Blue Devil
Charter Member
Hey Y'all, ...
Lookin' for two(2) ship fx's...
fx_veh_fire_s.fx
fx_OilRig_l.fx
Thanks in advance...
Lookin' for two(2) ship fx's...
fx_veh_fire_s.fx
fx_OilRig_l.fx
Thanks in advance...
Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.
Please see this thread for updates. Update Thread
SOH ADMINISTRATIONThe vehicle effects are here http://web.tiscali.it/jobim/cfs2/ A warning though, this effect will leave a scorched earth in the ocean at the point that it was called up.Here's two more of the bookmarks I have for effects designers.
http://web.tiscali.it/Nanni/CFS/
http://www.theghostfiles.org/CFS2p1.htm
A little side note, if the effects file contains fx_3.bmp in it that will be the scorched earth. Taking a shot at modifying some of these...the three blocks the fx_3.bmp is associated with (blocks of code, same number) can be deleted to get rid of this call up. After deleting, put the numbering sequence (three blocks per number) [Emitter.X]..[Particle.X]..
[ParticleAttributes.X]..back into order. No more earthly ashtray. I just tried this out a little while ago and so far so good.
I'm thinking of doing an fx.3 .bmp that eliminates that scorched earth thingy which is a PITA often as not, often ending up in the middle of the sky or 10+ feet off the ground.. OK, while on the subject- what is the proper (kosher) method of saving .fx & prop .bmp's after they are tweaked to satisfaction. Do you need that texturing thingy from Microshaft?
Well, that would make things a whole lot easier.I'm thinking of doing an fx.3 .bmp that eliminates that scorched earth thingy which is a PITA often as not.
YES, that makes a lot of sense. I did an fx_3 with the scorched earth 'alpha'd ' out that seems to do the trick in my testing.Well, that would make things a whole lot easier.
The outstanding culprit I've been finding in several .dp's is the fx_fatal_explosion. Even though the info in the .fx file was removed (fx.3.bmp), the three blocks, where the ground texture use to show...now there's a... how to explain, well something like a white translucent disk. Like the sim is still reserving a location for the texture call up. Does that make sence? :isadizzy: Not to get too nitpickey with these, just an observation.