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Combined Effects.xml Uploaded

Daiwilletti

Charter Member
I've uploaded an effects.xml file which works in my MAW, ETO and Bob installs. It will be found under CFS3 other - Effects when admins accept it. It has most if not all of the new effects associated with all the loverly new aircraft recently created for CFS3 including Typhoons, Spitfires and FW 190s.

The effects.xml is in alphabetic order to make finding entries easier. There are very few if any duplicate entries.

I'll be interested to hear if it makes a difference, I've been using most of this stuff for a while so I have nothing to compare it with.
 
New effects

Well done that man,iv`e downloaded and installed the xml in one of my ETO`s and it looks good,did you work on the gun smoke as it appears a lot nicer now.
alcanallen
 
Well done that man,iv`e downloaded and installed the xml in one of my ETO`s and it looks good,did you work on the gun smoke as it appears a lot nicer now.
alcanallen

Well lets hope its all good. The file is 4.2 Mb so way bigger than other effects.xml. When I was merging the files I kept coming across sections of old effects that had gone from "newer" versions. I have tried to retain everything so long as it has a different name, so maybe some of the older standard effects can look a bit better.
 
This breaks the altitude dependent contrail effect for use with AnKor's Shaders.

Here's the section that needs to be replaced.

Code:
<high_contrail_1 ClassName="TrackEffect" FlatTrack="0" Lifetime="0" InitialDelay="0" ParticleLifetime="30" FadeInTime="5" FadeOutTime="25" PosX="0" PosY="-0.5" PosZ="0" CountSegments="2000" SegmentLength="12" Width="3.6" WidthGrow="1" InitialAlpha="0.0" InitialColor="255 255 255" Alpha="0.33" Color="255 255 255" FinalAlpha="0.0" FinalColor="222 222 255" BlendMode="QuadSprite" Texture="tr_condenstrail_basis1.dds" ZBias=".03"/>
   <high_contrail_2 ClassName="TrackEffect" FlatTrack="0" Lifetime="0" InitialDelay="0" ParticleLifetime="30" FadeInTime="5" FadeOutTime="25" PosX="0" PosY="0.5" PosZ="0" CountSegments="2743" SegmentLength="8.75" Width="3.6" WidthGrow="1" InitialAlpha="0.0" InitialColor="255 255 255" Alpha="0.33" Color="255 255 255" FinalAlpha="0.0" FinalColor="222 222 255" BlendMode="QuadSprite" Texture="tr_condenstrail_basis2.dds" ZBias=".03"/>

also post #723 in this thread http://www.sim-outhouse.com/sohforu...ld-Be-Very-Interesting-AnKor-s-Shaders/page29 has instructions for fixing the alpha transparency for the wingtip G Trail effect, and provides a way to make it altitude dependent.

Code:
<fx_N_gtrail ClassName="GroupEffect" Effect0="N_track_contrail_s"/>
<N_track_contrail_s ClassName="TrackEffect" FlatTrack="0" Lifetime="0" InitialDelay="0" ParticleLifetime="0.15" FadeInTime="0.02" FadeOutTime="0.12" PosX="0" PosY="0" PosZ="0" CountSegments="5" SegmentLength="2" Width="0.25" WidthGrow="1.2" InitialAlpha="0.00" InitialColor="250 250 255" Alpha="0.55" Color="250 250 255" FinalAlpha="0.00" FinalColor="250 250 255" BlendMode="QuadSprite" Texture="tr_condenstrail_basis3.dds" ZBias=".03"/>
 
Last edited by a moderator:
Thanks very much, Majormagee.

Just to clarify:

1. You recommend deleting the high_contrail entries, and
2. You recommend replacing the N_track_contrail_s entry (incidentally it is duplicated in the version I uploaded!) with the one you provide, which refers to a different texture?

If so, I can upload the amended version shortly.

NBB if anybody actually reads this thread, I forgot to spell out something in the installation instructions for the combined effects.xml:

It is not a good idea to keep the original effects.xml in a renamed form in the root folder of you install. When replacing the effects.xml with the combined effects.xml, REMOVE the original and back it up in a place outside the CFS3 install you are using. Otherwise, CFS3.exe will likely just mush up the effects and choose at random, it will be harder to observe any differences.
 
