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    Effects. New textures. Experiments.

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    Leo K

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    Effects. New textures. Experiments.

    Post by Leo K on Fri Mar 10, 2017 2:36 pm

    Hi people

    I'm Leo. Newbie here. I've been playing Steel fury since the demo came out and I still like it.
    First of all: Thanks to the STA team for the HUGE work. This really is the best ww2 tank simulator I know.

    So: to the point. In the last days I tried the japan community mod and specially, the Another_effects_mod. It's really good!! it definitely adds more realism to the effects in game. I can only recommend it.

    BUT, I was still unhappy with the burning tank effect...so I started playing around with the "common_res" document and, after like....200 times (no joke) of trial/error, here ist what I found and what I made

    1.- the idea of how I wanted the tanks to burn

    2.- The information of what I've discovered through trial & error about how effects work

    3.- Some examples of what happen when you change the values, since it's VERY COMPLEX



    I also discovered, that we still use the original textures for effects, so I decided to improve them.
    New smoke texture

    New fire texture

    New explosion texture


    BONUS: I also changed the shell hit marks to make them look more realistic



    but there is one major problems:
    1.- the marks appear in game with a very high contrast, so light-grey becomes white and dark-grey, black...ir ruins the texture I made, so maybe you guys can help me here


    And now the results of my experiments with effects & textures
    Engine fire-only smoke effect

    ammo+engine burning




    HE hit detonation



    Also, as I started to understand how effects work, I decided to change the fire effect since it's, honestly, really bad in the original game : D you cannot see it in the images but now it behaves much more naturally, with much more speed. I also made fire bigger, because burning like 100 liters of gasoline and maybe 200kg of ammo powder makes a big ass fire in my book.

    Here's how it looks in common_res now

    //adgusted speed by wind
    fire,     2,0.9, 0.4,1.3,1,0.5,0,3,0.1,2,0,fire_sphere0,0x00000004,sh_add,0xffFFE081,0x00FFE081,1,15;
    //orig fire
    //fire,   2,2, 0.4,1.2,1,0.5,0,2,0.3,1,0,fire_sphere0,0x00000004,sh_add,0xffFFE081,0x00FFE081,1,15;
    //orig smoke_fl=smoke fire N1
    //smoke_fl,1,8,1,2.5,1,1,0.03,0.7,0.2,0.3,0,smk_sphere0,0x00000002,sh_ablendd,0xff4D4D45,0x004D4D45,1,5;
    //frinik adj smoke_fl
    //smoke_fl, 1,25,1.2,20,
    1,2,0,-3,0.4,1.1,0,smk_sphere0,0x00000002,sh_ablendd,0xff4D4D45,0x004D4D45,1,5;
    smoke_fl,1,7,1,7,
    1.5,1,0.06,6,0.4,0.3,0,smk_sphere0,0x00000002,sh_ablendd,0xff4D4D45,0x004D4D45,1,5;



    I still want to experiment more with the smoke, it would me nice to have a longer smoke, that is very dark at first but 2/3 of it should be very clear, very big smoke. In game there are two kinds of smoke that work together( i think), im having problems to add a another one. Any help?

    Regards

    Leo

    pgargon

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    Re: Effects. New textures. Experiments.

    Post by pgargon on Fri Mar 10, 2017 3:07 pm

    Wow i like it... Twisted Evil
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    geoweb35
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    Re: Effects. New textures. Experiments.

    Post by geoweb35 on Fri Mar 10, 2017 3:41 pm

    nice,i like to see a improvement for this mod
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    lockie
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    Re: Effects. New textures. Experiments.

    Post by lockie on Fri Mar 10, 2017 8:54 pm

    Hi, Leo K
    Welcome to the armor board! happy
    This is great investigation! Do u've already prepared mod to test it out?
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    Kibihiyo
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    Re: Effects. New textures. Experiments.

    Post by Kibihiyo on Sat Mar 11, 2017 8:48 am

    Hello, Leo K

    It is amazing to have made a new texture and adjusted parameter! Also, adjustment and explanation of parameters are  easy to understand. Smile

    Another battle effect mod's smoke is stuffing the interval so as not to be interrupted.

    Parameter of effect  helpful here is there(but, there is a place I am misunderstanding. I will rewrite it more clearly)
    http://stasf2008.ephpbb.com/t802-jcgm-japan-community-game-pack

    Disappering speed mayby is not able to control. but, It may be possible to adjust by mixing the two smoke effects with different times of disappearance.
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    frinik
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    Re: Effects. New textures. Experiments.

    Post by frinik on Sun Mar 12, 2017 4:10 pm

    Hello Leo K,

    Great work! Keep it up! I can frelate to what you have done. I spent over 11 months in 2010-2011 tweaking Steel Fury"s paltry original smoke and explosion effects. What you currently have in the common res called " //frinik adj smoke_fl " is in fact very ancient and I have tweaked the effects much more since but failed to convince Lockie to adopt them for STA 1.0 and 2.0.

    If you are interested I'll send you my latest tweaks for explosions and smoke and congrats to the Japanese community for the impressive immersion mods made which I have adopted and modified with many new sounds which I am happy to share with the entire community.

    Cheers!
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    Re: Effects. New textures. Experiments.

    Post by lockie on Mon Mar 13, 2017 10:55 am

    frinik wrote: I have tweaked the effects much more since but failed to convince Lockie to adopt them for STA 1.0 and 2.0.
    I'm a convinced authoritarian. I share none of those effect fancies Smile bounce  Cool
    But I've already implemented the new effects by Leo K in the MarchUpd_2017 present  friends  happy
    U may check it out in the topic TSF members. Let's see how it does!

    Unfortunately, I can't apply the new textures because all of them made in a highly compressed format jpeg. It should have been made in tga or dds format with an alpha-channel available. Like this
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    Re: Effects. New textures. Experiments.

    Post by frinik on Mon Mar 13, 2017 2:29 pm

    Damned! Comrade Lockie intercepted my post..... Embarassed

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    Re: Effects. New textures. Experiments.

    Post by pgargon on Tue Mar 14, 2017 2:05 am

    The new smoke and fire effects are very nice. This effects and the mod deform turret are included in update march 2017.
    Here are any pictures



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    Re: Effects. New textures. Experiments.

    Post by lockie on Tue Mar 14, 2017 6:59 pm

    Finally, I've put my hands on the new smoke effects by Leo K during the new mission adjusting (Ponyri, 1943).
    I've to say that the new effects are AMAZING! music The main feature is - all of them are different!
    That's incredible work! I think Leo K deserved the rank "Best modmaker" for his great work and tutorial explanations! The new effects will be included into STA2.3 in the next update.
    Here we're with some screens:


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    Leo K

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    Re: Effects. New textures. Experiments.

    Post by Leo K on Tue Mar 14, 2017 7:53 pm

    hey guys

    Sorry I didnt write before. I had to work a lot and do some more stuff, and when I had free time, I spent it doing more researching hahaha

    good news: I "discovered" thanks to Kibihiyo's work how to implement a second smoke effect...and even a third. So NOW we got 2 different smoke effects working together
    1.- very dense, very short smoke
    2.- very light, very long smoke
    3.- long smoke, light ( for the "smoke_only" effect group, but I still have to improve it, its difficult to test since it's strange that a tank "smokes only" when hit.

    I also re-touched the fire, now is not that big

    Anyway, it looks more realistic now I think (researching still underway)
    Engine fire only effect



    turret+engine smoke effect




    And now some other photos



    Tomorrow I will try to send the original .dds textures I modified. (i'm impressed you managed to put them in game as I posted them in bad quality .jpgs)

    //adgusted speed by wind
    fire, 2,0.8, 0.3,1,1,0.4,0,1.9,0.1,2,0,fire_sphere0,0x00000004,sh_add,0xffFFE081,0x00FFE081,1,15;
    //orig smoke_fl=smoke fire N1
    smoke_fl,1,4.5,1.2,3.9,1,0.7,0.036,4.4,0.2,0.1,0,smk_sphere0,0x00000002,sh_ablendd,0xff4D4D45,0x004D4D45,1,5;
    //leo K adj smoke_fl2
    smoke_fl2,1,16,0.8,14,1.2,1,0.04,4,0.3,0.3,0,smk_sphere0,0x00000002,sh_ablendd,0x264D4D45,0x004D4D45,1,5;
    //leo K adj smoke_fl3
    smoke_fl3,1,10,0.7,10,1.2,0.9,0.04,6.2,0.4,0.4,0,smk_sphere0,0x00000002,sh_ablendd,0x264D4D45,0x004D4D45,1,5;

    parts_groups_desc()
    flame,fire,smoke_fl,smoke_fl2,,,;
    smoke_only,smoke_fl,smoke_fl3,,,,;


    cheers
    Leo K
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    lockie
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    Re: Effects. New textures. Experiments.

