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    Effects. New textures. Experiments.

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    mycroftcanadans

    Posts : 3
    Join date : 2017-07-08

    Re: Effects. New textures. Experiments.

    Post by mycroftcanadans on Wed Jul 12, 2017 2:29 am

    Hi.

    The Idea of the Mod is great, but I have installed the mod for version STA 1.2, and I am not seeing the effects you show in your main post.

    Which brings me to wondering if this mod will work with the 1.2 version?

    Does it work with v1.2?
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    frinik
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    Re: Effects. New textures. Experiments.

    Post by frinik on Thu Jul 13, 2017 4:44 pm

    It should because these effects are essentially simple tweaks of stuff which is in the common resolution file. You just need to copy of few paragraphs from the mod into your game base common res file.

    mycroftcanadans

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    Join date : 2017-07-08

    Re: Effects. New textures. Experiments.

    Post by mycroftcanadans on Thu Jul 13, 2017 8:03 pm

    frinik wrote:It should because these effects are essentially simple tweaks of stuff which is in the common resolution file. You just need to copy of few paragraphs from the mod into your game base common res file.

    Thank You.

    Hmmmm, I didn't know I had to edit the common res file. I thought just copying the files over using jsgme would be enough.

    cheers.
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    frinik
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    Re: Effects. New textures. Experiments.

    Post by frinik on Fri Jul 14, 2017 5:04 am

    Sometime sit works sometimes it doesn't .Here's what I do once I have the common res files that I want I put them in the game main data folder and make sure that any other common res file present in the mods that I have enabled in the JSGME is removed so there's no conflict and this way you are sure that only the latest version is left.


    BY new effects are you talking about the explosions, smoke and fire ones?
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    woofiedog
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    Re: Effects. New textures. Experiments.

    Post by woofiedog on Sat Jul 22, 2017 1:07 pm

    Excellent mod and a lot of research going into this mod, thanks for all of this work and a great mod. salute
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    Kibihiyo
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    Re: Effects. New textures. Experiments.

    Post by Kibihiyo on Sun Sep 03, 2017 11:10 am

    Hello. Very Happy
    I try to reveal about Geomorphic parameter.
    I do not know whether there is an opportunity to use this.

    https://www.youtube.com/watch?v=y76IxTNfL_k&feature=youtu.be
    ↑Inspection video

    grass,0x5D6733,0x00ff0000,0x00c03020,black,1.1,0.002,1,0.95,0.2,0.1,0.1,1,1,0.8,0.9,0.6,0.9;

    grass:name
    0x5D6733:?
    0x00ff0000:?
    0x00c03020:?
    black:under ground's geology
    1.1:?
    0.002:speed limit(resistance?)
    1:?
    0.95:Track grip? or Track friction?
    0.2:?
    0.1:raising a cloud of dust
    0.1:?
    1:(Surface hardness?)
    1:?
    0.8:?
    0.9:Track Friction part2(?)
    0.6:Gravity(?)
    0.9:?
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    lockie
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    Re: Effects. New textures. Experiments.

    Post by lockie on Sun Sep 03, 2017 11:55 am

    Kibihiyo wrote:Hello. Very Happy
    I try to reveal about Geomorphic parameter.
    I do not know whether there is an opportunity to use this.
    This is a very great investigation! Perhaps, we may fix so called error "swimming target". When the tank stays on the ground and user see via the gunsight there is effect of "swimming", when the target slowly goes away from the cross of sight.
    If u increase "track friction N1"/"gravity" will it help?
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    Kibihiyo
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    Re: Effects. New textures. Experiments.

    Post by Kibihiyo on Sun Sep 03, 2017 7:53 pm

    It is more effective to change the center of gravity for that phenomenon than change the geomorphic parameter.

    e.g. Stug3 G

    before
           jx = 25000;
    jy = 25000;
    jz = 10000;

    after

    jx = 62178;
    jy = 72254;
    jz = 23139;

    It will not be lost completely, but it will be improved.
    How to calculate the center of gravity was found in the commentary on how to make 3D model of this(?) forum before, but it was not found now. Question
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    Leo K

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    Join date : 2017-03-06

    Re: Effects. New textures. Experiments.

