Jump to content
Sign in to follow this  
Maddmatt

ArmA Effects

Recommended Posts

...

Hey fromz. I have no proper internet access until Saturday. I'll have a look at your work then. Maybe we can work something out smile_o.gif

OK, It's Great! Thank you very much to pay close attention to my revise, and I will have the honor of work something out with you smile_o.gif

BTW, I am a professional 3D artist work for architecture, park, and 3d animations, If you have something i can do, Tell me to smile_o.gif

Share this post


Link to post
Share on other sites
OK, It's Great! Thank you very much to pay close attention to my revise, and I will have the honor of work something out with you smile_o.gif

BTW, I am a professional 3D artist work for architecture, park, and 3d animations, If you have something i can do, Tell me to smile_o.gif

Heya Fromz,

Are those my Tracers?

If they are, you did a nice job perfecting them! I would not mind getting my hands on them and so improving the tracer package aswell as giving you permission to use+release them under license, with crediting and original readme inclusion etc smile_o.gif

Share this post


Link to post
Share on other sites

Hey excellent mod I love all the effects you've added.

I'm having one small problem with it though. Whenever I make a quick mission with a group of soldiers when I preview it and play it I get this spam of blue text that looks like errors for a good 15 seconds then it goes away.

Do you have any idea what could be causing this?

The mods I have installed at the moment are the FDF sound mod, DM smoke effects and Yomies mod.

Share this post


Link to post
Share on other sites
OK, It's Great! Thank you very much to pay close attention to my revise, and I will have the honor of work something out with you smile_o.gif

BTW, I am a professional 3D artist work for architecture, park, and 3d animations, If you have something i can do, Tell me to smile_o.gif

Heya Fromz,

Are those my Tracers?

If they are, you did a nice job perfecting them! I would not mind getting my hands on them and so improving the tracer package aswell as giving you permission to use+release them under license, with crediting and original readme inclusion etc smile_o.gif

Oh, I am so sorry to forget the tracers, Yes! I use “SIX_Tracersâ€'s scrips from the great 6thSense MOD,

Thx you Suggested that, My English is not very good, so I must read your "readme" files carefully once more.Sorry for haven't Inform you and other authors.

I just have the third-rate script skill,SO, haha, Just revise them. tounge2.gif

Share this post


Link to post
Share on other sites

So do you have any updates for us, Matt? tounge2.gifbiggrin_o.gif

Anyway what I really wanna see in a later version are new explosions "detonations when rocket explodes" for the AT-4/RPG-7. wink_o.gif

Share this post


Link to post
Share on other sites
So do you have any updates for us, Matt? tounge2.gifbiggrin_o.gif

Anyway what I really wanna see in a later version are new explosions "detonations when rocket explodes" for the AT-4/RPG-7. wink_o.gif

Not yet. I've been very busy lately with other stuff. I'll be working on the mod again soon.

Share this post


Link to post
Share on other sites

now those tracers are the shitt, I would be very happy seeing those in arma effects.

BTW nice job maddmatt, this is my favorite addon along with the CSM mod yay.gifyay.gifyay.gif

Share this post


Link to post
Share on other sites
Holy crap O.o the sound from that second video is like, exactly the sound the M136 does in game. At least in the latest FDF soundmod.

Sweet. tounge2.gif (also, your effects mod is excellent, I use it all the time)

Regards,

Wolfrug

Actually the wrong sound for the M136, its more the Javelin. They might have it switched accidently

Share this post


Link to post
Share on other sites
I have according to the configs and revised the textures of this MOD, I also add the revised Bullets Tracers and Improved Sound Effect, look at this:

tounge2.gif

New explosion Effects

New hand grenade Effects

New Bullets Tracers

New Effects etc

I think my revise, Use 2048x2048pix paa images, and the Sound Effects, called FFAMM, it's batter

The grenade effects in those pics seem too big.

And the explosions effects, if they go up much quicker than the games stock explosions then it would be one hell of a plus, BUT, on the other hand if they still go up like water fountains speed then , you might want to adjust that.