    Post by lockie on Thu Mar 16, 2017 2:00 pm

    If someone has a skill of programming, there is ability to change the micro-code - shaders.
    Personally, I'm interested to see shader for the "firing man" (firethrower) and "glass effect" for the glass in trucks/tanks.
    Download

    Here's example of the trace effect.
    tracereff.fx:

    #include "..\common\advanced.fh"

    struct s_vso_tracereff
    {
    float4 pos : POSITION;
    float4 dif : COLOR0;
    float fog : FOG;


    };

    //operate vertices
    s_vso_tracereff vs_simple( s_vsi_posdif i )
    {
    s_vso_tracereff o;

    //write position
    float4 pos = mul( i.pos, m_world );
    pos = mul( pos, m_view );

    o.pos = mul( pos, m_proj );
    o.dif = i.dif;

    half fog = get_fog_viewp( pos, v_fog.x, v_fog.y );
    o.fog = 1.0 - fog * fog;
    o.dif.a *= o.fog;

       
    return o;    
    }

    technique forward
    {
       pass P0
       {  
        FogEnable = true;

    AlphaTestEnable = false;
           AlphaBlendEnable = true;
    BlendOp = add;
    SrcBlend = srcalpha;
    DestBlend = one;
    ZWriteEnable = false;
    ZEnable = true;


    VertexShader = compile vs_1_1 vs_simple();
           

           ColorOp[0]   = SelectArg1;
           ColorArg1[0] = Diffuse;
           AlphaOp[0]   = SelectArg1;
           AlphaArg1[0] = Diffuse;

           ColorOp[1]   = Disable;
           AlphaOp[1]   = Disable;

      }

    }

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    Leo K

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    Re: Effects. New textures. Experiments.

    Post by Leo K on Thu Mar 16, 2017 4:35 pm

    Sooo I changed again the effect. I think its the definitive. Works moreorless nice in diverse wind conditions in the different missions (except the ones with 0 wind -__-)

    some photos of how it finally looks like









    this is how the code looks now in common_res
    Code:

    fire,    2,0.8, 0.3,1,1,0.4,0,1.9,0.1,2,0,fire_sphere0,0x00000004,sh_add,0xffFFE081,0x00FFE081,1,15;
    //orig smoke_fl=smoke fire N1
    smoke_fl,1,4.5,1.1,3.9,1,0.7,0.036,4.4,0.2,0.1,0,smk_sphere0,0x00000002,sh_ablendd,0xff4D4D45,0x004D4D45,1,5;
    //leo K adj smoke_fl2
    smoke_fl2,1,14,0.7,14,1.2,1,0.04,5,0.3,0.3,0,smk_sphere0,0x00000002,sh_ablendd,0x264D4D45,0x004D4D45,1,5;
    //leo K adj smoke_fl3
    smoke_fl3,1,16,0.8,14,1.2,1,0.04,4,0.3,0.3,0,smk_sphere0,0x00000002,sh_ablendd,0x264D4D45,0x004D4D45,1,5;

    parts_groups_desc()
    flame,fire,smoke_fl,smoke_fl2,,,;
    smoke_only,smoke_fl,smoke_fl3,,,,;

    next step:
    -HE ground explosion
    -AP / HE tank hit
    -Tank blown-up
    -Tank/cannon shoot

    Do you guys know which are the names of this effects in common_res? that would be an awesome help!

    Also: do you know how to change the contrast value of the shell hit marks on tanks?

    I cannot post .dds images here. Maybe I should make myself a dropbox account again...I will rework the ground explosion. I think it could look even better with some changes.

    cheers
    Leo




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    Leo K

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    Re: Effects. New textures. Experiments.

    Post by Leo K on Tue Mar 21, 2017 1:58 am

    MORE

    Ive spent the day mostly re-working the shell hit marks. I discovered the high contrast thing was caused by the bump map of the texture that was compressed, so I umpacked it and adapted it to the new textures...I also re-worked my own texture and used real shell hits using archive photographs










    Still I need to work more on the penetration hit marks since they still dont look properly. But the ricochet/failed penetration ones I think they look just fine, at least are much more realistic than the marks from the original game.

    More stuff to come
    Cheers
    Leo
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    Re: Effects. New textures. Experiments.

    Post by geoweb35 on Tue Mar 21, 2017 10:09 am

    good job
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    Kibihiyo
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    Re: Effects. New textures. Experiments.

    Post by Kibihiyo on Tue Mar 21, 2017 11:53 am

    Hello.
    I will explain the effect system found in the process of making mymod.

    Effect system about "hit effect"(AP, HE, HEAT, APSC...etc)
    Effects related to shells involve physical judgment. also, You can change the effect according to the material shells hit.

    1.Specify the effect
    OF350,0x01,%SHELL_HE%,F34,680,42,0.18,0.1,0,1,1,0,6.2,0.71,0.12,6,1.2,1.2,0.1,0,1,1,1,expl_gndm*,expl_techm*,expl_buildm*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_of350,he_expl_pat,rico_pat,piece_pat,0x3,1,2,100,3,0xff40a807,3,1,1,SHELL_OF350,SHELLC_T34;

    Name of the effect is specified from "vis_expl_pat"
    "ap_expl_pat" is explosion effect, when shells hit.(in this case HE is specified ).
    "rico_pat" is ricochet effect, when shells hit.
    "piece_pat" is fragment effect, when shells exploded.(inclued exploded inside and outside vehicle.)

    Red name effects need to link physical script part. (I will explain the link later.)
    Blue name effects don't need to link physical script part.

    2.Create an effect
    Create at "parts_desc()"
    This is explained by Leo K

    3.Mixing effects
    Create at "parts_groups_desc()"
    This is explained by Leo K

    4.Distribution of effects
    Set with "generators_desc()"

    he_expl,%GEN_CNOVEL%,0,true,0.5,1,he_expl;

    "he_expl"              : effectname
    "%GEN_CNOVEL%" : Switching inertial effects. The explanation is written in ”common_defs.engcfg”(GEN_CONST/GEN_DIR /GEN_CNOVEL)
    "0"                       : How many seconds will the effect be generated.(when next parmameter is "true") .Only special parameters "false".
    "true"                   : Whether to repeat the effect.(true/false)
    "0.5"                    : maybe unit's shapes.
    "1"                       : Effect generation interval. It becomes shorter as it becomes big.
    "he_expl"              : Choose an effect from "parts_groups_desc()".

    5.Effect transformation and addition
    Set with  "vis_expl_mats()".
    There are three effects on HE in SteelFury. (a bit inside ground, air/vehicle/tree/object..., water). You can transform and add the effect according to the material shells hit.
    If you do not set anything, it will be all "a bit inside ground" 's effect. In cases other than "a bit inside ground", set here if you want to change the effect according to the material

    he_expl,he_expl_str,stone,concrete,asphalt,metal,wood,tree,dummy;
    he_expl,he_expl_wat,water,,,,,,;

    "he_expl"      : Choose an effect from "generators_desc()".
    "he_expl_str" : Choose the effect AFTER CONVERSION from "generators_desc()".
    "stone,concrete,asphalt,metal,wood,tree,dummy" : Choose materials.

    6. Appearance adjustment
    Set with  "vis_expl_pat()".
    It is available by describing the name written on most effects.

    he_expl_pat,75,he_expl,80,0.5;

    "he_expl_pat" : Set the name of the effect.
    "75"              : Caliber(maybe). The size of the effect changes according to the caliber. Set the standard(center?) caliber.
    "he_expl"       : Choose an effect from "vis_expl_mats()". Choose a name that is not translated.(In this case, choose "he_expl". Dont choose "he_expl_str" and "he_expl_wat".)
    "80"              : ?
    "0.5"             : ?

