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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Eternal Patrol
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Location: Waterbury, CT. USA
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it is in the Main data folder right with the scene.dat file and all the other sub files.
Roger Dodger As to the fire effect's it is handled in the Particles and materials files to answer your question. LukeFF |
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#17 | |
Sonar Guy
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Location: Oregon, USA
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#18 | |
Silent Hunter
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Location: Riverside, California
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#19 |
Eternal Patrol
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the particles file for damage effect's and durations and size and so forth is your best bet. Just one thing could have 10 seperate node's to it when opend up then in a node maybe 50 differn't setting's between near and far and bitmap Particles and Object particles creation weight velocity and the list just goes on.
I had to learn all this and figure it all out by compairing one type of effect to another and take my chances to see how it all worked. So have fun and remember to always save an untouched file for a back up then good luck playing with it all. I am not working in that area of the game files at the moment and have some stuff I have to get done for the mod and test so until all of this is done I can't walk you through it right now. I learned by compairing and trial and error and if I didn't understand something in terms used then tryed to find a reference to it on the internet. |
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#20 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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BTW, the back and forth in and out of the game to test various effects that leo mentioned so casually is a frightening amount of time consumed. Open file, make changes. Save file, load mod. Load game, load mission, test, quit. Unload mod, open file, etc, ad nauseum.
The amount of time leo has put into his stuff is truely amazing. Unless you have done it (and I've done almost none by comparison) it's hard to have a feel for how much work he's had to do---and the waiting to load stuff really isn't fun, at best it's work, lol. <S> Leo. tater |
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