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Old 02-28-09, 06:43 PM   #1
Awful Smutje
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Hello Racerboy.
I have a little question. I use your SH4 FX for SH3 mod, updated by asanovic7, and l like to add your new torpedo explosion to it.

I think these are in your new AITorpsEffectsMaterialsShip.dat, AITorpsEffectsMaterials_Sub.dat, AITorpsEffectsParticlesShip.dat & AITorpsEffectsParticles_Sub.dat in the Library folder.

Is it going to work, if I only enable them via JSGME, or do I have to edit the files? (Hopefully not, I'm still no modder... )

I think this could screw the explosion, because all files in the Library folder are loaded, if I remember correctly. Then would be two torpedo explosions loaded.

Poorly I have not enough knowledge how these files work...

Best regards
Awful Smutje
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Old 02-28-09, 07:04 PM   #2
TheDarkWraith
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Quote:
Originally Posted by Awful Smutje
Hello Racerboy.
I have a little question. I use your SH4 FX for SH3 mod, updated by asanovic7, and l like to add your new torpedo explosion to it.

I think these are in your new AITorpsEffectsMaterialsShip.dat, AITorpsEffectsMaterials_Sub.dat, AITorpsEffectsParticlesShip.dat & AITorpsEffectsParticles_Sub.dat in the Library folder.


I knew people would like that explosion! You all are getting just a small little taste of what RFX is going to be like. I can do magic with those ParticleGenerators and FastParticleGenerators now. Those files you mentioned above are for the launching effect of the torpedo. The actual torpedo explosion effect is located in AITorpsCommonEffectsMaterials.dat and AITorpsCommonEffectsParticles.dat

Is it going to work, if I only enable them via JSGME, or do I have to edit the files? (Hopefully not, I'm still no modder... )

As that effect is not referenced by anything except for my files it will never be called by anything but mine. You will have to edit the \data\Library\torpedo.sim file to reference my new torpedo explosion effect outside of my AI torpedo mod. So yes, the new torpedo explosion effect will work in my mod (and only in my mod) enabled via JSGME.

I think this could screw the explosion, because all files in the Library folder are loaded, if I remember correctly. Then would be two torpedo explosions loaded.

That is incorrect. As my torpedo explosion has it's own unique ID there will be no conflict. The game will still use the default torpedo explosion (called for in torpedo.sim and found in particles.dat).

Best regards
Awful Smutje
See above in yellow. Adding to my FAQ reserved spot. See here: http://www.subsim.com/radioroom/show...06&postcount=2 which is the FAQ.

Last edited by TheDarkWraith; 02-28-09 at 07:23 PM.
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Old 02-28-09, 07:31 PM   #3
Awful Smutje
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Thanks for your fast and helpful reply!

That sounds less difficult then I thought.
I'll have to try that directly...

I'll ask again, if any problems show up wich are not in the faq... (Probably noob questions... )
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