View Full Version : [TEC] AJM - wired things happend to me...
urfisch
08-14-07, 10:42 AM
General question:
where could the problem be, if you see textures from far as a white square? but from nearby you see everythings how it should be.
:hmm:
Hmm maybe someone could answer if he has both SH 4 and 3. It can be there's some difference between these in displaying smoke and fire.
Ruzbasan
08-14-07, 03:59 PM
The objects you see in the sky over the ship in the night screenshots are flares.
Sometimes when you torpedo a ship at night it will shoot up distress flares.
Hope this helps.:)
Ruzbasan
08-14-07, 04:00 PM
Can't figure out the white square problem.
The objects you see in the sky over the ship in the night screenshots are flares.
Sometimes when you torpedo a ship at night it will shoot up distress flares.
Hope this helps.:)
Are you sure in that? For my eyes it nearly looks like the same in the day shots, just in other light and positiong.
Do those "flares" shoot up all the time or only a few times after the hit? Then they can really be flares.
Ruzbasan
08-14-07, 05:43 PM
The flares are kind of random. They don't always occur. But they are featured in SH3. The program may even shoot them in daylight. Probably a mistake by a programmer.
Mush Martin
08-14-07, 06:04 PM
I Had this once majorly on an uber test right at the pause moment
what happened in my opinion was that when I paused with the
binos on I got visuall effects at that level of magnification at the
pause moment.
when I went to free cam where the zoom level is different
I got a large square witha sizeable version of one of the
rare coloured Flare ups of the ship detonations. when I
approached the ship the square was large and obvious.
when I withdrew it retreated to almost normal. I took
a screenie sequence but it has since been dumped.
but I feel the effect is a zoom effect trapped in the normal
view world by pausing at the right moment.
Maybe maybe not. just my thoughts
M
TheDarkWraith
08-14-07, 10:56 PM
Can't figure out the white square problem.
the white squares mean missing materials, plain and simple. There are some materials that need to be added to the materials.dat file for this mod. Depending on how the Particle Generator is setup will determine how they 'look' up close and from far away.
kys2000
08-14-07, 11:19 PM
my mod AJM1.3,have resolve almost all bug ,you meeting.
I wait GWX1.04 released to use its Campaigns to expand pacific war .
http://game1.ali213.net/viewthread.php?tid=1526939&page=1#pid14039878
urfisch
08-15-07, 03:44 AM
would be interesting, which materials are missing! the sh4 materials.dat, which is needed for the particles.dat, has no materials in it. its just a navigator to the different materials are used.
its a scale problem of some materials. but i wonder, how d.kruger got his version running correctly! look at his screenshot in the ajm preview thread. fire and smoke are shown the right way. so, wheres the difference between our two installations!
@D.Kruger: please send me a file tree of your installation and used mods. maybe this helps to figure out the problem. would be great to have this nice particles from sh4 in sh3!!! and we are almost there. just some fine-tuning left...
:yep:
bigboywooly
08-15-07, 05:22 AM
my mod AJM1.3,have resolve almost all bug ,you meeting.
I wait GWX1.04 released to use its Campaigns to expand pacific war .
http://game1.ali213.net/viewthread.php?tid=1526939&page=1#pid14039878
I have yet to be asked if you can use those files
:roll:
urfisch
08-15-07, 09:27 AM
please leave some suggestions!!!
TheDarkWraith
08-15-07, 09:39 AM
please leave some suggestions!!!
I'm afraid to start diving into SH4 files as I might not come back to SH3. I have too many projects as is that I have to complete first anyways. ;)
We'll have to see what D.Kruger did with the files to have such a wonderful sight without these bugs.
urfisch
08-15-07, 10:16 AM
sure! that is what i hope he will do...
TheDarkWraith
08-15-07, 10:23 AM
sure! that is what i hope he will do...
Dang, temptation always wins :doh: Ok, you all have me curious now as to what changed to make this smoke and fire. Where can I download the files to look at them?
The good smoke can be taken here :yep:
http://files.filefront.com/No+Textures+SH3+AJ+1227z/;8304794;;/fileinfo.html
http://files.filefront.com/DKruger+FX+Skins+for+AJ+12rar/;7808102;;/fileinfo.html
There are the links.
TheDarkWraith
08-15-07, 10:33 AM
you need to download both?
That first link is 193MB!! I'm on my laptop (due to being on the road) and thus will have to wait to download those when I return home in a few days.
urfisch
08-15-07, 10:34 AM
right. but you also need the textures file. you can all get this stuff at his filefront-site.
http://hosted.filefront.com/DKruger
regards
urfisch
please remember:
big fire, oil-fire, shell, shell-trace and shell-hit do not work properly. then we have the slowly rising "flare-traces" which look like fading souls. the small fire works fine. even on distance and also through the binocs!
UPDATE:
tried it with a stock sh3 installation. no success. the bug must be in the materials.dat or the particles.dat - or some material is hidden somewhere in a file as i already imported all sh4 textures.
:shifty:
TheDarkWraith
08-15-07, 10:59 AM
UPDATE:
tried it with a stock sh3 installation. no success. the bug must be in the materials.dat or the particles.dat - or some material is hidden somewhere in a file as i already imported all sh4 textures.
:shifty:
the smoke, oil, fire, etc. are controlled from the particles.dat file's particle generators (smoke_fire_big, smoke_fire_small, Oil_fire_big, etc.). If one of them are 'calling' for a material (in the materials.dat or packed into the particles.dat) that doesn't exist you'll get the white boxes (or fading souls as you call them). I know this because of my smoke mod. I had to pack in my own materials (the smoke TGAs) into the DAT files to get rid of my white boxes. I didn't pack them into the materials.dat file because I would be releasing a new update of this file everytime I made a smoke mod for another sub.
Just checked with the simple fx pack everything went okay, no problems there. But without the .dat files it's a simple high quality smoke and fire texture you see.
So there must be a problem with the particles file.
urfisch
08-15-07, 11:27 AM
you mean, you had no, i mean NO problems? even in the binocs no squares? no fading souls? strange if so. maybe i will try by hand later the evening. used the jsme so far.
@racerboy: i dont mean the squares, when i talk about "fading souls" these are some particles rising slowly from the hit ship. look at my pics. its not the rise like fired flares and fade away. the particles are born on the ship..and rise slowly in a line up into the sky. looks like a stream of particles...but this cant be right this way. normally the p die after a short time, especially the rising ones.
The stuff I did is only installing the FX files and using the old particles file. That's why I didn't have problem. So I didn't copy from the other, bigger file. That means that the particle file in the AJM file is the one that's messing up the whole thing and making strange particles, like flying ones.
The old particles.dat works well, but you don't get the beutiful smoke flying through the horizont, you just get the old style smoke in a new cloth.
Edit: Did you try this SH3-FX? It contains particles files too.
http://files.filefront.com/SH+3FX+01brar/;8309765;;/fileinfo.html
I can't test this now. Maybe this fixes the problems.
urfisch
08-15-07, 01:17 PM
yes. tried it. same thing...frustrating. without the help of dkruger there will be no success i think. hes the only known person, who got it running correctly.
:roll:
urfisch
08-16-07, 09:57 AM
news? racerboy?
TheDarkWraith
08-16-07, 02:28 PM
news? racerboy?
I fly home late today. Will take a look at this over the weekend.
urfisch
08-16-07, 04:10 PM
cool!
:up:
urfisch
08-21-07, 04:48 AM
racerboy...what happend over the weekend?
urfisch
08-25-07, 04:24 PM
bump
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