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goldmember

Realistic explosion mod  v1.1

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I personally liker the flamer config.bin. I like the plumes that are similar to the ones recently displayed by the Caucuses Mod:

new_effects_2s.jpg

However, when those plumes reach maximum height, they seem to stay statically in place for a few seconds before they fade away.

Can this be improved on so that they look more natural?

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is there a simple blood to 1.48 Bin or is the new ecp blood built in already ?

i tried to make my own(:EDIT: for 1.47 ) by copy n pasting bits from an old config.cpp into new one but it completely monged my game out ( said summit like cannot load userGUI ) maybe i didn't make a bin correctly cos there aint much to add to config for blood support

I uploaded to briefcase bin's you need and Charlis [=FAB=] too.

Blood_to_v1.48.zip

DR(ECPversion)_Blood_to_v1.48.zip

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theavonlady: If you want longer flying smoke, goto "steam.sqs" file and change every number than equal "1.90" to "10", and smoke will last 10 seconds

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theavonlady: If you want longer flying smoke, goto "steam.sqs" file and change every number than equal "1.90" to "10", and smoke will last 10 seconds

No. I'm not complaining about the seconds those smoke plumes appear.

When they reach their maximum height, they do not begin to fade immediately. There's 3 to 5 seconds of the plumes remaining frozen in mid-air.

The fading should begin right away once they've reached maximum height.

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theavonlady: If you want longer flying smoke, goto "steam.sqs" file and change every number than equal "1.90" to "10", and smoke will last 10 seconds

No. I'm not complaining about the seconds those smoke plumes appear.

When they reach their maximum height, they do not begin to fade immediately. There's 3 to 5 seconds of the plumes remaining frozen in mid-air.

The fading should begin right away once they've reached maximum height.

If we reduce fading time we got smaller smoketail. I do beleive that Caucuses Mod's effect also do not fades immediately, because they have long smoketail too ( as we see on pictures).

But if you want to reduce fading time, goto "smoke_steam1.sqs" and "smokes_team2.sqs" and find that "4-random 0.5" line, this is the fading time in seconds, reduce it as you like. smile_o.gif

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I must withdraw my statement. There is a way if I accelerate smokes well, got long smoketrail with short fade time wink_o.gif

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But in this case enough to change "4-random 0.5" line to "2-random 0.5" biggrin_o.gif

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To be more specific, the problem isn't the length of the fading time either.

This is what I see:

1. The plume rises and reaches a maximum height.

2. Without any movement, the plume at max height remains on the screen for 3-4 seconds. No fading takes place. It's just static and frozen in place.

3. Then the plumes begin to fade until they're gone.

My whole problem is with stage 2. Nothing bothers me about 1 and 3.

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To be more specific, the problem isn't the length of the fading time either.

This is what I see:

1. The plume rises and reaches a maximum height.

2. Without any movement, the plume at max height remains on the screen for 3-4 seconds. No fading takes place. It's just static and frozen in place.

3. Then the plumes begin to fade until they're gone.

My whole problem is with stage 2. Nothing bothers me about 1 and 3.

Do you mean make some changes to the RandomDirectionPeriod and the RandomDirectionIntensity in the drop command?

RED

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Do you mean make some changes to the RandomDirectionPeriod and the RandomDirectionIntensity in the drop command?

If that's what I mean then I don't know what I mean. crazy_o.gifbiggrin_o.gif

Read my lips! lip2.gif

There's a stage where no animation or movement or change takes place. That looks totally unnatural.

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I found a bug in 1.48. GMR prefix has dropped in two script files, therefore vehicle explosion with fire effect has no fire at all. I upload a small patch (GMR_patch_to_v.148.zip) .And this zip also contains remedy to avonlady's smoke problem.

http://au.f2.pg.briefcase.yahoo.com/

ID: ftielemans

PW: dey8p7

GMR_mod folder

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Personally goldmember i really enjoyed your original smoke flying displays i think that if you were to take your original one and start the tentacle effect a little lower (so that it's origin is covered by the initial explosion) it would give off a realistic look of effect. also is there a way to slow the smoke fading away after the explosion down a little it disappears to fast biggrin_o.gif

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and to remind everyone im still running ECP, and GMR together

I got it to work too, thanks to your detailed instructions. I just followed them and now I have both running. There are some things not working like smoke/flame from damaged (not destroyed) choppers, etc.. but I know for sure that there are elemnts from both mods working smile_o.gif

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I found a bug in 1.48. GMR prefix has dropped in two script files, therefore vehicle explosion with fire effect has no fire at all. I upload a small patch (GMR_patch_to_v.148.zip) .And this zip also contains remedy to avonlady's  smoke problem.

http://au.f2.pg.briefcase.yahoo.com/

ID: ftielemans

PW: dey8p7

GMR_mod folder

Ah! Better! Both problems resolved. I was wondering where all the fire had gone to. smile_o.gif

Here's a GMR Mod V1.48 patch download mirror for your excellent efforts! wink_o.gif

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thx for the update smile_o.gif

and oooh yes...i´ve finally been able to dl my beloved gmr_inq_blood_ecp_dr.bin biggrin_o.gif

Now mirrored @blackdog~´s

Download

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hey goldmember have i got a challenge for you! i was playing a round with the explosions and just for kicks i put the bas mist i found under the gamelogic object in my directory under the exploding tanks and wow it actually looked like the gound was being scorch by the infurnal i forgot that this effect autally exist it is whats missing from the effects i cant get over the look of it it looks like something has really exploded can you implament this you are going to love it!! biggrin_o.gif

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hey goldmember have i got a challenge for you! i was playing a round with the explosions and just for kicks i put the bas mist i found under the gamelogic object in my directory under the exploding tanks and wow it actually looked like the gound was being scorch by the infurnal i forgot that this effect autally exist it is whats missing from the effects i cant get over the look of it it looks like something has really exploded can you implament this you are going to love it!! biggrin_o.gif

Sounds interesting. What's the odds on GM implementing it within a day or two? biggrin_o.gif

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ive learned not put anything pass goldmember smile_o.gif or limit his ability and im not kissing his ass im just telling the truth biggrin_o.gif

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Has anyone got a mirror for the actual GMR PBO, as opposed to the various config files?

One question for you GM: have you considered adding your mod to the ECP yourself using their open source files? It's just that you work so fast that having to wait for new ECP releases that include the latest version of your mod almost seems like the wrong way around - wouldn't it be better for you to add your own effects to the ECP and then release the new versions whenever they are done (if you see what I mean)? No offense to the ECP team intended. They released a new version of their mod very quickly after v1.0, but lets be honest - noone can compete with you when it comes to updates. biggrin_o.gif

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Hey goldmember, it's been a while since I last used the explosion mod, but why are the law physics changed from the original OFP physics? rock.gif

They almost fly the same as they did in OFP v1.00 (almost straight line trajectory because of longer burning rocket engine) and they dont drop as much as they do in 'normal' OFP:R rock.gif

nice work otherwise, just this thingy that bugs me sad_o.gif

Confirmed. The rockets do indeed travel completely straight without any drop. Can you check this GM?

Also, I just tried 1.48 DR+blood and there appear to be various sounds missing. Grenade and TOW missile explosions, as well as some (but not others bizarrely rock.gif) bullet hitting ground effects were all silent. Can anyone verify this for me?

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I am not getting any grenade explosion sounds with the DR-INQ-Blood config. I think I am one of the few people who actually use grenades in OFP so this may have gone undetected so far, although it may be unique to my setup.

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