One Particlesystem mod
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@A.S:
I know this drives you crazy maybe, but the fix for the “spiral double-helix DNA-style” vehicle die smoke for planes please :=)
Been a while Fenrir, but any luck on fixing that?
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Hi m8
No, I tried to figure it out but it was almost impossible to test it. The effects when a plane starts it dying process has a randomness that can have you looking at one effect for 5 kills sort of. This effect doesn’t run every time unfortunately.
It could be that the code runs 2 effects at the same time. Sort of like the double firing of the durandal rocket. -
Hi m8
No, I tried to figure it out but it was almost impossible to test it. The effects when a plane starts it dying process has a randomness that can have you looking at one effect for 5 kills sort of. This effect doesn’t run every time unfortunately.
It could be that the code runs 2 effects at the same time. Sort of like the double firing of the durandal rocket.It never happend in early versions of BMS (U1, U2) … maybe i should reinstall oder versions and compare the particlesys.ini with the current one.
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thanks and sorry to hear the news
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Updated first post with new dl link.
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does this fix blocky bullets?
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There are two versions, one with the glow to be seen with NVGs and one without.
I thought based on those pictures, that it could be the glow that was the problem. -
ill give it a shot and let you know…no pun intended with the shot thing lol
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seems to have fixed the blocks…thanks
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Reworking the flares
and night:
I have started with the tracers too, but there is some tuning to do there. I have made new a new texture file too, so now there will only be one texture file in the mod.
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I updated the first post with a new version of the particle system mod, v1.04.
Instead of two or more texture files I made one file for all textures.
I reworked the flare effect.
I then made the tracers work with the new file.
There is a new SAM launch effect too, I tried to simulate the acceleration phase of the missile with a smoke effect. I place the parent particle 30m up in the air and emit smoke towards the ground.
I will probably work more on this one though, I had a little problem when I made it that took some time to fix. I used the flare to make the effect, so I could “fire” the effect on my command.
Then I copied the test down to the SAM launch. But I didn’t change the name of the effect. So no matter what I changed in the Sam part, the program read the lines in the flare section. That mistake cost me a lot of time…
Restarted BMS several times and even the computer a couple.Well, anyway, enjoy this and make sure you backup your particlesys.ini file before you copy/paste the one I’ve modded.
Regards
F -
any one can help how i set it up?
only replace the file?
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any one can help how i set it up?
only replace the file?
Yes. Best to name your stock particlesys.ini to Xparticlesys.ini first(as a backup) and then insert the new particlesys.ini in the \Falcon BMS 4.32\Data\Terrdata folder.
C9
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@Cloud:
Yes. Best to name your stock particlesys.ini to Xparticlesys.ini first(as a backup) and then insert the new particlesys.ini in the \Falcon BMS 4.32\Data\Terrdata folder.
C9
Yes, make sure you backup the original particlesys.ini. Then put the texture file in the misctex folder (else there will be black squares when using the effects).
Regards
F -
Some SAM launch/smoke and missile explosion WIP
Regards
F -
Work progressed to this:
Regards
F -
Great job…!!
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Looking good! Have you released it?
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Yes, it’s in the first post.
Regards
F -
I think that you just didn’t copy the .dds file to the misctex folder, that is why you see black squares instead of the tracers.
Regards
F