTS 26 #define SFX_DIST_GROUNDBURSTS 27 #define SFX_DIST_SAMLAUNCHES 28 #define SFX_DIST_AALAUNCHES 29 #define SFX_MANPAD_SAM_LAUNCH 30 // I-Hawk 9/10/15 - Lables replacement - Was EXPLSTAR_GLOW #define SFX_RAND_CRATER 31 #define SFX_GROUND_EXPLOSION_NO_CRATER 32 #define SFX_MOVING_BSP 33 #define SFX_DIST_ARMOR 34 #define SFX_DIST_INFANTRY 35 #define SFX_TRACER_FIRE 36 #define SFX_FEATURE_BURN 37 // I-Hawk 29/4/12 - Lables replacement - Was FIRE #define SFX_GROUND_STRIKE 38 #define SFX_WATER_STRIKE 39 #define SFX_VERTICAL_SMOKE 40 #define SFX_TRAIL_FIRE 41 #define SFX_BILLOWING_SMOKE 42 #define SFX_HIT_EXPLOSION 43 #define SFX_SPARKS 44 #define SFX_ARTILLERY_EXPLOSION 45 #define SFX_EJECTION 46 // was SHOCK_RING #define SFX_NAPALM 47 #define SFX_AIRBURST 48 #define SFX_GROUNDBURST 49 #define SFX_GROUND_STRIKE_NOFIRE 50 #define SFX_LONG_HANGING_SMOKE 51 #define SFX_SMOKETRAIL 52 #define SFX_DEBRISTRAIL 53 #define SFX_GROUND_UNIT_EXPLOSION 54 // I-Hawk 29/4/12 - Lables replacement - Was HIT_EXPLOSION_DEBRISTRAIL #define SFX_RISING_GROUNDHIT_DEBRISTRAIL 55 #define SFX_FIRETRAIL 56 #define SFX_FEATURE_BURN_NOSMOKE 57 // I-Hawk 29/4/12 - Lables replacement - Was FIRE_NOSMOKE #define SFX_LIGHT_CLOUD 58 #define SFX_WATER_CLOUD 59 #define SFX_SHIP_BURN 60 // I-Hawk 29/4/12 - Lables replacement - Was WATERTRAIL #define SFX_GUN_TRACER 61 #define SFX_DARK_DEBRIS 62 #define SFX_MISSILE_SECOND_STAGE 63 // was FIRE_DEBRIS #define SFX_LIGHT_DEBRIS 64 #define SFX_SPARKS_NO_DEBRIS 65 #define SFX_BURNING_PART 66 #define SFX_AIR_EXPLOSION_NOGLOW 67 #define SFX_HIT_EXPLOSION_NOGLOW 68 #define SFX_SHOCK_RING_SMALL 69 #define SFX_FAST_FADING_SMOKE 70 #define SFX_LONG_HANGING_SMOKE2 71 #define SFX_SMALL_AIR_EXPLOSION 72 #define SFX_FLAME 73 #define SFX_AIR_PENETRATION 74 #define SFX_GROUND_PENETRATION 75 #define SFX_DEBRISTRAIL_DUST 76 #define SFX_HOOK_SCRATCH 77 // was FIRE_EXPAND #define SFX_HOOK_SPARK_SMALL 78 // was FIRE_EXPAND_NOSMOKE #define SFX_GROUND_DUSTCLOUD 79 #define SFX_CAT_STEAM 80 // was SHAPED_FIRE_DEBRIS #define SFX_CAT_RANDOM_STEAM 81 // was FIRE_HOT #define SFX_CAT_LAUNCH 82 // was FIRE_MED #define SFX_WATER_WAKE_SMALL 83 // was FIRE_COOL #define SFX_WATER_WAKE_MEDIUM 84 // was FIREBALL #define SFX_GROUND_UNIT_DAMAGE 85 // I-Hawk 29/4/12 - Lables replacement - Was FIRE1 #define SFX_AIRCRAFT_DAMAGE 86 // I-Hawk 29/4/12 - Lables replacement - Was FIRE2 #define SFX_FIRE3 87 #define SFX_MAVERICK_EXPLOSION 88 // I-Hawk 29/4/12 - Lables replacement - Was FIRE4 #define SFX_SMOKING_FEATURE_BURN 89 // I-Hawk 29/4/12 - Lables replacement - Was FIRE5 #define SFX_FEATURE_DAMAGE_SMOKE 90 // I-Hawk 29/4/12 - Lables replacement - Was FIRE6 #define SFX_FIRESMOKE 91 #define SFX_AIRCRAFT_DAMAGE_SMOKE 92 // I-Hawk 29/4/12 - Lables replacement - Was TRAILSMOKE #define SFX_GROUND_UNIT_DUST 93 // I-Hawk 29/4/12 - Lables replacement - Was TRAILDUST #define SFX_EXPLOSIVE_FEATURE_BURN 94 // I-Hawk 29/4/12 - Lables replacement - Was FIRE7 #define SFX_HOOK_SPARK_BIG 95 // was BLUE_CLOUD #define SFX_SHIP_EXPLOSION 96 // I-Hawk 29/4/12 - Lables replacement - Was WATER_FIREBALL #define SFX_LINKED_PERSISTANT 97 // Added by KCK for AddSFXMessage #define SFX_TIMED_PERSISTANT 98 // Added by KCK for AddSFXMessage #define SFX_CLUSTER_BOMB 99 // Added by KCK for AddSFXMessage #define SFX_SMOKING_FEATURE 100 // special type -- smoke on smokestacks #define SFX_STEAMING_FEATURE 101 // special type -- smoke on smokestacks #define SFX_STEAM_CLOUD 102 #define SFX_SAM_LAUNCH_FLASH 103 // I-Hawk 29/4/12 - Lables replacement - Was GROUND_FLASH #define SFX_FEATURE_EXPLOSION 104 // I-Hawk 29/4/12 - Lables replacement - Was GROUND_GLOW #define SFX_MESSAGE_TIMER 105 #define SFX_DURANDAL 106 #define SFX_CRATER2 107 // these craters are only used #define SFX_CRATER3 108 // in ACMI #define SFX_CRATER4 109 #define SFX_BIG_SMOKE 110 #define SFX_BIG_DUST 111 #define SFX_HIT_EXPLOSION_NOSMOKE 112 #define SFX_ROCKET_BURST 113 #define SFX_CAMP_HIT_EXPLOSION_DEBRISTRAIL 114 #define SFX_GROUND_UNIT_BURN 115 // I-Hawk 29/4/12 - Lables replacement - Was CAMP_FIRE #define SFX_INCENDIARY_EXPLOSION 116 #define SFX_SPARK_TRACER 117 #define SFX_WATER_WAKE_LARGE 118 #define SFX_PARTICLE_KLUDGE 119 // <--- never use this in a constructor - it's a kludge // particle special effects, no original effect // use with AddParticleEffect() #define PSFX_GUN_HIT_GROUND 120 #define PSFX_GUN_HIT_OBJECT 121 #define PSFX_GUN_HIT_WATER 122 #define PSFX_AIRCRAFT_EARLY_BURN1 123 #define PSFX_AIRCRAFT_GROUND_SCRAPE 124 #define PSFX_AIRCRAFT_BURN1 125 #define PSFX_AIRCRAFT_BURN3 126 #define PSFX_AIRCRAFT_BURN2 127 #define PSFX_AIRCRAFT_BURN4 128 #define PSFX_AIRCRAFT_EARLY_BURN2 129 #define PSFX_AIRCRAFT_BURN5 130 #define PSFX_AIRCRAFT_TIRE_SMOKE 131
Also, if you want to repeat the last effect exactly you can type a dot in chat and then ENTER, the last effect will be regenerated.
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Yes you can add whatever you want as effect for missile or any weapon explosion.
WRT the debug command. You need to open chat and type:
.sfx x d x is an effect ID with the effect IDs listed below. d is distance in feet, the default is IIRC 100 feet so if don't specify the distance, it'll be generated 100 feet from you. Basically the effect is generated where ever the camera is pointed. So in the typical scenario when I used to test created effects I would seat on the runway/taxiway, point the camera a bit up so the effect is higher than ground and then I generated the command at the wanted distance. // special effects type defines #define SFX_AIRCRAFT_EXPLOSION 0 // I-Hawk 29/4/12 - Lables replacement - Was AIR_HANGING_EXPLOSION #define SFX_SMALL_HIT_EXPLOSION 1 #define SFX_AIR_SMOKECLOUD 2 #define SFX_SMOKING_PART 3 #define SFX_FLAMING_PART 4 #define SFX_GROUND_EXPLOSION 5 #define SFX_TRAIL_SMOKECLOUD 6 #define SFX_SHIP_ENGINE_SMOKE 7 // I-Hawk 10302017 - Was TRAIL_FIREBALL #define SFX_MISSILE_BURST 8 #define SFX_CLUSTER_BURST 9 #define SFX_AIR_EXPLOSION 10 #define SFX_EJECT1 11 #define SFX_EJECT2 12 #define SFX_SMOKERING 13 #define SFX_AIR_DUSTCLOUD 14 #define SFX_GUNSMOKE 15 #define SFX_AIR_SMOKECLOUD2 16 #define SFX_NOTRAIL_FLARE 17 #define SFX_FEATURE_CHAIN_REACTION 18 #define SFX_WATER_EXPLOSION 19 #define SFX_SAM_LAUNCH 20 #define SFX_MISSILE_LAUNCH 21 #define SFX_DUST1 22 #define SFX_INDUSTRY_SMOKE 23 // Was EXPLCROSS_GLOW #define