NeMeSiS 11 Posted January 23, 2006 Huh, I only copied to Dta, Res/Dta and Res/HTWL/Dta. That's another 100mb saved. I had no problems installing, but aye, they do look a bit - flashy. Looks almost perfect with secAcctime 0.25, so maybe you could make it 4 times slower or something if it's possible? Well, i figured out that when i use drop-command-smoke with is set to move and fade slowly it lookds almost perfect, but i dont know how to change the default (grenade)explosions Well, you can add a killed-eventhandler in the config of the units, but i'm not sure if that removes the default BIS-effect wich is know kinda screwed Oh well, my own smoke effects look great now! Share this post Link to post Share on other sites
nubbin77 0 Posted January 23, 2006 I'm at work so I can't check this out, but.... I don't get it, he replaced a couple textures in the DTA files and smoke and fire look like this (with some issues of course). How the heck does the smoke get so big and chunky then. I would think that everything would be the same size with with different textures... Are their config changes too? Share this post Link to post Share on other sites
456820 0 Posted January 23, 2006 well ive got it to work but i dont really like it. Doesnt seem to impress me. Not trying to say your work is bad its very good just the actual thing doesnt seem to impress me as much as the pictures did. Maybe in a later version Good work though it does look good Share this post Link to post Share on other sites
Jackal326 1181 Posted January 23, 2006 Nice hi-res smoke and fire effects. Really add a lot to combat photography images and such, but due to the "blinking" effect with the texture transitions, they're not all that practical for "action sequences" (i.e. proper game-play/videos). Nice job. By the way, to fix the "blinking" all that is required is to start off with using just one texture, and modify it slightly (until you have 30 or so subtly different textures), and then try those. The transitions should be less noticable, and the whole thing should run a lot smoother with a lot less blinking (theoretically). Share this post Link to post Share on other sites
BlackScorpion 0 Posted January 23, 2006 I double that. Looks bloody good when in a single frame (=paused) image, but high-quality crap during normal playing. But, yet good job, just keep working on it. I don't mean to offend anyone, just giving constructive comments, that might be a tad harsh though. Share this post Link to post Share on other sites
Zorbtek 0 Posted January 23, 2006 Definately worth an addon for the combat photography thread. Hopefully it will make its way soon towards a better version which I'm sure will happen eventually. I'll post some more screenshots for everybody with this addon too. Share this post Link to post Share on other sites
NeMeSiS 11 Posted January 23, 2006 As you can read here you can see that we forced him to mess around with the config.cpp so the transitions should be less noticeable... Â Which is more or less possible, after a few minutes of changing values i got it a bit better, far from perfect though.... Share this post Link to post Share on other sites
belgerot 33 Posted January 24, 2006 Glad to see John is paying attention to this and working to make it better, with time I am sure these effects will look flawless Share this post Link to post Share on other sites
profe 0 Posted January 24, 2006 hmm, I'm afraid slowing it down won't really fix the problem. It seems to me the sprites are just too different, so you'd still see the transition, just slower. Anyways, I don't really know what I'm talking about, and I hope I'm wrong, because if the transitions are fixed this will be the best graphical update since dxdll. Share this post Link to post Share on other sites
Sepe 1 Posted January 24, 2006 Slowing down does not make it perfect, true, but a whole lot better. Of course, as Jackal suggested, a crapload of textures between the transitions would make it damn nice I thinks. 'Ere's a pic of the smokes though, and I think dark thick smoke like that in the picture look quite nice in-game too, not nearly as blinking as the fires. Large (1024x768) The picture itself is totally unedited as it's supposed to show the nice effects in game, not the nice effects I can add with Photoshop Share this post Link to post Share on other sites
Dynamax 0 Posted January 24, 2006 i cant find any place to d/l this addon from.. the posted link(s) have corrupted files.. i would really like to see this new addon. Share this post Link to post Share on other sites
Placebo 29 Posted January 24, 2006 i cant find any place to d/l this addon from.. the posted link(s) have corrupted files.. i would really like to see this new addon. Ofp.info link works fine (if not maybe you need to update your winrar?) Anyways as this is released it needs moving to A&M:C Share this post Link to post Share on other sites
shockhorror 0 Posted January 24, 2006 you could try merging one image to the next to reduce blinking eg. 1 1/2 2 2/3 3 would increase frames cracking work but the ecp effects don't work as well, some of them look fantastic but the fire effects dont work? Share this post Link to post Share on other sites
Pappy Boyington 0 Posted January 24, 2006 by the way for those of you that missed the Y2K3 post.. the fire effects, when installed properly, work as intended with Y2K3 with no further user modification. in otherwords dispite his readme saying it doesnt work with mods, i tested with Y2K3 and it works fine. im actualy quite pleased with it. the "flickering" doesnt bother me at all since after playing Americas Army, Ghost Recon, and several other FPS games i noticed thats exactly what thier realistic fires look like too. the flickering effect. so it looks perfect to me. but thats just my opinion. anyway yea if you are a Y2K3 user it works fine if you install it properly (see Y2K3 thread on how to install if your using the Y2K3 skypack) Share this post Link to post Share on other sites
profe 0 Posted January 24, 2006 the problem is not the fire but the actual smoke itself goes through the transitions too fast also, also happens with the dust from vehicles as they drive. Share this post Link to post Share on other sites
colligpip 0 Posted January 24, 2006 works with ffur as well Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted January 24, 2006 he nice idea :-) hmm for me it seems like that just the Smoke textures are updated to johns, not the fire textures. I use a mod folder for it, copied the data.pbo from res\dta and the data.pbo from res\dta\hwtl and patches both files. but only smoke works for me Share this post Link to post Share on other sites
Zendjir 0 Posted January 24, 2006 I have watched the transitions with gamespeed 0.02 and it seems to me that the problem is that a smoke (or fire) texture is followed up by a texture that significantly differs from the previous one. There is no logical order in the textures. Share this post Link to post Share on other sites
profe 0 Posted January 24, 2006 I have watched the transitions with gamespeed 0.02 and it seems to me that the problem is that a smoke (or fire) texture is followed up by a texture that significantly differs from the previous one. There is no logical order in the textures. that's exactly what I mean. Share this post Link to post Share on other sites
Jackal326 1181 Posted January 24, 2006 And its exactly what I said in my post earlier, but that was clearly ignored *sigh* Share this post Link to post Share on other sites
Sgt_Eversmann 1 Posted January 25, 2006 so we just have to put the textures in a right order? Share this post Link to post Share on other sites
Sepe 1 Posted January 25, 2006 Actually, there must be made transition textures between the current ones. But personally I'd be quite satisfied if it just would be slower, like when you setAcctime 0.25. Share this post Link to post Share on other sites
BlackScorpion 0 Posted January 25, 2006 About the non-combatability issue, I just patched the llauma/dta/hwtl/data.pbo (I use Llauma sky, just replaced some of the sky textures with the ones that came with Modul sky pack...) and it works fine for me. Oh, well, as it should. Share this post Link to post Share on other sites
shockhorror 0 Posted January 25, 2006 I was playing BF2 and the smoke effects from static objects such as chimneys display the same flickering but slower mabye this would make it look as its supposed to? Share this post Link to post Share on other sites
456820 0 Posted January 25, 2006 ive just relised i aint getting no fire effects i put the two addons in my addons folder but still nothing when i blow a tank up it just smokes looks goog though but no fire. The demo mission works. Any rasons for this ? Share this post Link to post Share on other sites