    7. Physical operation link
    Set with "phys_expl_pats()"
    Effects related to explosion must be linked with physical calculations.
    Basically these are adjusted by the amount of explosive charge of the shell. Here we set the basic value.

    he_expl_pat,75,4.5,1.5,7,4,0.7,12000;

    he_expl_pat : It must be the same name as "vis_expl_pat()"
    "75"      : Caliber(?)
    "4.5"     :  horizontal physic effect
    "1.5"     : vertical physic effect
    "7"        : explsion pressure range(i.e.The grass disappears)
    "4"        :burning visual effect range
    "0.7"     : burning visual effect range(circle?)
    "12000" : physic explosion power

    I will explain special effects later. Please wait a little more. Arrow
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    Kibihiyo
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    Re: Effects. New textures. Experiments.

    Post by Kibihiyo on Tue Mar 21, 2017 2:33 pm

    About Special effect

    "Ammo Explosion"
    Ammo explosion effect and sound are specified separately.

    weapon()
    DETONATE,0,%WEAP_MINE%,0,100,0,0,0,0,1,0,0,0,0,0,,,,,1,txt_gun_detonate,,,DETONATE;

    shells()
    DETONATE,0,%SHELL_HE%,DETONATE,500,1,0.2,0.1,0,1,1,0,10,4,0.1,9.81,0,0,0.1,0,0,0,0,expl_gndm*,expl_techm*,expl_buildm*,expl_water*,expl_human*,fly1,0,0,0,txt_shell_detonate,det_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0x60000000,0,1,-1,-1,-1;

    In this way, Ammo explosion effect is treated like a shell. Changing the effect and sound settings is the same as with a shell.

    "Effects can not be specified, but effects that can be changed"
    Booster smoke/burning flame and smoke/burning ONLY smoke/burnig people flame/engine smoke/Shooting and rolling soil during movement

    These effects are specified in "generators_desc()" and will not work if you change the name of the effect. To change the effect, "change parts_desc()"or "parts_groups_desc()"

    Name in "generators_desc()"
    smoke_path : booster smoke
    flame : burnig flame and smoke with vehicle and object
    smoke_eng : Engine exhaust smoke
    dust_br : Shooting and rolling soil during movement
    flame_only : Effect when people burn(When the vehicle burns)
    smoke_only : Effect when the vehicle burns(smoke only version. This is NOT applicable to object)
    gunbrake : Shooting effect with muzzle brake
    gunbr_shot : Shooting effect with muzzle brake

    Among these effects, if repleat effect flag is set to "false" from the beginning, you can adjust the generation interval of the effect.(Repeat infinitely for "false")
    Probably like this.I will write it when I recall the supplement. salute

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    Re: Effects. New textures. Experiments.

    Post by mechanic on Thu Mar 23, 2017 2:11 am

    Hi, Leo K
    Please, upload the hit texture on this resource https://postimg.org
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    Re: Effects. New textures. Experiments.

    Post by Leo K on Thu Mar 23, 2017 1:18 pm

    Hi people

    First of all: thanks Kibihiyo! impressive investigation. You know for sure much more than I do about effects in game. I already started making experiments with your information...and of course, I'm having trouble haha

    Second: the mod.
    https://drive.google.com/drive/folders/0B3Lttu6CTTSUNXZEVHprRnhkalE?usp=sharing
    There you will find the .dds textures and the common_res I'm actually using to play the game. IMPORTANT: it's based on Another_effect_mod from Kibihiyo(without the sound, cause they weight too much) so I would install first Another_effect_mod and the my "remix".
    I modified also the shell impacts on ground an a couple of things more. It's just the experiments I've been doing theese weeks.


    More stuff
    I need your help here Kibihiyo. I'm creating a new effect. Which is the smoke that remains in the cannon barrel after shooting. But even with your information, I cannot make it right.
    here some photos

    *It also has an unexpected nice side-effect: it can be seen on the gunsight, wich I think it adds realism

    But it doesnt work as I want. It should be like a "fountain" of smoke coming out of the gunbrake. And it only generates effect's units for a very short time. Even if I create an specific generator for it that lasts 4 seconds. There is something I'm missing here.


    I named it smoke_sh_final

    smoke_sh_final,50,3,0.05,0.3,1,0,0.015,0,0.1,1,0,smk_sphere0,0x00000002,sh_ablend,0x80BABEBF,0x00BABEBF,0.5,10

    shot,another_shot,smoke_fire_sh,smoke_sh_final,,,;

    smoke_sh_final,%GEN_CNOVEL%,4,true,0.3,15,smoke_sh_final;

    I also want to make the tank crew members on fire to burn for less time...but I cannot find which parameter is responsible for the lifetime of an Effect's generator.

    More things discovered: effect color and its transparency. This is how I made the burning tank smoke effect cool realistic. I created two smoke effects working together.
    One: very dense, from 0% to 100% transparency. With short lifespan
    Two: very light, from 15% to 100% transparency. With a long lifespan






    Also, I got some ideas that I want to do in game.
    Kibihiyo. you're the master: Any ideas?
    The one I want to do the most is the shockwave dust around the tank...maybe using a shrapnel effect without damage? Or an smoke effect with very short lifespan, small unit size, very high divergence. I know that, whe you fire the cannon on a dirt field, the game makes a shockwave cloud, but sometimes it's way to big. there should be a shockwave dust when firing on asphalt and another small one when firing on grass. In Men of war there is such effect and looks pretty good.


    You can see better how physics work here. I know its a modern tank, with different technology, and no muzzlebrake. But physics are still the same, in ww2 and now!
    WATCH min. 5:50




    Thanks!

    Regards
    Leo
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    frinik
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    Re: Effects. New textures. Experiments.

    Post by frinik on Fri Mar 24, 2017 5:07 am

    Leo you are right tanks cook off but I suspect what you see on the video is the result of late 20th technology meeting mid 20th one. Modern missiles or current shells are so much more powerful and the explosives used more potent than those available in WW2. Only huge shells of the type used by ships or huge howitzers would create a similar effect to what you posted in WW2.

    Re smoke effect coming off the gun muzzle . I have been trying to recreate that for close to 2 years now to no avail. No matter how much you increase the amount of smoke from the shot in the common res; it is visible and satisfying when in third person view but when viewing through the gun sight nothing. Very frustrating! It has to do with the thickness and transparency of the smoke parameters I suspect. Smoke effects can really sloe down fps. Graviteam probably created smoke effects that would be light on a cpu considering the specs they posted back in 2008 they probably did not have very performing pcs themselves.

    Speaking of the shock wave effect of shot , it seems to me the recoil of the guns firing is not sufficiently pronounced compared to what you see in documentaries featuring real tanks or arty firing?

    Tanker
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    Re: Effects. New textures. Experiments.

    Post by Tanker on Fri Mar 24, 2017 5:17 pm

    Frinik I believe that it is the ammunition and or fuel in the tank that is causing those pyrotechnics. It doesn't matter if it was a modern missile or an 88mm shell that penetrated the armor and ignited the ammunition. WW2 munitions were perfectly capable of penetrating armor and igniting the on board ammunition.
    avatar
    Leo K

    Posts : 10
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    Re: Effects. New textures. Experiments.

    Post by Leo K on Fri Mar 24, 2017 8:10 pm

    Frinik is probably right. I haven't seen any ww2 tank cooking off in video. Just blowing off at once.
    I don't know the reason. I dont think it has something to do with the projectile, but with the ammo powder, how it burns, how is ammo storaged inside the tank or how the tank is sealed

    Here's is a footage of what I mean when I say schockwave effect
    https://youtu.be/hAfcOYKMPP4?t=1h18m8s
    As you see, the area around the t-34 gets shaken (generates dust) because of the shockwave from the cannon (an average 76mm cannon, it's not a ISU152 nor a Brummbär). Of course it depends a lot of the weather conditions and the type of ground. On wet grass It would have probably generated no dust.

    So I came to the conclusion that materials should be modified instead of creating a new effect for it.
    -Firing on an "Arable" field generates sometimes way too much dust, and it goes up in the air, which doesnt look right.
    -Firing on grass or asphalt, produces no dust. It should generate some dust specially if it's dry. I know you can change the humidity % on the mission editor.

    There is a section in common_res dedicated to materials, but changing the values doesn't seem to affect the dust generated when you fire on them.
    Frinik: any ideas where to look to change material-reactions to effects?
    Also: I'd like to see all your effect modifications you told me about! post them here!

    Some more photos of the new burning tank smoke I made, because why not>>>



    Cheers!
    Leo
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    mechanic

    Posts : 133
    Join date : 2014-11-03

    Re: Effects. New textures. Experiments.