    Post by Leo K on Mon Sep 04, 2017 8:04 am

    Kibihiyo wrote:Hello. Very Happy
    I try to reveal about Geomorphic parameter.
    I do not know whether there is an opportunity to use this.

    https://www.youtube.com/watch?v=y76IxTNfL_k&feature=youtu.be
    ↑Inspection video

    grass,0x5D6733,0x00ff0000,0x00c03020,black,1.1,0.002,1,0.95,0.2,0.1,0.1,1,1,0.8,0.9,0.6,0.9;

    grass:name
    0x5D6733:?
    0x00ff0000:?
    0x00c03020:?
    black:under ground's geology
    1.1:?
    0.002:speed limit(resistance?)
    1:?
    0.95:Track grip? or Track friction?
    0.2:?
    0.1:raising a cloud of dust
    0.1:?
    1:(Surface hardness?)
    1:?
    0.8:?
    0.9:Track Friction part2(?)
    0.6:Gravity(?)
    0.9:?

    Wow! thanks a lot Kibihiyo! I knew it was possible to change how tanks interact with the different soils in game, I just didn't know which parameter was responsible for it. Excellent video. I already changed grass to have 0.5 dust so when tanks ride on it or shoot, some dust will rise up. Looks much more realistic now.

    I shall post the last version of the effect/textures tweaks I made soon

    Aragorn

    Posts : 27
    Join date : 2017-08-31
    Location : Amsterdam

    Re: Effects. New textures. Experiments.

    Post by Aragorn on Mon Sep 04, 2017 4:10 pm

    Very impressive! Where can we find this Another_effects_mod? And is it already included in STA 3.2?
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    Kibihiyo
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    Re: Effects. New textures. Experiments.

    Post by Kibihiyo on Mon Sep 04, 2017 6:43 pm

    Hello. Leo K Very Happy

    You may know, dust parameter is also controlled by gun parameter. Why do not you adjust it at the same time.

    Apart from that, may I use the texture you were distributing with my mod?

    Aragorn wrote:Very impressive! Where can we find this Another_effects_mod? And is it already included in STA 3.2?

    Another battle effect mod is adjusted for STA2.2. Still, if you do not mind. http://wikiwiki.jp/pzfr/?Steel%20Tank%20Add-on

    Aragorn

    Posts : 27
    Join date : 2017-08-31
    Location : Amsterdam

    Re: Effects. New textures. Experiments.

    Post by Aragorn on Mon Sep 04, 2017 6:54 pm

    Thank you Kibihiyo, great site!

    Aragorn

    Posts : 27
    Join date : 2017-08-31
    Location : Amsterdam

    Re: Effects. New textures. Experiments.

    Post by Aragorn on Thu Sep 07, 2017 2:54 pm

    Kibihiyo wrote:Another battle effect mod is adjusted for STA2.2. Still, if you do not mind. http://wikiwiki.jp/pzfr/?Steel%20Tank%20Add-on

    Kibihiyo, will this mod be adjusted for STA 3.2 to?
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    Zedd_Zol

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    Join date : 2017-12-12

    Re: Effects. New textures. Experiments.

    Post by Zedd_Zol on Sat Dec 16, 2017 2:12 pm

    Aragorn wrote:
    Kibihiyo, will this mod be adjusted for STA 3.2 to?
    I'm also interesting, will it? I'm installed Hits effect v.1.0 via JME, but looks like it's wont working affraid
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    lockie
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    Re: Effects. New textures. Experiments.

    Post by lockie on Sat Dec 16, 2017 2:48 pm

    Zedd_Zol wrote:I'm also interesting, will it? I'm installed Hits effect v.1.0 via JME, but looks like it's wont working affraid
    STA3.2 has enhanced sparkle effects and soon the firethrower effect will be tweaked.
    Hits effect v.1.0 has changed the spots after shell hit the armor.
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    Zedd_Zol

    Posts : 13
    Join date : 2017-12-12

    Re: Effects. New textures. Experiments.

    Post by Zedd_Zol on Sat Dec 16, 2017 3:18 pm

    lockie wrote:
    Hits effect v.1.0 has changed the spots after shell hit the armor.
    I've seen today 5 hits onto my Tiger, ivans hide thier cannon in the bushes )))

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    Re: Effects. New textures. Experiments.

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