Share this post


Link to post
Share on other sites

Anyone know how to get the FDF sound mod to work with it that mod has it's own shortcut to work too.

It's Ok got it working with FDF sound mod. Just put the effects file in the FDF Sound addon mod folder and use the FDF sound mod shortcut as usual.

ArmA looks a dangerous place now cheers!!!

Share this post


Link to post
Share on other sites
Anyone know how to get the FDF sound mod to work with it that mod has it's own shortcut to work too.

It's Ok got it working with FDF sound mod. Just put the effects file in the FDF Sound addon mod folder and use the FDF sound mod shortcut as usual.

ArmA looks a dangerous place now cheers!!!

You could have added the two mods together via the shortcut, like this:

-mod=@MaddmattEffects;@FDF

Share this post


Link to post
Share on other sites

Hey Maddmatt, I tried getting into effect editing for Arma but my other mod and culinary school ate up my time icon_rolleyes.gif but anyways, I was able to tinker around with one of my pet peves, the dreded vanilla arma fire rofl.gif .  This is what I had when I stopped, and I'd like to see it in use if you'd like to check it out.

It's definately an improvement over Arma's fire, I've studied fire before and it behaves more like fire would.  The only thing is that you may have to modify it or the smoke and the time to live on it was increased more than the smoke so I could see how it looked better(w/out smoke in way).

jasons_fire.jpg

jasons_fire2.jpg

jasons_fire3.jpg

OLD - left NEW - right

untitled.jpg

Quote[/b] ]class ObjectDestructionFire: Default

{

 interval[] = {"fireInterval",0.02,0.02};

 circleRadius = 0;

 circleVelocity[] = {0,0,0};

 particleFSNtieth = 8;

 particleFSIndex = 2;

 particleFSFrameCount = 6;

 particleFSLoop = 0;

 angleVar = 60;

 particleShape = "\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d";

 animationName = "";

 particleType = "Billboard";

 timerPeriod = 2;

 lifeTime[] = {0,0.7};

 moveVelocity[] = {0,6,0};

 rotationVelocity = 1;

 weight = 0.05;

 volume = 0.04;

 rubbing = 0.05;

 size[] = {

  { "intensity",0.5,1.5 }};

 color[] = {

  { 1,1,1,0 },

  { 1,1,1,1 },

  { 1,1,1,1 },

  { 1,1,1,1 },

  { 1,1,1,1 },

  { 1,1,1,0 }};

 animationSpeed[] = {0.9};

 randomDirectionPeriod = 0;

 randomDirectionIntensity = 0;

 onTimerScript = "";

 beforeDestroyScript = "";

 lifeTimeVar = 1;

 positionVar[] = {"0.2 + 0.4 * intensity",0.3,"0.2 + 0.4 * intensity"};

 moveVelocityVar[] = {0.1,1.2,0.1};

 rotationVelocityVar = 2;

 sizeVar = 0.5;

 colorVar[] = {0.1,0.1,0.1,0};

 randomDirectionPeriodVar = 0;

 randomDirectionIntensityVar = 0;

};

class ObjectDestructionFire2: Default

{

 interval[] = {"fireInterval",0.02,0.02};

 circleRadius = 0;

 circleVelocity[] = {0,0,0};

 particleFSNtieth = 8;

 particleFSIndex = 6;

 particleFSFrameCount = 8;

 particleFSLoop = 0;

 angleVar = 60;

 particleShape = "\Ca\Data\ParticleEffects\FireAndSmokeAnim\SmokeAnim.p3d";

 animationName = "";

 particleType = "Billboard";

 timerPeriod = 3;

 lifeTime[] = {0,0.7};

 moveVelocity[] = {0,4,0};

 rotationVelocity = 1;

 weight = 0.05;

 volume = 0.04;

 rubbing = 0.05;

 size[] = {

  { "intensity",1,1.25 }};

 color[] = {

  { 1,1,1,0 },

  { 1,1,1,1 },

  { 1,1,1,1 },

  { 1,1,1,1 },

  { 1,1,1,1 },

  { 1,1,1,0 }};

