Modding Particle Sys.
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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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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.