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    Effects. New textures. Experiments.

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    mycroftcanadans

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    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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    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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    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

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    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

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    Re: Effects. New textures. Experiments.

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

    Thank you Kibihiyo, great site!

    Aragorn

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    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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    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

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    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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    geoweb35
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    Re: Effects. New textures. Experiments.

    Post by geoweb35 on Fri May 04, 2018 1:49 pm

    Hi,someone knows how to make the flaming tanks smoke looks like in the steel armor game?

    Steel armor smoke(white and black colors):




    i tried myself to make but came out differently:




    smoke_fl,1,12,1.1,9,1.2,0.50,0.03,5.0,0.40,0.6,0,smk_sphere0,0x00000002,sh_ablendd,0x264D4D45,0x004D4D45,1,5;//by geoweb35
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    mechanic

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    Re: Effects. New textures. Experiments.

    Post by mechanic on Fri May 04, 2018 9:27 pm

    geoweb35 wrote:Hi,someone knows how to make the flaming tanks smoke looks like in the steel armor game?
    i tried myself to make but came out differently:
    The smoke is a very transparent. I like the smoke when it is THICK! Very Happy
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    frinik
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    Re: Effects. New textures. Experiments.

    Post by frinik on Sat May 05, 2018 2:36 am

    You mean like this?


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    lockie
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    Re: Effects. New textures. Experiments.

    Post by lockie on Sat May 05, 2018 9:48 am

    WOW! It's oil well burning! affraid Shocked
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    geoweb35
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    Re: Effects. New textures. Experiments.

    Post by geoweb35 on Sat May 05, 2018 10:29 am

    steel armor smoke have tree colors grey,white and black,if you can add a little white color with that black smoke become more realistic

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    lockie
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    Re: Effects. New textures. Experiments.

    Post by lockie on Sat May 05, 2018 10:41 am

    geoweb35 wrote:steel armor smoke have tree colors grey,white and black,if you can add a little white color with that black smoke become more realistic
    There are only two colors in the one smoke:
    sh_ablendd,0xff4D4D45,0x004D4D45,1,5
    sh_ablendd - microcode/shader
    0xff4D4D45 - HEX color
    0x - symbol of the HEX value
    ff - transparency (ff=256 - no transparency)
    00 - ff=0 (full transparency)
    4D4D45 - RGB color
    4D - Red
    4D - Green
    45 - Blue

    1 - value of the first color
    5 - value of the second color

    Place 0x00f70505 and see what happen  Cool
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    geoweb35
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    Re: Effects. New textures. Experiments.

    Post by geoweb35 on Sat May 05, 2018 12:30 pm

    Laughing



    Code:
    smoke_fl,1,14,1.1,7,1.2,0.40,0.02,5.0,0.30,0.6,0,smk_sphere0,0x00000002,sh_ablendd,0xCCf8f8f8,0x334D4D45,1,5;//by geoweb35

    i notice a problem when i use 2 colors (white and black) -> upper smoke texture disapear
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    Leo K

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    Re: Effects. New textures. Experiments.

    Post by Leo K on Sat May 05, 2018 2:55 pm

    geoweb35 wrote:Laughing



    Code:
    smoke_fl,1,14,1.1,7,1.2,0.40,0.02,5.0,0.30,0.6,0,smk_sphere0,0x00000002,sh_ablendd,0xCCf8f8f8,0x334D4D45,1,5;//by geoweb35

    i notice a problem when i use 2 colors (white and black) -> upper smoke texture disapear

    Hi there Geoweb!

    I checked out that video from steel armour, It doesn't seem perfectly reallistic to me, but I can help you if you want to reproduce it in steel tank

    first thing: the upper smoke disappears because you put 0x33 in the "final color" of the effect->> "0x334D4D45", 0x33 means 20% opacity. the final color of the effect should always be  0x00, in other words: 0% opacity at the end of the effect, so the smoke spheres will then "vanish". Everything else would look like the smoke suddenty dissapears.

    And now, how I would do it: You need not just one smoke effect, but TWO working together:
    first: black, dense and short in lenght
    sedond: white (light grey would be better) not dense, and long in length

    here's an example (I posted it earlier in this thread)

    //leo K adj smoke_fl1
    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;

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

    first I created a new smoke effect, smoke_fl2, and to add it, just go to parts_groups_desc() inside common_res and search for the group where it should be, in this case, flame. Add the new effect to the queue and save the file. Ready!

    note: feel free to use the example, you just need to change the color values as you wish. Just google "HEX color" and you will find websites to pick a color and translate it to HEX code. The transparency codes are explained in one of my posts in this thread

    Regards and good luck!
    Leo K
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    geoweb35
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    Re: Effects. New textures. Experiments.

    Post by geoweb35 on Sat May 05, 2018 3:48 pm

    ok thanks

    finally i made something(updated):
    Code:
    smoke_fl,1,12,0.9,7,1.2,0.60,0.02,5.0,0.20,0.5,0,smk_sphere0,0x00000002,sh_ablendd,0xff4D4D45,0x004D4D45,1,5;//by geoweb35
    smoke_fl2,1,12,1.0,8,1.2,0.60,0.02,5.0,0.20,0.5,0,smk_sphere0,0x00000002,sh_ablendd,0xfff8f8f8,0x004D4D45,1,5;//by geoweb35

    flame,fire,smoke_fl,smoke_fl2,,,;

    or

    Code:
    smoke_fl,1,15,1.1,8,1.2,0.45,0.02,5.0,0.30,0.6,0,smk_sphere0,0x00000002,sh_ablendd,0xff4D4D45,0x004D4D45,1,5;//by geoweb35

    i have to test more this settings  cheers


    Last edited by geoweb35 on Fri Jun 08, 2018 6:33 pm; edited 4 times in total

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