 animationSpeed[] = {1};

 randomDirectionPeriod = 0;

 randomDirectionIntensity = 0;

 onTimerScript = "";

 beforeDestroyScript = "";

 lifeTimeVar = 1;

 positionVar[] = {"0.8 + 1.25 * intensity",0.3,"0.8 + 1.25 * intensity"};

 moveVelocityVar[] = {0.1,1.2,0.1};

 rotationVelocityVar = 0;

 sizeVar = 0.5;

 colorVar[] = {0.1,0.1,0.1,0};

 randomDirectionPeriodVar = 0;

 randomDirectionIntensityVar = 0;

};

I also modified the firesmoke_ca.paa kinda cheaply to try to get the fire more yellow.

Feel free to check it out, make revisions.  I know you started doing seperate files for effects right?  I think that was you, if it is true then the fire changes won't affect other effects using those 2 fire effects.

Share this post


Link to post
Share on other sites
In your videos, what sound mod do you use?

I didn't make the videos myself. I think Chammy's sound mod is used in the videos made by ArmaVids. The others might use the FDF sound mod.

@Fromz: You still around? I haven't had a chance to try the particles you made.

Share this post


Link to post
Share on other sites

Jarvis, this fire effect looks nice. A video would do it justice, in my opinion wink_o.gif

This game is getting better each day biggrin_o.gif

Malick

Share this post


Link to post
Share on other sites
Jarvis, this fire effect looks nice. A video would do it justice, in my opinion wink_o.gif

This game is getting better each day biggrin_o.gif

Malick

I fully agree.

I just hope BIS is keeping a close eye on the community and taking notes on what they should try to incorporate into ArmAII.

Share this post


Link to post
Share on other sites

I considered long & hard on the ethics of posting my video in MaddMatt's thread, but seeing as people want to see the fire, here it is.

Note that I use my addon to show this, albeit with MaddMatt's fuel fire explosion effect smile_o.gif

I tried to get a close, medium and distant shot in.

Share this post


Link to post
Share on other sites

As much as I like the new fire effect, it looks odd to me with large plumes of smoke. Smoke is more prominent when flames die down so a blazing inferno should have less smoke than just a few smouldering flames.

I think it would be cool if the smoke was much lighter and far less dense while the flames are high. Once the flames start to die down a bit, the smoke should gradually increase until it's the huge, thick, clouds you see in your sample video.

Of course I'm basing this off campfires as I've never seen a tank burn IRL.

Share this post


Link to post
Share on other sites

I think the wind on the map should be increased. Maybe the smoke should spawn above the fire a little too, but I enjoy the effects made by the both of you, they bring new light to Arma notworthy.gif .

Speaking of wind, BF2 doesn't have wind, but I'm currently looking into making a wind generator as there is a material that affects particle sprites and grass and shit like when you're in a chopper - anyways kinda off topic but I also plan to do a water splash effect or two if time permits, still finishing my NebelKerze-39 smoke grenade and effect for early war Tigers nener.gif , hopefully smoke will all blow in the same direction soon.

Share this post


Link to post
Share on other sites

I'm thinking of signing this mod, now that DSUtils is out. Any comments? Will any server owners allow my signature?

Anyone see anything that could be used as a cheat?

Share this post


Link to post
Share on other sites
Quote[/b] ]Anyone see anything that could be used as a cheat?

Would more likely say the oposite. I mean, atm when i use this in MP, when a tank explodes i need to wait engaging the close perimitor of the tank as the smoke blocks my view. Some when buildings are beeing destroyed. But you don't hear me complain, realisme for the win.

The only 'cheat' in effects might be the fact the smoke plumes can be seen from a huge distance (higher then the stock smoke plumes afaik)...but that isn't a direct cheat imho.

->You get my vote.

Share this post


Link to post
Share on other sites

As Server Admins must pick the keys they want to allow on their servers anyway... I think they also can create a requireAddons section that actually requires the ArmAEffects for everyone on the server etc?

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×