SFX_IR_POINTER 24 // Was EXPLCIRC_GLOW #define SFX_TIMER 25 #define SFX_DIST_AIRBURSTS 26 #define SFX_DIST_GROUNDBURSTS 27 #define SFX_DIST_SAMLAUNCHES 28 #define SFX_DIST_AALAUNCHES 29 #define SFX_MANPAD_SAM_LAUNCH 30 // I-Hawk 9/10/15 - Lables replacement - Was EXPLSTAR_GLOW #define SFX_RAND_CRATER 31 #define SFX_GROUND_EXPLOSION_NO_CRATER 32 #define SFX_MOVING_BSP 33 #define SFX_DIST_ARMOR 34 #define SFX_DIST_INFANTRY 35 #define SFX_TRACER_FIRE 36 #define SFX_FEATURE_BURN 37 // I-Hawk 29/4/12 - Lables replacement - Was FIRE #define SFX_GROUND_STRIKE 38 #define SFX_WATER_STRIKE 39 #define SFX_VERTICAL_SMOKE 40 #define SFX_TRAIL_FIRE 41 #define SFX_BILLOWING_SMOKE 42 #define SFX_HIT_EXPLOSION 43 #define SFX_SPARKS 44 #define SFX_ARTILLERY_EXPLOSION 45 #define SFX_EJECTION 46 // was SHOCK_RING #define SFX_NAPALM 47 #define SFX_AIRBURST 48 #define SFX_GROUNDBURST 49 #define SFX_GROUND_STRIKE_NOFIRE 50 #define SFX_LONG_HANGING_SMOKE 51 #define SFX_SMOKETRAIL 52 #define SFX_DEBRISTRAIL 53 #define SFX_GROUND_UNIT_EXPLOSION 54 // I-Hawk 29/4/12 - Lables replacement - Was HIT_EXPLOSION_DEBRISTRAIL #define SFX_RISING_GROUNDHIT_DEBRISTRAIL 55 #define SFX_FIRETRAIL 56 #define SFX_FEATURE_BURN_NOSMOKE 57 // I-Hawk 29/4/12 - Lables replacement - Was FIRE_NOSMOKE #define SFX_LIGHT_CLOUD 58 #define SFX_WATER_CLOUD 59 #define SFX_SHIP_BURN 60 // I-Hawk 29/4/12 - Lables replacement - Was WATERTRAIL #define SFX_GUN_TRACER 61 #define SFX_DARK_DEBRIS 62 #define SFX_MISSILE_SECOND_STAGE 63 // was FIRE_DEBRIS #define SFX_LIGHT_DEBRIS 64 #define SFX_SPARKS_NO_DEBRIS 65 #define SFX_BURNING_PART 66 #define SFX_AIR_EXPLOSION_NOGLOW 67 #define SFX_HIT_EXPLOSION_NOGLOW 68 #define SFX_SHOCK_RING_SMALL 69 #define SFX_FAST_FADING_SMOKE 70 #define SFX_LONG_HANGING_SMOKE2 71 #define SFX_SMALL_AIR_EXPLOSION 72 #define SFX_FLAME 73 #define SFX_AIR_PENETRATION 74 #define SFX_GROUND_PENETRATION 75 #define SFX_DEBRISTRAIL_DUST 76 #define SFX_HOOK_SCRATCH 77 // was FIRE_EXPAND #define SFX_HOOK_SPARK_SMALL 78 // was FIRE_EXPAND_NOSMOKE #define SFX_GROUND_DUSTCLOUD 79 #define SFX_CAT_STEAM 80 // was SHAPED_FIRE_DEBRIS #define SFX_CAT_RANDOM_STEAM 81 // was FIRE_HOT #define SFX_CAT_LAUNCH 82 // was FIRE_MED #define SFX_WATER_WAKE_SMALL 83 // was FIRE_COOL #define SFX_WATER_WAKE_MEDIUM 84 // was FIREBALL #define SFX_GROUND_UNIT_DAMAGE 85 // I-Hawk 29/4/12 - Lables replacement - Was FIRE1 #define SFX_AIRCRAFT_DAMAGE 86 // I-Hawk 29/4/12 - Lables replacement - Was FIRE2 #define SFX_FIRE3 87 #define SFX_MAVERICK_EXPLOSION 88 // I-Hawk 29/4/12 - Lables replacement - Was FIRE4 #define SFX_SMOKING_FEATURE_BURN 89 // I-Hawk 29/4/12 - Lables replacement - Was FIRE5 #define SFX_FEATURE_DAMAGE_SMOKE 90 // I-Hawk 29/4/12 - Lables replacement - Was FIRE6 #define SFX_FIRESMOKE 91 #define SFX_AIRCRAFT_DAMAGE_SMOKE 92 // I-Hawk 29/4/12 - Lables replacement - Was TRAILSMOKE #define SFX_GROUND_UNIT_DUST 93 // I-Hawk 29/4/12 - Lables replacement - Was TRAILDUST #define SFX_EXPLOSIVE_FEATURE_BURN 94 // I-Hawk 29/4/12 - Lables replacement - Was FIRE7 #define SFX_HOOK_SPARK_BIG 95 // was BLUE_CLOUD #define SFX_SHIP_EXPLOSION 96 // I-Hawk 29/4/12 - Lables replacement - Was WATER_FIREBALL #define