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Opticalsnare
Nov 3 2009, 19:26
WarFX Particles
Particle and Lighting Effects Mod



http://img27.imageshack.us/img27/6991/warfx1.jpg
Current Version 1.41 BETA (http://www.filefront.com/15850111/WarFX_Particles_Beta_1.41.rar/)

Please make sure to remove any older versions of the mod.
Requires CBA Addon

Changelog BETA 1.41
- Fixed invalid crew error & ctd
- Fixed vehicle exhaust smoke
- Reduced missile smoke effects for guided missiles
- Removed missile smoke from some RPG type weapons.
- Done some optimizing and tweaking
- Added some more features

Changelog BETA 1.4
- Alot of fixes
- Alot of effects
- Alot of work

Changelog 1.3
-Removed un-modded files (Reduced filesize)
-Added support to the Arty Modules
-Many changes to various effects

Changelog 1.21
- Fixed Blood Effects (Again)
- Fixed 85mm_Explode Error (T34 HEShell)

Changelog 1.2
- Reduced Small Caliber Dust Impacts
- Reduced Vehicle Explosion Smoke
- Reduced Big Metal Impact Sparks
- Default Vehicle Destoryed Smoke
- Added Keys

Changelog: 1.1

-Fixed Campfire SmallFireS Error
-Fixed Blood Effects

---------------------------------------

Changes are alot, so il just list the ones that pop into my head.

Increased dust effects for all bullet hitimpacts
Added bigger bullet impact dust effects
Added sparks and embers
Added ammo sparks explosion
Increased dust on bombs and artillery impacts

Anyway you get the idea its a big mod with lots of changes to the particle & lighting system.

Future Plans:
- Add different effects based on environments.
- Add different effects to any possible future muntions (JDAM, MOAB, Cluster, Napalm, Bunker Buster)

Have fun :)



Download 1
WarFX Particles BETA 1.41 (http://www.filefront.com/15850111/WarFX_Particles_Beta_1.41.rar/)

Download 2
WarFX Particles BETA 1.41 (http://www.armaholic.com/page.php?id=8182)


Donate (https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=opticalsnare%40gmail%2ecom&lc=GB&item_name=WarFX%20MODS%20%26%20ARMA%202%20OpticalS nare%20Projects&currency_code=GBP&bn=PP%2dDonationsBF%3abtn_donate_SM%2egif%3aNonHos ted/)

Mr Burns
Nov 3 2009, 19:32
Awesome! Been waiting for this one to get released .. like a little kid awaits xmas :D Thx!
Does it include signatures & keys (unlike the tracer mod)?

SpiritedMachine
Nov 3 2009, 19:32
Fantastic. Thanks.

Opticalsnare
Nov 3 2009, 19:32
Awesome! Been waiting for this one to get released .. like a little kid awaits xmas Thx!
Does it include signatures & keys (unlike the tracer mod)?

It dont atm, how do i go about doing that?

Mr Burns
Nov 3 2009, 19:40
It dont atm, how do i go about doing that?

There´s an option in binPBO, can also be made via commandline and dssignfile.exe / but first you need to create your own biprivatekey - the tools readme should elaborate on how exactly you need to proceed. Also make sure to register your tag at ofpec (http://www.ofpec.com/index.php)...once it´s up again, wonder what happened to them :(

Signatures & Key´s are a must for civilized MP,
OFPC TAG database has become a community standard :)

Binkowski
Nov 3 2009, 19:41
Awesome! Thanks man! I've been waiting for this. Downloading now.

Pauliesss
Nov 3 2009, 20:07
Thank you, downloading now too! :)

Fansadox
Nov 3 2009, 20:58
Hooray !

Talyn
Nov 3 2009, 21:42
Very nice, makes the night fighting that much more spectacular. :rthumb:

SpiritedMachine
Nov 3 2009, 21:58
I'm getting this error:

http://www.spiritedmachine.com/misc/images/error.JPG

SNKMAN
Nov 3 2009, 22:09
May i'm wrong... But it looks like you have included the whole original Ca.pbo from ArmA 2 which is 129 MB big.

What's this used for?

Opticalsnare
Nov 3 2009, 22:12
Ok fixed it.

Its dogey campfire smoke


May i'm wrong... But it looks like you have included the whole original Ca.pbo from ArmA 2 which is 129 MB big.

What's this used for?


I made some changes to the universial.paa making the explosions brighter and making some changes to the smoke. Problem is that it works fine if keep all the stuff you cut out the stuff thats not been edited but when you try and path a new texture from editing the .p3d it reads the new file but it looks corrupt. I can make a release without the unmoded stuff but it means dropping the edited universial.paa and i also ran into problems trying to get the sparks and embers to work. I have another look in the morning im serously tired been up for over 48hrs.

SpiritedMachine
Nov 3 2009, 22:16
Ok fixed it.