    Post by mechanic on Sat Mar 25, 2017 1:10 am

    0x - it is a code of the hexadecimal numbers system.
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    frinik
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    Re: Effects. New textures. Experiments.

    Post by frinik on Sat Mar 25, 2017 7:09 am

    Ok here's my common res file from STA 2.1.I used the same effects for 3.1 which I don't play with much because of some performance issues.
    please note that I have modified the common res as I am using my own shot and explosion sounds and I have also modified some engine and tracks sounds. I have also modified many of the sights for my own taste and to recreate in some what I call the Red orchestra effect(i.e seeing the tip of the canon in the gun sight when you shoot). So do not use my common res in one of your installations. You can a program like file compare to see the differences between my effects/tweaks and yours. You'll find that they are fairly close although my smoke columns go higher and my flames are more pronounced too. The explosions and the smoke from shots is much more dense. I also have the shot muzzle flash effect implemented. I had to cut my common res because I get the message that my post is too long.
    EFFECTS:

    shells()
    {
    //TNSH-20
    APHE_20,0x09,%SHELL_AP%,TNSH20,817,82.4,0.64,0.1,0,1,1,0,0.185,0,0.35,8,2.5,2.5,0.1,0,1,1,1,hit_ap_grndsl*,hit_aphe_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_aphe_20,ap_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xffff4040,2,0.7,39,SHELL_LOW,SHELLC_LOW;
    OZT_20,0x01,%SHELL_HE%,TNSH20,815,82.4,0.2,0.1,0,1,1,1,0.096,0.027,0.35,9,2.5,2.5,0.1,0,1,1,1,hit_ap_grndsl*,hit_aphe_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_ozt_20,he_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xff40a807,2,0.95,40,SHELL_LOW,SHELLC_LOW;
    APHE_23,0x09,%SHELL_AP%,VYA23,817,82.4,0.64,0.1,0,1,1,0,0.2,0,0.35,8,7.5,7.5,0.1,0,1,1,1,hit_ap_grndsl*,hit_aphe_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_aphe_23,ap_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xffff4040,2,0.7,3,SHELL_LOW,SHELLC_LOW;
    BR240SP,0x01,%SHELL_AP%,20K,757,46,0.73,0.1,0,1,1,0,1.43,0.05,0.24,8,0.5,0.5,0.1,0,1,1,1,hit_ap_grndsl*,hit_aphe_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_br240sp,ap_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xffff4040,3,0.5,-1,SHELL_MED,SHELLC_MED;
    B240,0x01,%SHELL_AP%,20K, 757,46,0.73,0.1,0,1,1,0,1.43,0.05,0.24,8,0.5,0.5,0.1,0,1,1,1,hit_ap_grndsl*,hit_aphe_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_b240,ap_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xffff4040,3,0.7,29,SHELL_MED,SHELLC_MED;
    UO240,0x01,%SHELL_HE%,20K,600,46,0.10,0.1,0,1,1,0,2.14,0.25,0.24,8,0.5,0.5,0.1,0,1,1,1,hit_ap_grndsl*,hit_aphe_techl*,expl_buildm*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_uo240,he_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xff40a807,3,1,30,SHELL_MED,SHELLC_MED;
    SH240,0x10,%SHELL_SH%,20K,343,46,0.25,0.1,0,1,1,0,2.1,0.2,0.24,8,0.5,0.5,0.1,0,1,1,1,hit_ap_grndsl*,hit_aphe_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_sh240,ap_expl_pat,rico_pat,piece_pat,0x5,1,1,1,1,0x60000000,0,1,31,SHELL_MED,SHELLC_MED;
    BR167,0x01,%SHELL_AP%,61K,872,46,0.8,0.1,0,1,1,0,0.785,0,0.3,8,0.5,0.5,0.1,0,1,1,1,hit_ap_grndsl*,hit_aphe_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_br167,ap_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xffff4040,2,0.7,-1,SHELL_MED,SHELLC_MED;
    OR167,0x10,%SHELL_HE%,61K,880,46,0.2,0.1,0,1,1,0,0.732,0.035,0.28,8,0.5,0.5,0.1,0,1,1,1,hit_ap_grndsl*,hit_aphe_techl*,expl_buildm*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_or167,he_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0x60000000,0,1,-1,SHELL_MED,SHELLC_MED;
    OF462,0x10,%SHELL_HE%,M30,515,42,0.25,0.1,0,1,1,0,21.76,4.1,0.001,9.81,0.5,0.5,0.1,0,1,1,1,hit_he_grndf*,hit_aphe_techl*,expl_buildm*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_of462,he_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0x60000000,0,1,-1,SHELL_HI,SHELLC_HI;
    //t34-76
    OF350,0x01,%SHELL_HE%,F34,680,42,0.18,0.1,0,1,1,0,6.2,0.71,0.12,6,1.2,1.2,0.1,0,1,1,1,hit_he_grndm*,hit_aphe_techm*,expl_buildm*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_of350,he_expl_pat,rico_pat,piece_pat,0x3,1,2,100,3,0xff40a807,3,1,1,SHELL_OF350,SHELLC_T34;
    BR350A,0x01,%SHELL_AP%,F34,662,42,0.8,0.15,0,1,1,0,6.3,0.155,0.11,6,1.2,1.2,0.5,0,1,1,1,hit_aphe_grndm*,hit_aphe_techm*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_br350a,ap_expl_pat,rico_pat,piece_pat,0x1,1,1,1,1,0xffff4040,3,1,2,SHELL_BR350A,SHELLC_T34;
    SH354T,0x10,%SHELL_SH%,F34,640,42,0.6,0.1,0,1,1,0,6.5,0.5,0.18,6,1.2,1.2,0.1,0,1,1,1,hit_he_grndm*,hit_aphe_techm*,expl_buildm*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_sh354t,sh_expl_pat,rico_pat,piece_pat,0x5,5,5,5000,500,0x60000000,0,1,3,SHELL_SH354T,SHELLC_T34;
    F350,0x10,%SHELL_HE%,F34,640,42,0.18,0.1,0,1,1,0,6.2,0.71,0.18,6,1.2,1.2,0.1,0,1,1,1,hit_he_grndm*,hit_aphe_techm*,expl_buildm*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_f350,he_expl_pat,rico_pat,piece_pat,0x1,1,5,5,1,0x60000000,0,1,1,SHELL_OF350,SHELLC_T34;