SFX_LINKED_PERSISTANT 97 // Added by KCK for AddSFXMessage #define SFX_TIMED_PERSISTANT 98 // Added by KCK for AddSFXMessage #define SFX_CLUSTER_BOMB 99 // Added by KCK for AddSFXMessage #define SFX_SMOKING_FEATURE 100 // special type -- smoke on smokestacks #define SFX_STEAMING_FEATURE 101 // special type -- smoke on smokestacks #define SFX_STEAM_CLOUD 102 #define SFX_SAM_LAUNCH_FLASH 103 // I-Hawk 29/4/12 - Lables replacement - Was GROUND_FLASH #define SFX_FEATURE_EXPLOSION 104 // I-Hawk 29/4/12 - Lables replacement - Was GROUND_GLOW #define SFX_MESSAGE_TIMER 105 #define SFX_DURANDAL 106 #define SFX_CRATER2 107 // these craters are only used #define SFX_CRATER3 108 // in ACMI #define SFX_CRATER4 109 #define SFX_BIG_SMOKE 110 #define SFX_BIG_DUST 111 #define SFX_HIT_EXPLOSION_NOSMOKE 112 #define SFX_ROCKET_BURST 113 #define SFX_CAMP_HIT_EXPLOSION_DEBRISTRAIL 114 #define SFX_GROUND_UNIT_BURN 115 // I-Hawk 29/4/12 - Lables replacement - Was CAMP_FIRE #define SFX_INCENDIARY_EXPLOSION 116 #define SFX_SPARK_TRACER 117 #define SFX_WATER_WAKE_LARGE 118 #define SFX_PARTICLE_KLUDGE 119 // <--- never use this in a constructor - it's a kludge // particle special effects, no original effect // use with AddParticleEffect() #define PSFX_GUN_HIT_GROUND 120 #define PSFX_GUN_HIT_OBJECT 121 #define PSFX_GUN_HIT_WATER 122 #define PSFX_AIRCRAFT_EARLY_BURN1 123 #define PSFX_AIRCRAFT_GROUND_SCRAPE 124 #define PSFX_AIRCRAFT_BURN1 125 #define PSFX_AIRCRAFT_BURN3 126 #define PSFX_AIRCRAFT_BURN2 127 #define PSFX_AIRCRAFT_BURN4 128 #define PSFX_AIRCRAFT_EARLY_BURN2 129 #define PSFX_AIRCRAFT_BURN5 130 #define PSFX_AIRCRAFT_TIRE_SMOKE 131
Also, if you want to repeat the last effect exactly you can type a dot in chat and then ENTER, the last effect will be regenerated.
I must add this to the HOTLIST
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I did it but need to make last stage befor it disappear big explosion as last stage to die … all things was about time life spane and propblity if you make the time about 100 you will hafe a good effect but its take long time befor disappear so … it was randomiz var 3 + 1 last big explosion need to make it soo good one .
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This mod looks beautiful, but how to install this onto Falcon BMS? Are there any posts on this?
It would be nice if you could sticky your posts to the front so that everyone does not have to search through all the threads to find the download links.
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I did it but need to make last stage befor it disappear big explosion as last stage to die … all things was about time life spane and propblity if you make the time about 100 you will hafe a good effect but its take long time befor disappear so … it was randomiz var 3 + 1 last big explosion need to make it soo good one .
If you want to specify what are you trying to do exactly and what effect are you working on, I might be able to help you.
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WIP
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Looking good!
maybe you should make the smoke thinner,
but keep the good work!!! -
Is this mod compatible with 4.34?