PDA

View Full Version : Lookin' for SHIP effects...



Blue Devil
March 13th, 2009, 11:05
Hey Y'all, ...

Lookin' for two(2) ship fx's...

fx_veh_fire_s.fx
fx_OilRig_l.fx

Thanks in advance...

dvslats
March 13th, 2009, 11:41
The vehicle effects are here http://web.tiscali.it/jobim/cfs2/ A warning though, this effect will leave a scorched earth in the ocean at the point that it was called up. :icon_eek: Here's two more of the bookmarks I have for effects designers.

http://web.tiscali.it/Nanni/CFS/

http://www.theghostfiles.org/CFS2p1.htm

Blue Devil
March 13th, 2009, 13:35
The vehicle effects are here http://web.tiscali.it/jobim/cfs2/ A warning though, this effect will leave a scorched earth in the ocean at the point that it was called up. :icon_eek: Here's two more of the bookmarks I have for effects designers.

http://web.tiscali.it/Nanni/CFS/

http://www.theghostfiles.org/CFS2p1.htm

Thanks dvslats, ...

Had D/L'ed the rest of his stuff(Nibbio), ...but missed this...

Note: had it in a Misc. Nibbio folder...

The "fx_veh_fire_s.fx" shows up in a lot of ship.dp large gun FX sequences.(40mm+)

Will test (thought it was already active, ...) and may through it out and delete the .dp entries. (scorched water just doesn't seem quite right...)

Thanks again.

Bill Kestell
March 13th, 2009, 16:27
BD ... I have 'em ... send me a PM with your e-mail and Ill zip 'em off to you A/O!

Billy

dvslats
March 14th, 2009, 02:00
A little side note, if the effects file contains fx_3.bmp in it that will be the scorched earth. Taking a shot at modifying some of these...the three blocks the fx_3.bmp is associated with (blocks of code, same number) can be deleted to get rid of this call up. After deleting, put the numbering sequence (three blocks per number) [Emitter.X]..[Particle.X]..
[ParticleAttributes.X]..back into order. No more earthly ashtray. I just tried this out a little while ago and so far so good.

Blue Devil
March 14th, 2009, 07:42
A little side note, if the effects file contains fx_3.bmp in it that will be the scorched earth. Taking a shot at modifying some of these...the three blocks the fx_3.bmp is associated with (blocks of code, same number) can be deleted to get rid of this call up. After deleting, put the numbering sequence (three blocks per number) [Emitter.X]..[Particle.X]..
[ParticleAttributes.X]..back into order. No more earthly ashtray. I just tried this out a little while ago and so far so good.

I'll look into that, ...thanks.

Lit up a few AK fantails, ...and the 5"/38 DP damage box burned like an oil drum, ...no "scorch".

Will test further...(yea, ...more flight-test, ...flying, ...blowin' stuff up, ...stuff burning, ...much more testing, ...yea...)

oldwheat
March 15th, 2009, 09:11
I'm thinking of doing an fx.3 .bmp that eliminates that scorched earth thingy which is a PITA often as not, often ending up in the middle of the sky or 10+ feet off the ground.. OK, while on the subject- what is the proper (kosher) method of saving .fx & prop .bmp's after they are tweaked to satisfaction. Do you need that texturing thingy from Microshaft?

Blue Devil
March 15th, 2009, 10:52
I'm thinking of doing an fx.3 .bmp that eliminates that scorched earth thingy which is a PITA often as not, often ending up in the middle of the sky or 10+ feet off the ground.. OK, while on the subject- what is the proper (kosher) method of saving .fx & prop .bmp's after they are tweaked to satisfaction. Do you need that texturing thingy from Microshaft?

I just use "DXTBmpx"...

oldwheat
March 15th, 2009, 13:41
OK, I just worked it out. As usual, I was making it too difficult.

dvslats
March 15th, 2009, 21:36
I'm thinking of doing an fx.3 .bmp that eliminates that scorched earth thingy which is a PITA often as not.
Well, that would make things a whole lot easier.

The outstanding culprit I've been finding in several .dp's is the fx_fatal_explosion. Even though the info in the .fx file was removed (fx.3.bmp), the three blocks, where the ground texture use to show...now there's a... how to explain, well something like a white translucent disk. Like the sim is still reserving a location for the texture call up. Does that make sence? :isadizzy: Not to get too nitpickey with these, just an observation.

oldwheat
March 16th, 2009, 09:30
Well, that would make things a whole lot easier.

The outstanding culprit I've been finding in several .dp's is the fx_fatal_explosion. Even though the info in the .fx file was removed (fx.3.bmp), the three blocks, where the ground texture use to show...now there's a... how to explain, well something like a white translucent disk. Like the sim is still reserving a location for the texture call up. Does that make sence? :isadizzy: Not to get too nitpickey with these, just an observation.
YES, that makes a lot of sense. I did an fx_3 with the scorched earth 'alpha'd ' out that seems to do the trick in my testing.

dvslats
March 17th, 2009, 00:55
Just got your download OW and it works like a charm. Nice craters too. Thanks

oldwheat
March 17th, 2009, 07:36
Thanks.