Weapons Effects editing

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Weapons Effects editing

Postby burninator » Fri Mar 16, 2007 3:30 pm

I downloaded and installed this effects package:

http://www.netwings.org/cgi-bin/dcforum ... collv2.zip

The effects package I downloaded added these great splashes when machine gun rounds hit the water instead of the little puffs that are usually there.

Then I downloaded this great b-25 model that has the 75mm cannon in the nose.
Last edited by burninator on Fri Mar 16, 2007 3:42 pm, edited 1 time in total.
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Re: Weapons Effects editing

Postby H » Fri Mar 16, 2007 7:33 pm

My expertise with CFS2 is fairly weak aside from its CFS1 realtionship. However you are speaking of visual effects thus, I'd expect, they'd be something to do with the fx files (effects) and the targets (objects, etc.) being hit rather than just the weapon, itself.


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Re: Weapons Effects editing

Postby burninator » Fri Mar 16, 2007 8:09 pm

So does that mean there's a dp for water in the objects dp folder?
Last edited by burninator on Fri Mar 16, 2007 8:09 pm, edited 1 time in total.
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Re: Weapons Effects editing

Postby burninator » Fri Mar 16, 2007 8:34 pm

Ok, I could not find a dp for water or dirt, so I don't think that's it.

In the effects folder there are several fx_bltwtr (bullet water), fx_wtrsplsh (water splash), etc effects.  I think the effects upgrade I downloaded changed whatever fx file is activated whenever a 50 cal round hits water.  So how do I figure out which fx file my 50 cal rounds are activating?  If I do that, I can just do the same for the 75mm cannon and have it activate the same effect...

I wish this was explained somewhere.

Thanks for any help.
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Re: Weapons Effects editing

Postby H » Sat Mar 17, 2007 9:00 pm

[color=#003300]I've never looked around for an fx editor (not something done with Notepad/Wordpad). Are you versed in C++ ?
The original CFS2 fx files should date in 2000; if the created date is more recent, you've probably had them replaced. For instance, my fx_wtrexpl_l.fx
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Re: Weapons Effects editing

Postby burninator » Sun Mar 18, 2007 9:24 pm

So, I found the fx_bltsplsh_l, _m, and _s (bullett splash large, medium, and small).  I copied all the content of the 'torpedo explosion medium' effect and pasted it into all three files.  After that, both my 50 cal gun and my 75mm cannon both left torpedo explosions in the water instead of the bullet splash.

So, we've established that both the 50 cal gun and the 75mm cannon both use one or more of the 3 bullet spash effects.

Then I restored all three bullett splash files to their original state.  I then replaced each one with the torpedo exposion one at a time and tried firing the guns again.  The result was as follows for all three.  50 cal guns leave torpedo explosions only, and the 75mm cannon would randomly leave either a small bullett splash or a torpedo explosion.  I thought this was very confusing.  This makes me think that there is another more complex element to each weapon, possibly each weapon has some combination of effects associated with it.  Simply changing the bullet splash effect won't help me in this case, since it will also effect what happens when rounds hit the water.

So the question is, where is the association between a weapon (50 cal, aircraft cannons, etc.) and it's effect at?  Is it written into the game code?  

What tells the game to leave a large splash when a rocket or bomb hits the water?  If I could figure this out and find it, I could copy the effect info and paste it into the 75mm cannon file (i also need to find the cannon's file).

I feel like I'm getting closer to my answer, but I still need some help.  I know there are people out there that know the answer to this, but I guess they don't read this forum.

Does have any contacts that may be able to help me.

Thanks!!!

:)
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Re: Weapons Effects editing

Postby H » Sun Mar 18, 2007 10:01 pm

Now I'm unclear about your intent; you seem to be asking about info in the particular aircraft's .dp file. Whether CFS1 or CFS2, the damaging potential for each weapon is within the gunstation strings of the .dp (you could make a machine gun blow the opponent out of air with one burst -- but, mind you, not realistic nor, if not mutual, fair). Therewithin is also the Effects directives (fx files accessed for that plane's profile).


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Re: Weapons Effects editing

Postby burninator » Sun Mar 18, 2007 10:59 pm

Thanks for the reply.  Sorry if I'm being unclear.

So you're saying that the piece of information I'm looking for is in the aircraft dp file...that makes sense.  I looked through it, but couldn't find anything related to effects for the gun.  If it's in the gun station line, I have no idea what the numbers in station line mean.

Here is the 75mm cannon:

; 75mm Cannon
gunstation.9=1,46,2,5.44,602,4,1,1500,6,100,1d1*2203,-0.24,-0.34,2.4,-0.50859,0,0,0,0,0,0,302.32

And I think this is related too:

[guns.9]
gun.0=21,0,0,4,0,0,1,21

Are the fx directives in here?  Which sets of numbers are they?  

Thanks again for your help!!!
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Re: Weapons Effects editing

Postby H » Mon Mar 19, 2007 12:57 am

[quote]So you're saying that the piece of information I'm looking for is in the aircraft dp file...that makes sense.
Last edited by H on Mon Mar 19, 2007 1:36 am, edited 1 time in total.
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Re: Weapons Effects editing

Postby burninator » Mon Mar 19, 2007 10:35 am

So, does the damage power dictate which effect is used?
Last edited by burninator on Mon Mar 19, 2007 2:56 pm, edited 1 time in total.
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