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Lancefighter
Joined: 19 Dec 2004 Posts: 2935 on topic

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Posted: Fri, 3. Jul 09, 03:38 Post subject: |
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The effects file shouldnt be the problem - I took the cmod effects file and uncommented the lines...
Umm also - When i take the mod manager to compare cmod and the engine effects, there is a 'dds/-79.dds' that is in both sets, what is this file?
_________________ in the market for a new sig, willing to pay 1 billion credits for a proper sig... |
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someone else
Joined: 18 Jun 2006 Posts: 2970 on topic Location: Italy

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Algoran

Joined: 05 Apr 2006 Posts: 401 on topic Location: Perth, Fourecks

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Posted: Tue, 7. Jul 09, 03:29 Post subject: |
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@SS_T: So were you saying the effects defined in effects have some effect on the particles trails as well? (hehe fun sentance..) Because so far as I can see a ships trail may be adjusted in Tships quite independently from its engine effect.. why should effects have any bearing on it?
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Wintermist
Joined: 29 Aug 2005 Posts: 188 on topic

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Posted: Tue, 7. Jul 09, 06:56 Post subject: |
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Oh, once all ship get lens flares I'm definately going to use this 
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SS_T

Joined: 27 Mar 2009
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Posted: Tue, 7. Jul 09, 23:25 Post subject: |
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| Algoran wrote: |
| @SS_T: So were you saying the effects defined in effects have some effect on the particles trails as well? (hehe fun sentance..) Because so far as I can see a ships trail may be adjusted in Tships quite independently from its engine effect.. why should effects have any bearing on it? |
tbh re-thinking what I wrote in the guide, the particles are not in the effects file. The particles are listed in Particles3.txt and the tships links to the id numbers in that file.
effects.txt
| Code: |
5;3;0;0;1.0; // Effect 5 argon engine effect(bright blue)
EEDF_SPEEDDEPENDENT|EEDF_RELATIVESIZE; I3DF_2D;
11; 0.000; 0.120; -1; 0.150; 0.000; 0.000;-0.050; -1; 0; 0.40; 0; |
<- is another part of the engine effect
| Code: |
EEDF_SPEEDDEPENDENT|EEDF_RELATIVESIZE|EEDF_LENSFLARE; I3DF_HASLENSFLARE;
-1; 0.000; 0.070; -1; 0.100; 0.000; 0.000;-0.050; 13; 10; 0.40; 0; |
<- is the lensflare
| Code: |
EEDF_SPEEDDEPENDENT|EEDF_LIGHT; 0;
118; 0.153; 0.153; -1; 0.100; 0; 0; -6553; -1; 0; 0.750; 0; |
<- is another part of the engine effect
particles3.txt
| Code: |
// 3: green cloud structure / teladi
3; 4; NULL;
PEDF_2D; 395;0.500000;0.500000;1.000000;1.000000;0.5; 0.2; 0.0; 0.0; -1.0; 800; 800; 1100; 300; 2100; fadeduration: 500;
PEDF_2D; 406;0.500000;0.000000;0.750000;0.250000;0.65; 0.1; 0.0; 0.0; -1.0; 100; 800;1000;240; 1500; lifetimevariation: 300;fadeduration: 700;
PEDF_2D; 406;0.250000;0.500000;0.50000;0.750000;0.4; 0.05; 0.0; 0.0; -1.0; 100; 800; 250;150; 1700; lifetimevariation: 50;
PEDF_2D; 410;0.085000;0.585000;0.425000;0.925000;1.0; 0.0; 0.0; 0.0; -1.0; 100; 1000; 400; 80; 1000; |
to fix the bullet effects problem with cmod you have to modify the particles3.txt, and not the effects. sorry Its been a month or more since I was editing these files 
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someone else
Joined: 18 Jun 2006 Posts: 2970 on topic Location: Italy

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ShadowWolf_Kell
Joined: 03 Sep 2006 Posts: 32 on topic

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Posted: Thu, 16. Jul 09, 00:43 Post subject: |
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I'm looking for a CMod compatible version as well.
It didn't dawn on me that this was reverting CMod back to vanilla effects until I turned it off to determine what was causing such a massive FPS loss in large scale battles. Once I did, I realized that it was reverting all the effects back to vanilla, which explained everything.
These are the most impressive engine effects I've seen since XTM and I really don't want to have to make a choice between large scale battles, or the engine effects. It's just not fair!
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SS_T