    S350,0x10,%SHELL_SH%,F34,640,42,0.18,0.1,0,1,1,0,6.2,0.71,0.18,6,1.2,1.2,0.1,0,1,1,1,hit_he_grndm*,hit_aphe_techm*,expl_buildm*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_sh350,he_expl_pat,rico_pat,piece_pat,0x5,1,5,5,0,0x60000000,0,1,43,SHELL_SH354T,SHELLC_T34;
    MHE_82,0x10,%SHELL_HE%,MT82,211,42,0.5,0.5,0,0.5,1,0,3.1,0.8,0.001,9.81,10,10,0.3,0,1,1,1,hit_he_grndm*,hit_aphe_techm*,expl_buildl*,expl_water*,expl_human*,fly1,0,3000,1,txt_shell_mhe82,he_expl_pat,rico_pat_bul,piece_pat,0,1,1,1,1,0x60000000,0,1,-1,SHELL_MORTAR,SHELL_MORTAR;
    MHE_120,0x10,%SHELL_HE%,MT120,300,42,0.5,0.5,0,0.5,1,0,10,3,0.001,9.81,12,12,0.4,0,1,1,1,hit_he_grndh*,hit_aphe_techh*,expl_buildl*,expl_water*,expl_human*,fly1,0,4500,1,txt_shell_mhe120,he_expl_pat,rico_pat_bul,piece_pat,0,1,1,1,1,0x60000000,0,1,-1,SHELL_MORTAR,SHELL_MORTAR;
    PZGR_20,0x09,%SHELL_AP%,KWK20,780,46,0.7,0.1,0,1,1,0,0.148,0,0.4,8,2.2,2.2,0.1,0,1,1,1,hit_ap_grndsl*,hit_aphe_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_pzgr_20,ap_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xffff4040,2,1,24,SHELL_LOW,SHELLC_LOW;
    PZGR40_20,0x09,%SHELL_APSC%,KWK20,1050,46,0.55,0.5,10,1,1,0,0.1,0,1.3,8,2.2,2.2,0.1,0,1,1,1,hit_ap_grndsl*,hit_aphe_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_pzgr40_20,ap_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xffff4040,2,1,25,SHELL_LOW,SHELLC_LOW;
    SPRGR_20,0x10,%SHELL_HE%,KWK20,900,46,0.2,0.1,0,1,1,0,0.12,0.03,0.35,8,2.5,2.5,0.1,0,1,1,1,hit_ap_grndsl*,hit_aphe_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_sprgr_20,he_expl_pat,rico_pat,piece_pat,0x3,1,2,100,3,0x60000000,0,1,26,SHELL_LOW,SHELLC_LOW;
    PZGR_20MG,0x09,%SHELL_AP%,MG151,780,46,0.7,0.1,0,1,1,0,0.115,0,0.4,8,7.5,7.5,0.1,0,1,1,1,hit_ap_grndsl*,hit_aphe_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_pzgr_20mg,ap_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xffff4040,2,1,3,SHELL_LOW,SHELLC_LOW;
    PZGR_75,0x01,%SHELL_AP%,KWK37,390,24,0.75,0.1,0,1,1,0,6.8,0.15,0.1,7.9,2,2,0.1,0,1,1,1,hit_aphe_grndm*,hit_aphe_techm*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_pzgr_75,ap_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xffff4040,3,1,17,SHELL_PZGR39,SHELLC_PZ4F1;
    GR38HLA_75,0x10,%SHELL_HC%,KWK37,450,24,1,0.1,79,1,1,0,4.4,0.45,0.12,7,2,2,0.1,0,1,1,1,hit_aphe_grndm*,hit_aphe_techm*,expl_buildm*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_gr38hla_75,he_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0x60000000,0,0.5,9,SHELL_HLAF1,SHELLC_PZ4F1;
    SPRGR34_75,0x10,%SHELL_HE%,KWK37,430,24,0.4,0.1,0,1,1,0,5.74,0.68,0.09,7,2,2,0.1,0,1,1,1,hit_he_grndm*,hit_aphe_techm*,expl_buildm*,expl_water*,expl_human*,fly1,0,1600,1,txt_shell_sprgr_75,he_expl_pat,rico_pat,piece_pat,0x3,1,1,150,1,0x60000000,0,1,20,SHELL_SPRGR34,SHELLC_PZ4F1;
    http://Pz.IV/F2 shells
    PZGR39_75,0x01,%SHELL_AP%,KWK40,740,43,0.87,0.15,0,1,1,0,6.8,0.1,0.1,7,1,1,0.1,0,1,1,1,hit_aphe_grndm*,hit_aphe_techm*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_pzgr39_75,ap_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0xffff4040,3,1,17,SHELL_PZGR39,SHELLC_PZ4F2;
    PZGR40_75,0x01,%SHELL_APSC%,KWK40,920,43,0.83,0.4,32,1,1,0,4.1,0,0.22,7,1,1,0.1,0,1,1,1,hit_ap_grndm*,hit_aphe_techm*,expl_buildl*,expl_water*,expl_human*,fly1,0,1000,1,txt_shell_pzgr40_75,apsc_expl_pat,rico_pat,piece_pat,0,0,0,0,1,0xffff4040,3,0.9,18,SHELL_PZGR40,SHELLC_PZ4F2;
    GR38HLB_75,0x10,%SHELL_HC%,KWK40,450,43,1,0.1,85,1,1,0,4.57,0.58,0.1,5.0,1,1,0.1,0,1,1,1,hit_aphe_grndm*,hit_aphe_techm*,expl_buildm*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_gr38hlb_75,heat_expl_pat,rico_pat,piece_pat,0x1,1,1,1,1,0x60000000,0,0.5,19,SHELL_HLB,SHELLC_PZ4F2;
    SPRGR38_75,0x10,%SHELL_HE%,KWK40,550,43,0.3,0.1,0,1,1,0,5.75,0.68,0.09,5.8,1,1,0.1,0,1,1,1,hit_he_grndm*,hit_aphe_techm*,expl_buildm*,expl_water*,expl_human*,fly1,0,2000,1,txt_shell_sprgr38_75,he_expl_pat,rico_pat,piece_pat,0x3,1,2,100,3,0x60000000,0,1,20,SHELL_SPRGR34,SHELLC_PZ4F2;
    //shells KWK39
    PZGR39_50,0x01,%SHELL_AP%,KWK39,823,60,0.79,0.12,0,1,1,0,2.06,0.017,0.2,8,1,1,0.1,0,1,1,1,hit_aphe_grndm*,hit_aphe_techm*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_pzgr39_50,ap_expl_pat,rico_pat,piece_pat,0x1,1,1,1,1,0xffff4040,3,1,72,SHELL_PZGR39_50L,SHELLC_50L;
    PZGR_50,0x01,%SHELL_AP%,KWK39,823,60,0.74,0.3,0,1,1,0,2.06,0.017,0.15,9,1,1,0.1,0,1,1,1,hit_aphe_grndm*,hit_aphe_techm*,expl_buildl*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_pzgr39_50,ap_expl_pat,rico_pat,piece_pat,0x1,1,1,1,1,0xffff4040,3,1,14,SHELL_PZGR39_50L,SHELLC_50L;
    PZGR40_50,0x01,%SHELL_APSC%,KWK39,1180,60,0.72,0.5,23,1,1,0,0.9,0,0.9,7.5,1,1,0.1,0,1,1,1,hit_ap_grndm*,hit_aphe_techm*,expl_buildl*,expl_water*,expl_human*,fly1,0,700,1,txt_shell_pzgr40_50,apsc_expl_pat,rico_pat,piece_pat,0,0,0,0,1,0xffff4040,3,0.7,15,SHELL_PZGR40_50L,SHELLC_50L;
    SPRGR38_50,0x10,%SHELL_HE%,KWK39,550,60,0.3,0.1,0,1,1,0,1.82,0.17,0.12,7.5,1,1,0.1,0,1,1,1,hit_he_grndm*,hit_aphe_techm*,expl_buildm*,expl_water*,expl_human*,fly1,0,2000,1,txt_shell_sprgr_50,he_expl_pat,rico_pat,piece_pat,0x1,1,1,1,1,0x60000000,0,1,16,SHELL_SPGR38_50L,SHELLC_50L;