Both are replacement entries that require the tr_condenstrail_basis1.dds, tr_condenstrail_basis2.dds and tr_condenstrail_basis3.dds files from AnKor's Shader upload to work.

I also see that the Lippisch P13 effects need to be added, so I'm going through a similar compare and merge exercise right now for Jets, PTO, DPC Korea, and Firepower to find all the other effects that could be incorporated into this master effects file. It's going to take me a while...
 
I have a whole load of entries for Dan's TIs and Markers but not sure if they are worth adding if no one has the actually items. let me know and I can send to either of you; assuming that's OK with Dan. To work with Ankor all the needed dds files have to be tied to TextureMagic.ini anyway.
 
@MM, thanks got it. Will "effect" the changes.

@ James, I think it is worth doing.

I will hold off a little while before uploading additions in the effects.xml. I forsee it being a bit of a work in progress; a bit like the shaders!
 
Majormagee has been working hard on a super combined effects.xml, including effects from Pacific theatres. Mine only combined European theatres. Also I've picked up one or two important omissions from my combined effects.xml. So I suggest people keep an eye out for the next version, rather than continue to upload this one.

Thanks for you hard work, Majormagee :applause:
 
I believe we just rooted out a long standing issue with the bullet impact sound being heard from very far away without any distance attenuation. :encouragement:
 
While we were working on this we noticed that the oil_slick1 texture did not blend in very naturally. Since it's used for quite a number of effects it prompted us to modify it to make it more transparent, a little lighter, and with less contrast. Here's the result:

At Sea

HDbB6fZ.jpg


UVN9z7s.jpg


On Land

yHrRw7p.jpg


xoNJAtz.jpg
 
This brought me back to thinking of how far out one can see smoke as in thread http://www.sim-outhouse.com/sohforu...omg-damaged-buildings-for-the-day-after-raids which brought me back to http://www.sim-outhouse.com/sohforums/showthread.php/14813-Insane-Ring-Tweak-Where-is-this/page5 which I will bump now. As the insane ring tweak is beyond my current understanding, I wondered how far out those tweaks enable one to see smoke now? Also are there smoke effects which sort of spread out the smoke or make it angle up rather than going straight up?
 
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Yes, there are parameters that can make the smoke spread as it rises, and drift with the wind.

In one case the drag parameter has been unintentionally set way too high and the smoke would race off in a lateral direction like it was in a hurricane. That's the sort of error we've been taking the time to sort out.
 
Effects.xml Superseded

The combined effects.xml file has now been replaced with a combined effects package (see new thread)
 
Effects package

Morning! wonderful addition to our CFS3 experience,you have really changed a lot in the sim,great work guys,much appreciated by all i`m sure.
alcanallen.
 
G'day all..

Thanks kindly major,you're hard work making our sim so much better is always greatly appreciated..

cheers!,Jason..
 
OK, I am checking what may seem to be missing, or actually, unless somehow re named. This may end up as several post!:wiggle:

1.<START_GECKO_SPITFIRE_VIII_EFFECTS_JUNE_26_2016/>

<SPITFIRE_VIII_ENGINE_EFFECTS/>

and

<START_GECKO_FW_190A_EFFECTS_SEPTEMBER_1_2017/>

<FW_190A_ENGINE_EFFECTS/>

and

<FW_190A_AIRCRAFT_EFFECTS/>
<FW_190A_DAMAGE_EFFECTS/>
<FW_190A_WEAPON_EFFECTS/>
<FW_190A_DX9_EFFECTS/>
and

<START_GECKO_TYPHOON_EFFECTS_DECEMBER_23_2016/>

<TYPHOON_ENGINE_EFFECTS/>
<TYPHOON_AIRCRAFT_EFFECTS/>
<TYPHOON_DAMAGE_EFFECTS/>
<TYPHOON_WEAPON_EFFECTS/>
<TYPHOON_DX9_EFFECTS/>

and

<START_GECKO_SPITFIRE_VIII_EFFECTS_JUNE_26_2016/>

<SPITFIRE_VIII_ENGINE_EFFECTS/>

etc.


are all these in??
 
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