Joined: 27 Mar 2009
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Posted: Thu, 16. Jul 09, 00:45 Post subject: |
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| ShadowWolf_Kell wrote: |
I'm looking for a CMod compatible version as well.
It didn't dawn on me that this was reverting CMod back to vanilla effects until I turned it off to determine what was causing such a massive FPS loss in large scale battles. Once I did, I realized that it was reverting all the effects back to vanilla, which explained everything.
These are the most impressive engine effects I've seen since XTM and I really don't want to have to make a choice between large scale battles, or the engine effects. It's just not fair! |
well my x1pf is cmod compatible as it is built around the combat mod, but I just cannot remember how I made it compatible with the effects. I guess I just made it compatible when I went a long as I wasn't really think about making it compatible with anything.
EDIT: Saying that I haven't heard anything about the advice I gave a couple of posts up.
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Algoran

Joined: 05 Apr 2006 Posts: 401 on topic Location: Perth, Fourecks

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Posted: Thu, 16. Jul 09, 14:32 Post subject: |
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I might get myself cmod and see if I can merge engine effects with it, when I have a bit of time. Then I can release that too. Shouldnt be too hard... And maybe try to work out what those other lines in effects are doing while im there.
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Algoran

Joined: 05 Apr 2006 Posts: 401 on topic Location: Perth, Fourecks

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Posted: Mon, 20. Jul 09, 11:20 Post subject: |
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Ok, Ive merged engine effects with cmod, all appears to work correctly I put the link in the OP. If anyone finds anythings buggered up, be sure to tell me!
Lancefighter - I noticed that -79.dds, not sure what it actually is but it appears to be the same in both cmod and fud's mod, so hopefully there wont be a problem.
Btw, thanks for all the positive comments ppl Ive never released a mod before, so its good to hear em!
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fud
Joined: 25 Jan 2006 Posts: 6990 on topic Location: IN, USA

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Posted: Mon, 20. Jul 09, 12:55 Post subject: |
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-79.dds is the default engine texture for all ships (vanilla).
I left it for the Terran ships, and made new ones for the other races.
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Algoran

Joined: 05 Apr 2006 Posts: 401 on topic Location: Perth, Fourecks

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Posted: Wed, 22. Jul 09, 01:00 Post subject: |
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Ah I see, makes sense.
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ShadowWolf_Kell
Joined: 03 Sep 2006 Posts: 32 on topic

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Posted: Wed, 22. Jul 09, 08:40 Post subject: |
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Thanks Algoran for the update, and thanks fud for making all this possible. 
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Baleur

Joined: 28 Oct 2005 Posts: 506 on topic Location: South Sweden

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Posted: Sun, 29. Nov 09, 00:13 Post subject: |
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THANKS! 
_________________ CPU: Intel Core 2 Duo E6600 RAM: 4gb Kingmax DDR2 800mhz Video: Gainward GeForce 8800GTS 640mb Sound: SB X-Fi Platinum. |
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Algoran

Joined: 05 Apr 2006 Posts: 401 on topic Location: Perth, Fourecks

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Posted: Thu, 18. Feb 10, 03:03 Post subject: |
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| Baleur wrote: |
THANKS!  |
You're welcome!
So I've recently come back to X3, and quickly found myself playing around with mods again. Following a couple of minor breakthroughs in engine and trail modding (so far as I'm concerned anyway), I've released a new version of Engine Effects, details of which are in the OP.
I was just playing with trails for my own entertainment really, but I noticed that people are still downloading this mod so figured it was worth updating it.
The update includes unique trails for Otas, Terran and Yaki ships (although I'm not really happy with the Yaki one yet) instead of the standard white smoke I had on them before.
I've also got a vague hope of adding additional effects to bigger ships (covettes etc) and to fighters that don't have as many as they should - for example the Paranid M5's, which have several engines widely spaced apart, but only one particle trail. Hansi helped me work out how to do this, and I should be able to include fixed fighters at least in the next version. I'm not going to say when that is though 
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