Arty Particle System Modifications…
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Can I create a new dat file and apply it to new SimWeaponData in DB?
I cant tell 100% I dont know the procedure as i never tried it. Even on aircraft i use existing files. Im sure that someone here of the devs will help.
I just thought that the weapon u want already uses existing file.Στάλθηκε από το SM-G970F μου χρησιμοποιώντας Tapatalk
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I think Missile/Bomb Ptr of SimWeaponData can be row numbers minus 2 of a .dat file name listed in mistypes.lst
However, even if I added new .dat files to mistypes.lst, Apply new Missile Ptr to new Weapon CT data, than change contrail or mistrail numbers in .dat file, or remove Particle sys files list from .dat file, nothing has changed in 3D. -
IMHO its too big the heatblur i mean sure it gained some movement and its not like a static box behind the plane but also got a lot bigger covering a huge area almost till half of the plane. Something between the original and your mod Arty would be ok? I mean yeah get rid of the “box” but a bit smaller are to cover in yours? My bad i didnt take any screenshot to show
I have already answered this with official document here:
https://www.benchmarksims.org/forum/showthread.php?8582-Smoke-and-Flare-files&p=113664&viewfull=1#post113664Also as for the full high (kill me… lol) detail level for ramp starts I would like to see those tooo…
if you are willing to take photos measure the distances compared to the doc.
Have in mind that this is a dynamic thing and measurements will never be the exact came as the doc, I tried to be as close as I could with maaaaaaaany experiments.
Also if you observe real pictures you will find that regarding the volume on the ground it’s way bigger.And many many many more.
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hmmm I found my initial file where the flare didn’t flash in the cockpit…
Just for reference for me not to search will put the code here as a personal note:### Arty FLARE FX ####################################################### #Start definetexture=flarenew.dds texture.blendmode=ADD definetexture=flarenewsmalls.dds texture.blendmode=ADD id=$FLARE lifespan=10 2 visibledistance=80000 texture=flarenew.dds drawtype = streak streak.amount=0.01 .0001 emissivecolor[0]= 1 1 1 light.color = .8 .6 .3 light.size[0] = 23 light.size[.5] = 20 light.falloff = 0.00001 light.flicker = .01 initialvelocity=0 inheritvelocity=1 drag=.3 bounce = 1 gravity=1 size[0] = 6 size[0.1] = 4 size.chaoticvariation[0.01] = 2 alpha[0] = 1 alpha[.5] = 1 alpha[1] = 0 run=bms-Flare-1 run=bms-Flare-2 run=bms-Flare-smalls id=bms-Flare-1 ;smoke lifespan=10 2 visibledistance=80000 emissivecolor=1 1 1 diffusecolor= 1 1 1 alpha[0]= .35 alpha[1]= 0 size[0]=3 gravity=0 texture=trail0 drawtype=poly poly.shading[0]=1 poly.shading[.4]=0 trail.type=new trail.emissionrate = 25 trail.emissionrateVariation = 5 trail.lifespan = 10 2 trail.initialSize = 2.5 trail.initialgrowthRate = 3 trail.inheritvelocity = .01 trail.randomvelocity = 3.5 0.5 trail.dragfactor = .1 id=bms-Flare-2 emissivecolor= 1 .8 .65 visibledistance=80000 texture=trail0 drawtype=none poly.shading[0]=1 poly.shading[.4]=0 size[0]=4 alpha[0]= .7 trail.type=new trail.emissionrate = 500 trail.emissionrateVariation = 0 trail.lifespan = 0.065 trail.initialSize = 2.1 trail.initialsizevariation =0.5 trail.initialgrowthRate = 5 trail.inheritvelocity = .01 trail.randomvelocity = 5 trail.dragfactor = 1 id=bms-Flare-smalls lifespan = .5 2 visibledistance=80000 texture=flarenewsmalls.dds drawtype = poly ;streak emissivecolor[0]= 1 .6 .4 initialvelocity=0 inheritvelocity=1 drag=.6 ;.3 bounce = 1 gravity=1 size[0]=3 ;7 ;10 ;11 size[0.1] =1 ;5 ;8 ;9 size.chaoticvariation[0.01] = 2 alpha[0] = 1 alpha[.5] = 1 alpha[1] = 0 #End of Arty Flare
And this must be the latest version of it:
### Arty FLARE FX ####################################################### #Start #definetexture=flarenew.dds #texture.blendmode=ADD #definetexture=flarenewsmalls.dds #texture.blendmode=ADD id=$FLARE lifespan=5 2 visibledistance=80000 texture=flarenew drawtype = streak streak.amount=0.001 .0001 ;0.01 .0001 emissivecolor[0]= 1 1 1 light.color = .8 .6 .3 light.size[0] = 23 light.size[.5] = 20 light.falloff = 0.00001 light.flicker = .01 initialvelocity=10 -1 inheritvelocity=1 drag= .00000001 ;1 ;.3 bounce = 1 gravity= .00000001 #acceleration=-100 size[0] = 3.5 ;4 ;6 size[0.1] = 2 #size.chaoticvariation[0.01] = 2 alpha[0] = 1 #alpha[.5] = 1 #alpha[0.5] = 0.5 #alpha[1] = 0 #alpha[1]=0 run=bms-Flare-1 run=bms-Flare-2 run=bms-Flare-smalls id=bms-Flare-1 ;smoke lifespan=5 2 visibledistance=80000 emissivecolor=1 1 1 diffusecolor= 0.92 0.92 0.92 ;1 1 1 alpha[0]= .6 ;.35 alpha[0.1]=.25 alpha[0.3]=.001 alpha[1]= 0 size[0]=1 ;3 #size[0.2]=5 ;was not there gravity=1 texture=trail0 drawtype=poly poly.shading[0]=1 poly.shading[.4]=0 trail.type=new trail.emissionrate = 25 ;100 ;25 trail.emissionrateVariation = 5 trail.lifespan = 4 2 trail.initialSize = 1 ;2.5 trail.initialgrowthRate = 5 ;3 trail.inheritvelocity = .0001 ;.01 trail.randomvelocity = -50 -1000 ;3.5 0.5 trail.dragfactor = 99 ;.1 id=bms-Flare-2 emissivecolor= 1 1 .91 ;1 .98 .6 ;1 .8 .65 visibledistance=80000 texture=trail0 drawtype=none poly.shading[0]=1 poly.shading[.4]=0 size[0]=2 ;4 alpha[0]= 1 ;.5 ;.7 trail.type=new trail.emissionrate = 200 ;500 trail.emissionrateVariation = 0 trail.lifespan = 0.015 ;0.065 trail.initialSize = 0.7 ;1 ;1.1 ;2.1 trail.initialsizevariation =0.25 ;0.5 trail.initialgrowthRate = 5 trail.inheritvelocity = .01 trail.randomvelocity = 5 trail.dragfactor = 1 id=bms-Flare-smalls lifespan = 2 2 visibledistance=6000 texture=flarenewsmalls.dds drawtype = poly ;streak emissivecolor[0]= 1 .88 .51 ;1 .6 .4 initialvelocity=0 inheritvelocity=1 drag=.6 ;.3 bounce = 1 gravity=1 size[0]=3 ;7 ;10 ;11 size[0.1] =1 ;5 ;8 ;9 size.chaoticvariation[0.01] = 2 alpha[0] = 1 alpha[.2] = 0.5 alpha[1] = 0 trail.type=new trail.emissionrate = 100 trail.emissionrateVariation = 0 trail.lifespan = 0.015 ;0.065 trail.initialSize = 1.1 ;2.1 trail.initialsizevariation =0.5 trail.initialgrowthRate = 5 trail.inheritvelocity = .01 trail.randomvelocity = 5 trail.dragfactor = 1 #End of Arty Flare
Again this post is a personal note… don’t get confused and download or alter things, and don’t have very high hopes on it…
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Arty i see this was initially for 4.33. Does it work in 4.34 or 4.35?
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The PS does not work, This code above is for the heat blur
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Can it be the same methode to do with the afterburner? I mean the flame of the afterburner can be generated by particle system instead of texture.Maybe some transition between the flame and the heat blure.
And it is use also the missiles and flares flames. -
The flame of the Afterburner is not part of the Particle System, I believe it’s the same for missiles.
I gave you the code for the Heatblur change and also the cfg change to see it always.
You might change in heatblur the size from 5 to 3.from
size=5to
size=3Regarding the flare and the sparkles from arresting hook
The main parameter islight.falloff = 0.00001
the smaller the value the more it shines and it shines in the cockpit.
I’ve done hundreds of tests and variations for this to come up with a balanced solution.
Unfortunately the distance from flare eject to the cockpit is very small and the falloff values can’t balance that.
I can make it not to shine in pit but it barely lights up the exterior of the aircraft.One thought… Very long shot in the dark… is to induce time steps with combination of emission color and falloff values.
like first period to gradually go from pitch black color to bright color and on same steps to start from high falloff to lower fallof, so that gradually become brighter and increase the distance that is lighted.This would mean like 30-100+ steps like every 10ms?
Didn’t had time for this as I’m focused on other project, and might be a utopia as all those steps will mean a serious FPS killer… Imagine 3 aircraft ejecting 5 flares with all those steps… even one will kill it.
If you just want you can set
light.falloff = 0.04
and it will not light in the pit at all, but external view will not light up the aircraft as it should.Don’t know if it’s still a DX limitation or PS like light all and ignore surface’s or a 3Dmodel material issue.
Needs way much investigation and input from coders.
What I would do (if I had the time) I would replace the F-16 pit with a 3D box and test if it still light’s it up inside. If yes then it’s not a model material issue but either PS or DX.
Can someone check the pit back side ptype? The texturing I believe is one sided cause you want the internal to be painted with the texture and the external not.
In the past IIRC we were told that it’s a DX issue.Do missiles flame light up the pit?
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Thanks for the comment.
But I meant it is any chance to be modified by devs . To use every aircract almost the same AB flame not just the texture determine its the quality.
http://www.cgarena.com/freestuff/tutorials/max/ieslights/
Maybe it should be put some IES light to determine the light spread The another hand, Yes, for me one of the annoying part in the BMS the shining light in the cockpit . it is very unrealistic. And I don’t know what the reason the taxi light display on the ground at the daytime. But it is not just in BMS in the DCS too. -
Not every AC has the same AB.
I don’t understand the rest of the sentence:not just the texture determine its the quality.
http://www.cgarena.com/freestuff/tut…max/ieslights/
Maybe it should be put some IES light to determine the light spread The another hand,sorry.
lighting in the pit for now either my suggestion or the 3-4 falcon weeks…