    }
    parts_desc()
    {
    shot,2,0.3,1.5,2,1,0,0,0,0,1,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ffffff,1,15;
    another_shot,45,0.1,1.8,1.7,1,0,0,0.001,0.1,6,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ffffff,1,15;
    smoke_sh,3,9,1,3,1,0.1,0,0.05,0.2,1,0,dust_sphere0,0x0000000a,sh_ablendd,0xB0BABEBF,0x00BABEBF,0.5,0;
    smoke_fire_sh,25,9,0.3,4,1,0.1,0,0.05,0.2,1,0,dust_sphere0,0x0000000a,sh_ablendd,0xB0BABEBF,0x00BABEBF,0.5,0;
    smoke_path,1,2,2,4,1,0.3,0,0.1,1.5,1,0,dust_sphere0,0x0000000a,sh_ablendd,0xB0EAEEEF,0x00EAEEEF,0.5,0;
    mg_shot,2,0.3,0.2,0.2,1,0,0,0,0,1,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ffffff,1,15;
    another_mg_shot,20,0.1,0.1,0.08,1,0,0,0.001,0.1,6,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ffffff,1,15;
    mg_smoke_sh,2,3,0.1,0.3,1,0.1,0,0,0.1,1,0,dust_sphere0,0x00000002,sh_ablend,0x80BABEBF,0x00BABEBF,0.5,0;
    //flash,3,0.5,1.5,4,1,0,0,0,0,1,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ffffff,1,15;
    flash,15,0.1,3,1.5,1,0,0,0,0,4,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ffffff,1,15;
    smoke,15,4,2,6,1,0.1,1,11,0.7,0.6,0,smk_sphere0,0x00000006,sh_ablendd,0x802E2C23,0x304E4C43,0.3,5;
    smoke_rd,3,5,2,4,1,0.1,0,0.5,0.3,0.4,0,smk_sphere0,0x00000002,sh_ablendd,0x802E2C23,0x004E4C43,0.3,0;
    dust,8,20,6,12,1,1,0,0.3,0.1,0.5,0,dust_sphere0,0x0000000e,sh_ablendd,0x80CBBE88,0x00CBBE88,0.5,10;
    dust_med,2,15,2,4,1,1,0,0.3,0.2,0.8,0,dust_sphere0,0x0000000e,sh_ablendd,0x80CBBE88,0x00CBBE88,0.5,10;
    pieces,10,2.5,6,20,1,0,0.2,0,0,0,0.1,pieces_cone0,0x00000006,sh_ablend,0xffffffff,0x00ffffff,1,11;
    pieces_med,1,2,3,10,1,0,0.2,0,0,0,0.1,pieces_cone0,0x00000006,sh_ablend,0xffffffff,0x00ffffff,1,11;
    piece,20,5,0.1,0.12,1,0,1,13,2,1,0,piece_sphere0,0x00000012,sh_ablend,0xff3E3825,0xff3E3825,0.1,0;
    spark,15,1,0.1,0.2,1,0,0.9,20,20,1,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0xffff3030,0.1,15;
    mg_flash,2,0.3,0.05,0.1,1,0,0,0,0,1,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ffffff,1,0;
    mg_dust,2,3,0.1,0.5,1,0.2,0,0.1,0.1,1,0,dust_sphere0,0x00000002,sh_ablend,0x80a99E68,0x00a99E68,0.1,10;
    mg_pieces,1,1.5,0.5,1.5,1,0,0,0,0,0,0.1,pieces_cone0,0x00000006,sh_ablend,0xffffffff,0x00ffffff,0.05,11;
    smoke_white,15,40,3,9,1,0.05,0,0.4,0.4,0.8,0,dust_sphere0,0x0000000e,sh_ablendd,0x80ffffff,0x00ffffff,0.3,10;
    flash_big,13,3,3.6,5,1,0,0,2,0.2,1,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ffffff,1,15;
    blood,3,1.5,0.1,1,1,0,0,0,0,1,0,fire_sphere0,0x00000006,sh_ablendd,0xff751305,0x00751305,0.5,0;
    mg_splash_cn,1,1,0.1,0.4,1.2,0,0,0,0,0,0.1,splash_cone0,0x00000006,sh_ablend,0xffE2F1F2,0x00E2F1F2,0.05,0;
    mg_splash,2,2,0.1,0.3,1,0.1,0.2,1,0.1,1,0,dust_sphere0,0x00000002,sh_ablend,0x80ffffff,0x00ffffff,0.1,7;
    mg_splash_pl,1,4,0.2,0.5,1,0,0,0,0,0,0,splash_plane0,0x000000aa,sh_ablends,0xffE2F1F2,0x00E2F1F2,0.05,0;
    splash_cn,3,2,1,10,1.5,0,0,0,0,0,0.1,splash_cone0,0x00000006,sh_ablend,0xffE2F1F2,0x00E2F1F2,1,0;
    splash,10,5,3,6,1,0.1,0.8,10,0.8,0.4,0,dust_sphere0,0x00000002,sh_ablend,0x80ffffff,0x00ffffff,0.5,7;
    splash_pl,1,15,5,14,1,0,0,0,0,0,0,splash_plane0,0x000000aa,sh_ablends,0xffE2F1F2,0x00E2F1F2,0.5,0;
    splash_wh,1,4,0.5,3,1,0,0,0,0,0,0,splash_plane0,0x000000aa,sh_ablends,0x80E2F1F2,0x00E2F1F2,0.5,0;
    splash_te,1,6,1,9,1,0,0,0,0,0,0,splash_plane0,0x000000aa,sh_ablends,0xc0E2F1F2,0x00E2F1F2,0.5,0;
    /bul_rico
    bul_rico_flash,2,0.3,1.0,1.5,1,0,0,0,0,1,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ffffff,1,15;
    bul_rico_spark,15,1.0,0.15,0.25,1,0,0.3,20,20,1,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0xffff3030,0.1,15;
    //adgusted speed by wind
    fire,1,3.5,1.7,1.8,1,0.4,0,1.1,0.4,1,0,fire_sphere0,0x00000004,sh_add,0xffFFE081,0x00FFE081,1,15;
    //orig fire
    //fire,   1,5, 0.3,0.8,1,0.10,0,0.4,0.1,1,0,fire_sphere0,0x00000004,sh_add,0xffFFE081,0x00FFE081,1,15;
    //orig smoke_fl=smoke fire N1
    //smoke_fl,1,8,0.7,5,1,0.5,0,1.5,0.2,1,0,smk_sphere0,0x00000002,sh_ablendd,0xff4D4D45,0x004D4D45,1,5;
    //frinik adj smoke_fl
    //smoke_fl,1,20,2.7,12,1,0.45,0,6.5,0.30,1.1,0,smk_sphere0,0x00000002,sh_ablendd,0xff4D4D45,0x004D4D45,1,5;
    //smoke_fl, 1,15,2.5,20, 1,0.45,0,5.5,0.3,1.1,0,smk_sphere0,0x00000002,sh_ablendd,0xff4D4D45,0x004D4D45,1,5;
    smoke_fl, 1,20,2.5,20,1,0.8,0,7.2,0.3,1.1,0,smk_sphere0,0x00000002,sh_ablendd,0xff4D4D45,0x004D4D45,1,5;
    det_smoke,20,10,2,18,1,0.1,0,2.2,0.3,1.5,0,smk_sphere0,0x00000002,sh_ablendd,0xff4D4D45,0x004D4D45,1,5;
    //black smoke/smoke_eng=smoke engine
    smoke_eng,1,3,0.1,1,1,0.2,0.1,0.5,0.1,1,0,smk_sphere0,0x0000000a,sh_ablendd,0xff4D4D45,0x004D2D45,1,5;
    //blue smoke
    //smoke_eng,1,3,0.1,1,1,0.2,0.1,0.1,0.1,1,0,smk_sphere0,0x0000000a,sh_ablendd,0xffeeeeff,0x001026ff,1,5;
    //
    dust_wh,2,10,0.2,2.5,1,0.2,0.01,0.6,0.4,3,0,dust_sphere0,0x0000000a,sh_ablendd,0xff9A8E5F,0x009A8E5F,1,10;
    stones_wh,1,2,0.06,0.06,1,0,1,0.5,0,1,0,piece_sphere0,0x00000012,sh_ablend,0xff3E3825,0xff3E3825,0.1,0;
    dust_br,2,15,1.5,5,1,0.1,0.01,0.7,1,1,0,dust_sphere0,0x0000000a,sh_ablendd,0xff9A8E5F,0x009A8E5F,1,10;
    snow_wh,2,2,0.02,0.04,1,0,0.5,-0.5,-0.5,1,0,piece_sphere0,0x00000012,sh_ablend,0xffffffff,0x00ffffff,0.1,0;
    smoke_white_01,25,58,9,24,1,0.1,0,0.2,0.1,1,0,dust_sphere0,0x0000000e,sh_ablendd,0x80ffffff,0x00ffffff,1,10;
    //double fire
    smoke_gunbrake,8,12,1.5,3,1,0.1,0,0.01,0.2,2,0,dust_sphere0,0x0000000a,sh_ablendd,0xB0d9d9ff,0x00BABEBF,0.5,0;
    gunbrake_shot,10,0.5,0.1,0.65,1,0,0,0.001,0.2,6,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ffffff,1,15;
    shot_br,10,0.4,1.0,0.4,1,0,0,0.01,0.15,6,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ffffff,1,15;
    //nev gun shot-smoke
    shot,2,0.6,0.3,1.5,1,0,0,0,0,1,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ffffff,1,15;
    smoke1_sh,3,9,0.3,6,1,0.1,0,0.05,0.2,1,0,dust_sphere0,0x0000000a,sh_ablendd,0xB0d9d9ff,0x00BABEBF,0.5,0;
    smoke2_sh,5,9,0.08,6,1,0.1,0,0.05,0.2,1,0,dust_sphere0,0x0000000a,sh_ablendd,0xB0d9d9ff,0x00BABEBF,0.5,0;
    smoke3_sh,5,9,0.08,5,1,0.1,0,0.05,0.2,1,0,dust_sphere0,0x0000000a,sh_ablendd,0xB0d9d9ff,0x00BABEBF,0.5,0;
    smoke4_sh,5,9,0.08,4,1,0.1,0,0.05,0.2,1,0,dust_sphere0,0x0000000a,sh_ablendd,0xB0d9d9ff,0x00BABEBF,0.5,0;
    smoke5_sh,5,9,0.08,3,1,0.1,0,0.05,0.2,1,0,dust_sphere0,0x0000000a,sh_ablendd,0xB0d9d9ff,0x00BABEBF,0.5,0;
    //nev mgun shot-smoke
    mg_shot,2,0.3,0.03,0.2,1,0,0,0,0,1,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ffffff,1,15;
    mg_smoke_sh,2,3,0.03,0.3,1,0.1,0,0,0.1,1,0,dust_sphere0,0x00000002,sh_ablend,0x80BABEBF,0x00BABEBF,0.5,0;
    //âåëèêîêàë³áåðíèé êóëåìåò
    mgunh_shot,2,0.3,0.05,0.3,1,0,0,0,0,1,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ffffff,1,15;
    mgh_smoke_sh,2,3,0.1,0.5,1,0.1,0,0,0.1,1,0,dust_sphere0,0x0000000a,sh_ablend,0x80EEEEFF,0x007777fb,0.5,0;
    //ñóö³ëüíèé êàë³áåðíèé
    spark_med,7.5,0.5,0.1,0.2,1,0,0.9,20,20,1,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ff3030,0.1,15;
    spark_med2,7.5,0.5,0.1,0.3,1,0,0.9,30,30,1.2,0,fire_red_sphere0,0x00000006,sh_add,0xff80033e,0x00ff033e,0.1,15;
    spark_med3,7.5,0.5,0.1,0.3,1,0,0.9,25,25,1.1,0,fire_red_sphere0,0x00000005,sh_add,0xffff3030,0x00ff3030,0.1,15;
    smoke_rd2,3,5,2,4,1,0.1,0,0.5,0.3,0.4,0,smk_sphere0,0x00000002,sh_ablendd,0x802E2C23,0x004E4C43,1,5;
    pieces_med2,0.5,1,3,10,1,0,0.2,0,0,0,0.1,pieces_cone0,0x00000006,sh_ablend,0xffffffff,0x00ffffff,1,11;
    piece_med,5,1.25,0.1,0.12,1,0,1,13,2,1,0,piece_sphere0,0x00000012,sh_ablend,0xff3E3825,0xff3E3825,0.1,0;
    flash_med,2,0.3,1.2,4,1,0,0,0,0,1,0,fire_sphere0,0x00000004,sh_add,0xffffffff,0x00ffffff,1,15;
    }

