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[MOD] Coloured Engine Effects and Trails
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Lancefighter





Joined: 19 Dec 2004
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PostPosted: Fri, 3. Jul 09, 03:38    Post subject: Reply with quote Print

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?


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someone else





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PostPosted: Sat, 4. Jul 09, 11:21    Post subject: Reply with quote Print

dds are the texture files, open that file with Photoshop or download a random freeware software that can open it.

that file is the texture of the particle trail imho.


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Algoran





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PostPosted: Tue, 7. Jul 09, 03:29    Post subject: Reply with quote Print

@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





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PostPosted: Tue, 7. Jul 09, 06:56    Post subject: Reply with quote Print

Oh, once all ship get lens flares I'm definately going to use this Very Happy

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SS_T





Joined: 27 Mar 2009



PostPosted: Tue, 7. Jul 09, 23:25    Post subject: Reply with quote Print

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 Rolling Eyes Its been a month or more since I was editing these files Surprised


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someone else





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PostPosted: Wed, 8. Jul 09, 10:33    Post subject: Reply with quote Print

still anyone has ideas on how to change the colour of trails?


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ShadowWolf_Kell





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PostPosted: Thu, 16. Jul 09, 00:43    Post subject: Reply with quote Print

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



PostPosted: Thu, 16. Jul 09, 00:45    Post subject: Reply with quote Print

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





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PostPosted: Thu, 16. Jul 09, 14:32    Post subject: Reply with quote Print

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





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PostPosted: Mon, 20. Jul 09, 11:20    Post subject: Reply with quote Print

Ok, Ive merged engine effects with cmod, all appears to work correctly Smile 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 Smile Ive never released a mod before, so its good to hear em!


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fud





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PostPosted: Mon, 20. Jul 09, 12:55    Post subject: Reply with quote Print

-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





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PostPosted: Wed, 22. Jul 09, 01:00    Post subject: Reply with quote Print

Ah I see, makes sense.


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ShadowWolf_Kell





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PostPosted: Wed, 22. Jul 09, 08:40    Post subject: Reply with quote Print

Thanks Algoran for the update, and thanks fud for making all this possible. Smile

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Baleur





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PostPosted: Sun, 29. Nov 09, 00:13    Post subject: Reply with quote Print

THANKS! Very Happy


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Algoran





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PostPosted: Thu, 18. Feb 10, 03:03    Post subject: Reply with quote Print

Baleur wrote:
THANKS! Very Happy


You're welcome! Smile


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 Razz


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