dmarkwick 261 Posted July 2, 2007 Another of some of the smoke settings. Not so much of the new animations, just an idea of what the environment looks like with tall smoke around.Also shows off SNKMAN's blood effects, which are pretty cool. Share this post Link to post Share on other sites
Psychonaut 0 Posted July 6, 2007 Maybe i´m the only one interested in this great addon but are there any news or at least somt tipps how to get this to run in the SP campaign? Share this post Link to post Share on other sites
dmarkwick 261 Posted July 6, 2007 Maybe i´m the only one interested in this great addon but are there any news or at least somt tipps how to get this to run in the SP campaign? LOL, just for you Psychonaut here's an updated version: SmokeEffectsBeta2.rar Smoke now has a *slightly* different look for different windspeeds (not quite perfect but it's all WIP) and the animated smoke has a slightly different look. Right now (until Sickboy gets hold of it ) you need to add a trigger in the mission. One huge trigger that covers the whole island, set for Anybody, present, once, and with this line in the On Activation field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x addEventHandler ["killed", {[_this select 0, _this select 1] execVM "DMSmokeEffects.sqf"}]} foreach thislist; and you'll need the DMSmokeEffects.sqf file from the mission PBO, place it in your mission folder. Share this post Link to post Share on other sites
Psychonaut 0 Posted July 6, 2007 Hey nice. I will test it asap. And good news, that sickboy is working on it, too. You are turning Arma into a totally new looking game. Share this post Link to post Share on other sites
dmarkwick 261 Posted July 6, 2007 Hey nice. I will test it asap. And good news, that sickboy is working on it, too. You are turning Arma into a totally new looking game. That's the aim personally, better smoke and blood addons were my 2 must-haves. I couldn't do the blood, but I can do the smoke *edit* BTW, I think I didn't rename the mission in the new pack, I don't think there's too much difference but you'd better make sure you're using the new version Share this post Link to post Share on other sites
dmarkwick 261 Posted July 7, 2007 Hurrah! Just fixed the "blurry texture" problem with the custom animated smoke. Now it looks good all the time, no sudden blurryness, I will release a version 3 at some point. I have had it pointed out to me though that it doesn't look good in low texture settings. I tried it and indeed it looks poor, but not too bad. I will suggest a setting of Normal or higher. Share this post Link to post Share on other sites
kroky 1 Posted July 7, 2007 Just watched your last video and I must say you improved the smoke a lot. Hope to see your smoke as a mod (or a part of the @SIX pack) to replace the default smoke in ArmA! Share this post Link to post Share on other sites
Psychonaut 0 Posted July 7, 2007 And at last you are mentioned at armaholic.com. Seems, that you will become very popular in the community !!! And if you ask me, you deserve it! The new beta looks very nice. The blurry thing does not bother me very much, but it´s good to hear, that you fixed it. I´m using your addon with the newest version of XAM, ´cause they have some nice tank-explosion effect. I had to edit some eventhandlers to get it to work, but nothing too complicated. What can i say:it feels and looks like a totally new game. Of course it works only with the large world trigger but i´m sure sickboy will find a solution for it. I´ve tried it by myself, but i was not able of coding a working eventhandler an script. Sorry, i really would have liked to help you with it. I´m looking forward for the next version. Share this post Link to post Share on other sites
dmarkwick 261 Posted July 7, 2007 Thanks for the comments guys the plan is for it to become part of the SixthSense addon pack, so one day it will "just work" in any mission I had considered doing some explosion effects, but I think XAM do it pretty good already, I'll just concentrate on smoke for now, I'm currently looking at how to improve building collapses too. The beta 2 is also being hosted here too, I'll update the first post. BTW, although I'm trying to get the smoke to be weather-reactive, at the moment it only has a very rough alteration for wind. Let me know if you don't like the way it's set now. Eventually it will change particle rate & lifetime based on how fast it gets blown away. Share this post Link to post Share on other sites
TRACY 0 Posted July 8, 2007 i'm guessing this doesn't work for MP. i tryed to put it on a mission on play it but to it doesn't work. enything about that?? Share this post Link to post Share on other sites
dmarkwick 261 Posted July 8, 2007 i'm guessing this doesn't work for MP. i tryed to put it on a mission on play it but to it doesn't work. enything about that?? Yeah, apparently setParticleEtc doesn't work in MP, I'm having to rewrite it for MP use using Drop instead. Share this post Link to post Share on other sites
dmarkwick 261 Posted July 9, 2007 Rewriting the addon is taking ages, the setParticleParams command does NOT treat it's passed parameters the same way Drop does. So I have to do the "watch mission" thing for ever to recreate what I had:) The good news is that the new way I need to structure the code means I can put weather reaction in easier, even though the actual smoke look is harder. So now the smoke reacts to weather. So far the smoke adjusts it's lifetime and particle rate due to the wind (more wind = shorter lived smoke, but thicker as it's travelling faster. Effect is same amount of smoke.) and the smoldering aftersmoke effects reacts to rain. (Rain makes the smoke turn to steam (whiter and heavier) and also gradually reduces it's lifetime, so it extinguishes sooner. I'm sure the shorter lifetime effect is hardly noticeable, but it's there ) I surely do hope Drop is MP friendly Share this post Link to post Share on other sites
Richieb0y 0 Posted July 12, 2007 thx looking great but i placed it the mods folder and i get the same smoke as the stock one do i need to add a command or something Share this post Link to post Share on other sites
dmarkwick 261 Posted July 12, 2007 thx looking greatbut i placed it the mods folder and i get the same smoke as the stock one do i need to add a command or something Right now if you want to have the effects in your missions you need to extract the SQF file & place it in your mission folder, and create a trigger (the details of which can be read in the SQF file itself). Soon I will release a version that has 2 files that you simply copy across into your missions folder and that's it, and then after that the intention is to have a standalone addon that "just works" Other than that, run the included mission. Share this post Link to post Share on other sites
HGuderian 0 Posted July 12, 2007 Optimal, but I suggest that the smoke might be clearer when collapse a structure. Good work Share this post Link to post Share on other sites
LoFFeN 0 Posted July 12, 2007 Hmm.. So this smoke-addon it's just for MP, and not SP or the Editor? Share this post Link to post Share on other sites
TRACY 0 Posted July 12, 2007 Hmm.. So this smoke-addon it's just for MP, and not SP or the Editor? Sp Share this post Link to post Share on other sites
dmarkwick 261 Posted July 12, 2007 Hmm.. So this smoke-addon it's just for MP, and not SP or the Editor? It actually doesn't work for MP right now, it's JUST a SP enhancement right now. Share this post Link to post Share on other sites
LoFFeN 0 Posted July 13, 2007 Haha alrighty then. *I'm stupid lol * Anyway they look pretty nice. Beats the hell out of the default ArmA smoke. Share this post Link to post Share on other sites
dmarkwick 261 Posted July 15, 2007 New version (and thread) here: http://www.flashpoint1985.com/cgi-bin....1;top Share this post Link to post Share on other sites