    parts_groups_desc()
    {
    shot,another_shot,smoke_fire_sh,,,,;
    gunbrake,shot,smoke_sh,,,,;
    smoke_path,smoke_path,,,,,;
    mg_shot,another_mg_shot,mg_smoke_sh,,,,;
    ap_expl,flash,dust,pieces,smoke,piece,;
    he_expl,flash,dust,pieces,smoke,piece,spark;
    sc_expl,dust,pieces_med,piece,,,;
    sh_expl,flash,dust,pieces,smoke,piece,spark;
    mg_expl,mg_dust,mg_pieces,,,,;
    det_expl,flash_big,dust,flash,spark,piece,det_smoke;
    smk_expl,flash,smoke_white_01,spark,spark,spark,;
    he_expl_str,flash,dust,smoke_rd,spark,piece,;
    he_expl_wat,splash,splash_cn,splash_pl,,,;
    sc_expl_str,flash,smoke_rd,spark,piece,spark,;
    sc_expl_wat,splash,splash_pl,,,,;
    shell_rico_str,shot,spark,spark,spark,spark,spark;
    shell_rico_tree,piece,smoke_rd,,,,;
    shell_rico_wat,splash,splash_pl,,,,;
    shell_rico_blood,blood,,,,,;
    mg_expl_str,mg_dust,mg_flash,,,,;
    mg_expl_wat,mg_splash,mg_splash_cn,mg_splash_pl,,,;
    mg_expl_blood,blood,,,,,;
    shell_rico,dust_med,pieces_med,piece,,,;
    bul_rico,mg_dust,,,,,;
    flame,fire,smoke_fl,,,,;
    dust,dust_wh,,,,,;
    dust_br,dust_br,,,,,;
    stones,stones_wh,,,,,;
    smoke_eng,smoke_eng,,,,,;
    water,splash_te,,,,,;
    water_wh,splash_wh,,,,,;
    flame_only,fire,,,,,;
    smoke_only,smoke_fl,,,,,;
    //ðèêîøåò
    shell_rico_str,flash_med,spark_med,piece_med,,,;
    shell_rico_tree,piece_med,smoke_rd2,,,,;
    //âîãîíü ç ãàðìàòè
    shot,shot,smoke1_sh,smoke2_sh,smoke3_sh,smoke4_sh,smoke5_sh,;
    //âîãîíü ç ãàðìàòè (ç äóëüíèì ãàëüìîì)
    gunbrake,gunbrake_shot,smoke_gunbrake,,,;
    shot_br,shot_br,smoke_gunbrake,,,,;
    //äèìîâ³ ñíàðÿäè
    smk2_expl,flash,dust_med,pieces_med,smoke_white_01,piece,spark;
    smk2_expl_str,flash,dust_med,pieces_med,smoke_white_01,piece,spark;
    smk2_expl_wat,flash,splash,splash_cn,splash_pl,smoke_white_01,;
    //double fire
    gunbrake,gunbrake_shot,smoke_gunbrake,,,;
    shot_br,shot_br,smoke_gunbrake,,,,;
    //Mortor
    mort_shot,smoke_gunbrake,,,,,;
    //bul_rico
    bul_rico_str,bul_rico_flash,bul_rico_spark,bul_rico_spark,,,;
    bul_rico_tree,mg_dust,,,,,;

    }

    //âåëèêîêàë³áåðíèé êóëåìåò
    apmgh_expl,mg_dust,mg_pieces,mgh_smoke_rd,mgh_piece,,;
    apmgh_expl_str,mg_dust,mg_flash,,,,;
    apmgh_expl_wat,mg_splash,mg_splash_cn,mg_splash_pl,,,;
    apmgh_expl_blood,blood,,,,,;
    mgunh_shot,mgunh_shot,mgh_smoke_sh,,,,;
    //ðàêåòíèöÿ
    flame_fir,flame_fir,smoke_sh,,,,;
    //ñóö³ëüíèé êàë³áåðíèé
    aps_expl,dust_med,pieces_med2,piece_med,,,;
    aps_expl_str,flash_med,smoke_rd2,spark_med,piece_med,spark_med2,spark_med2,spark_med3,smoke_rd;
    aps_expl_wat,splash,splash_pl,,,,;
    }
    generators_desc()
    {
    //íàçâà,ãåíåðàòîð, 0, òèì÷àñîâà ãåíåðàö³ÿ, 0, 0, ãðóïà ãåíåðàö³¿
    gun_shot,%GEN_CONST%,0,true,0.5,1,shot;
    mgun_shot,%GEN_CONST%,0,true,0.5,1,mg_shot;
    gunbrake,%GEN_CONST%,0,true,0.5,1,gunbrake;
    smoke_path,%GEN_CONST%,0,true,0.5,1,smoke_path;
    ap_expl,%GEN_CNOVEL%,0,true,0.5,1,ap_expl;
    he_expl,%GEN_CNOVEL%,0,true,0.5,1,he_expl;
    sc_expl,%GEN_DIR%,0,true,0.5,1,sc_expl;
    sh_expl,%GEN_DIR%,0,true,0.5,1,sh_expl;
    det_expl,%GEN_CNOVEL%,0,true,0.5,1,det_expl;
    smk_expl,%GEN_CNOVEL%,0,true,1.5,1.5,smk_expl;
    sc_expl_str,%GEN_CNOVEL%,0,true,0.5,1,sc_expl_str;
    he_expl_str,%GEN_CNOVEL%,0,true,0.5,1,he_expl_str;
    sc_expl_wat,%GEN_CNOVEL%,0,true,0.5,1,sc_expl_wat;
    he_expl_wat,%GEN_CNOVEL%,0,true,0.5,1,he_expl_wat;
    mgun_expl,%GEN_CNOVEL%,0,true,0.5,1,mg_expl;
    mgun_expl_str,%GEN_CNOVEL%,0,true,0.5,1,mg_expl_str;
    mgun_expl_wat,%GEN_CNOVEL%,0,true,0.4,1,mg_expl_wat;
    mgun_expl_blood,%GEN_CNOVEL%,0,true,0.4,1,mg_expl_blood;
    shell_rico_str,%GEN_DIR%,0,true,0.5,1,shell_rico_str;
    shell_rico_wat,%GEN_CNOVEL%,0,true,0.5,1,shell_rico_wat;
    shell_rico_tree,%GEN_DIR%,0,true,0.5,1,shell_rico_tree;
    shell_rico_blood,%GEN_CNOVEL%,0,true,0.5,1,shell_rico_blood;
    shell_rico,%GEN_DIR%,0,true,0.4,1,shell_rico;
    bul_rico,%GEN_DIR%,0,true,0.4,1,mg_expl;
    flame,%GEN_CONST%,0,false,0.3,4,flame;
    dust,%GEN_CONST%,0,false,0.3,9,dust;
    stones,%GEN_CONST%,0,false,0.5,3,stones;
    smoke_eng,%GEN_CONST%,0,false,0.3,1,smoke_eng;
    water,%GEN_CONST%,0,false,0.3,1,water;
    water_wh,%GEN_CONST%,0,false,0.3,1,water_wh;
    dust_br,%GEN_CONST%,0,true,0.3,1,dust_br;
    flame_only,%GEN_CONST%,0,false,0.3,7,flame_only;
    smoke_only,%GEN_CONST%,0,false,0.3,4,smoke_only;
    //äèìîâ³ ñíàðÿäè
    smk2_expl,%GEN_CNOVEL%,0,true,0.5,1,smk2_expl;
    smk2_expl_str,%GEN_CNOVEL%,0,true,0.5,1,smk2_expl_str;
    smk2_expl_wat,%GEN_CNOVEL%,0,true,0.5,1,smk2_expl_wat;
    //double fire
    gunbrake,%GEN_CONST%,0,true,0.5,1,gunbrake;
    gunbr_shot,%GEN_CONST%,0,true,0.5,1,shot_br;
    //Mortor
    mort_shot,%GEN_CONST%,0,true,0.5,1,mort_shot;
    //bul_rico(last, effect choice)
    bul_rico_str,%GEN_DIR%,0,true,0.5,1,bul_rico_str;
    bul_rico_tree,%GEN_DIR%,0,true,0.5,1,bul_rico_tree;
    //âåëèêîêàë³áåðíèé êóëåìåò
    apmgh_expl,%GEN_CNOVEL%,0,true,0.5,1,apmgh_expl;
    apmgh_expl_str,%GEN_CNOVEL%,0,true,0.5,1,apmgh_expl_str;
    apmgh_expl_wat,%GEN_CNOVEL%,0,true,0.4,1,apmgh_expl_wat;
    apmgh_expl_blood,%GEN_CNOVEL%,0,true,0.4,1,apmgh_expl_blood;
    mgunh_shot,%GEN_CONST%,0,true,0.5,1,mgunh_shot;
    //ðàêåòíèöÿ
    flame_fir,%GEN_CONST%,0,true,0.5,4,flame_fir;
    //ñóö³ëüíèé êàë³áåðíèé
    aps_expl,%GEN_DIR%,0,true,0.5,1,aps_expl;
    aps_expl_str,%GEN_CNOVEL%,0,true,0.5,1,aps_expl_str;
    aps_expl_wat,%GEN_CNOVEL%,0,true,0.5,1,aps_expl_wat;
    }

    vis_expl_mats()
    {
    ap_expl,he_expl_str,stone,concrete,asphalt,metal,wood,tree,dummy;
    ap_expl,sc_expl_wat,water,,,,,,;
    he_expl,he_expl_str,stone,concrete,asphalt,metal,wood,tree,dummy;
    he_expl,he_expl_wat,water,,,,,,;
    sc_expl,sc_expl_str,stone,concrete,asphalt,metal,wood,tree,dummy;
    sc_expl,sc_expl_wat,water,,,,,,;
    sh_expl,he_expl_str,stone,concrete,asphalt,metal,wood,tree,dummy;
    sh_expl,he_expl_wat,water,,,,,,;
    shell_rico,shell_rico_str,stone,concrete,asphalt,metal,dummy,,;
    shell_rico,shell_rico_tree,wood,tree,,,,,;
    shell_rico,shell_rico_wat,water,,,,,,;
    shell_rico,shell_rico_blood,flesh,,,,,,;
    mgun_expl,mgun_expl_str,stone,concrete,asphalt,metal,wood,tree,dummy;
    mgun_expl,mgun_expl_wat,water,,,,,,;
    mgun_expl,mgun_expl_blood,flesh,,,,,,;
    //äèìîâ³ ñíàðÿäè
    smk2_expl,smk2_expl_str,stone,concrete,asphalt,metal,wood,tree,dummy;
    smk2_expl,smk2_expl_wat,water,,,,,,;
    //âåëèêîêàë³áåðíèé êóëåìåò
    apmgh_expl,apmgh_expl_str,stone,concrete,asphalt,metal,wood,tree,dummy;
    apmgh_expl,apmgh_expl_wat,water,,,,,,;
    apmgh_expl,apmgh_expl_blood,flesh,,,,,,;
    //ñóö³ëüíèé êàë³áåðíèé
    aps_expl,aps_expl_str,stone,concrete,asphalt,metal,wood,tree,dummy,,;
    aps_expl,aps_expl_wat,water,,,,,,;
    }

    vis_expl_pats()
    {
    ap_expl_pat,75,ap_expl,60,0.5;
    heat_expl_pat,75,he_expl,70,0.5;
    he_expl_pat,75,he_expl,80,0.5;
    apsc_expl_pat,75,sc_expl,0,0;
    sh_expl_pat,75,sh_expl,50,0.5;
    apmg_expl_pat,7.62,mgun_expl,0,0;
    gun_shot_pat,75,gun_shot,33,0.5;
    mgun_shot_pat,7.62,mgun_shot,2.8,0.5;
    rico_pat,85,shell_rico,0,0.5;
    rico_pat_bul,7.62,mgun_expl,0,0.5;
    piece_pat,50,mgun_expl,0,0.5;
    det_expl_pat,75,det_expl,150,2;
    smk_expl_pat,120,smk_expl,80,0.5;
    //äèìîâ³ ñíàðÿäè
    smk2_expl_pat,120,smk2_expl,80,0.5;
    //double fire
    gunbr_shot_pat,85,gunbr_shot,50,0.5;
    // ñïàðåíûé ïóëåìåò
    mgun2_shot_pat2,7.62,mgun_shot2,3.6,0.5;
    //âåëèêîêàë³áåðíèé êóëåìåò
    apmgh_expl_pat,12.7,apmgh_expl,1,0.5;
    mgunh_shot_pat,12.7,mgunh_shot,0.9,0.5;
    rico_pat_bulh,12.7,mgun_expl,0.2,0.5;
    //ñóö³ëüíèé êàë³áåðíèé
    aps_expl_pat,85,aps_expl,0,0.5;
    aps_rico_pat,150,shell_rico,0,0.5;
    aps_piece_pat,150,mgun_expl,0,0.5;
    //
    gunbr_shot_pat,75,gunbr_shot,30,0.01;
    }

    phys_expl_pats()
    {
    ap_expl_pat,75,3,1,3,2,0.4,9000;
    heat_expl_pat,75,3,1,5,4,0.5,10000;
    he_expl_pat,75,4.5,1.5,7,4,0.7,12000;
    apsc_expl_pat,20,0.8,0.5,0,0.8,0,0;
    sh_expl_pat,75,3,0.8,6,2,0.4,9000;
    apmg_expl_pat,7.62,0,0,0,0,0,400;
    det_expl_pat,100,6,0.4,15,10,0.8,20000;
    smk_expl_pat,200,0,0,3,5,0.4,3000;
    //äèìîâ³ ñíàðÿäè
    smk2_expl_pat,120,3,1,8,9,2,8000;
    // êðóïíîêàë³áåðíèé êóëåìåò
    apmgh_expl_pat,12.7,0.2,0.1,1,0.5,0.2,400;
    //ñóö³ëüíèé êàë³áåðíèé
    aps_expl_pat,75,1,0.7,0,1.2,0,3000;
    }
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    frinik
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    TSF Member-Golden Feather

    Posts : 1396
    Join date : 2014-07-27
    Age : 61
    Location : Abu Dhabi-UAE

    Re: Effects. New textures. Experiments.

    Post by frinik on Sat Mar 25, 2017 7:11 am

    I tried posting my shells entries but I am getting the message that my post is too long. So I can email my entire common res file to you separately if you so wish?

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    Re: Effects. New textures. Experiments.

    Post by Sponsored content


      Current date/time is Tue Nov 21, 2017 8:12 pm