Its dogey campfire smoke :/

Is the file uploaded already? Or do I need to wait til the next release?

Mr_Centipede
Nov 3 2009, 22:27
Does anyone think the blood effects a bit exagerated? Other than that... top notch works. the battlefield is more lively now :)

Opticalsnare
Nov 3 2009, 22:27
Well i fixed it so i might as well upload it.

Yeh i messed up the blood, so il fix that is well, what i was trying to do was to have differnt bullets do differnt blood but i coundnt get it to work. :(

Master gamawa
Nov 3 2009, 22:29
The fireplace object doesn't work I just checked it. :(

but the sparks are awesome. A tanks exploded and it was like the 4th of July!

Opticalsnare
Nov 3 2009, 22:51
Uploading 1.1

Fixed campfire
Fixed Blood

Let me know if you run into anything else.

Scrub
Nov 3 2009, 23:01
Great stuff! Glad you released this, been drooling over it on YouTube.

Mission accomplished...
Now get your hard workin', creative butt to bed! :P

[EC]M.O.R
Nov 3 2009, 23:12
I don't know if anybody else had those probs, but me and my buddy played together with it on a server, and we both got message, connection to server lost and the countodwn, after that, server crashed, my mp-browser didnt work..so i connected to another server domination, played some minutes, and the same again, i can'T find both servers anymore in list, i hope that nothing bad happened..maybe it has something to do with that signs or keys..never had that prob before i played with the war-fx addon..just wanted to let you know..

Chunk3ym4n
Nov 3 2009, 23:15
YES! Also I was the guy messaging you asking when it was done!

[EC]M.O.R
Nov 3 2009, 23:18
what do you mean?

Opticalsnare
Nov 3 2009, 23:42
Updated 1.1

check first post.

swtx
Nov 3 2009, 23:53
Thanks I got It !!

thales100
Nov 4 2009, 00:03
Updated 1.1

check first post.

Thanks, just downloaded it. :)

b00ce
Nov 4 2009, 00:21
Sweet, I've been drooling over the A-10 vid for a while now.

Thank You!

NightWarp
Nov 4 2009, 02:25
Enjoyed the mod thus far.. only nitpick would be the kicked up dirt might be a bit much.. if a MG fires at prone enemies for example, very quickly you totally loose sight of the target, and immediate area of where you hit, such things will get players killed. (havent tried 1.1 yet.. just finished a 4h session.. ugh)

Alex72
Nov 4 2009, 02:49
Cool addon! Testing it out now and looks promising.

I have to agree with above though that the dust kicked up is too much. For a big caliber it would be nice, but when i shoot a M16 into the ground it leaves a huge plume of dust flying up and away in the wind. Would be much nicer if that dust was smaller. IMO ofcourse. :)

Chaostika7-17th
Nov 4 2009, 03:14
Awesome! Been waiting for this one to get released .. like a little kid awaits xmas :D Thx!
Does it include signatures & keys (unlike the tracer mod)?


http://uddp.de/Grafiken/Member/itse/thank-you.jpg

very sweet news, awesome, also have been waiting for some FX mod/addon like a lil kid! thx for your work m8
and please do release signed keys!! as burns pointed out, a must for mp!

edit 05:47: just tested (couldnt go to bed without heheehe), really nice, plz just reduce the blood a bit more hehee ;-) see u fixed that in 1.1!
as soon serverkeys are out, first thing on our server, sir.

Alex72
Nov 4 2009, 03:26
The sparks are awesome! Maybe they could have some 90%/10% randomness though? 10% of the time there are no sparks.

Anyway, playing night mission atm with full blast ACM and its really cool. Thanks a lot for this. :) Effects are always welcomed. They raise the intension and immersion a lot.

Richard Bruce Cheney
Nov 4 2009, 04:06
WOW! Looking forward to checking this out - can never have too much dust or sparks. I wish ARTY hits would shake the camera like they do in Dragon Rising, but this will help increase the visual drama nicely. Thanks!

froggyluv
Nov 4 2009, 04:43
Great effects!

Loving this and your tracer mod although I prefer and am using your first version with the white tracers. I know they are colored in RL but that just comes across as too star warsy on the monitorfor me at least. The white has that phospherous effect that I like.

Anyways, really loving all the new effects and between mods like this and the fantastic new betas- we're getting into that golden age righta bout now :yay:

Chaostika7-17th
Nov 4 2009, 05:23
http://uddp.de/Grafiken/Member/itse/thank-you.jpg

very sweet news, awesome, also have been waiting for some FX mod/addon like a lil kid! thx for your work m8
and please do release signed keys!! as burns pointed out, a must for mp!

edit 05:47: just tested (couldnt go to bed without heheehe), really nice, plz just reduce the blood a bit more hehee ;-) see u fixed that in 1.1!
as soon serverkeys are out, first thing on our server, sir.


a bit to dark and i'm no pro filmer hehehe....just in case some havnt seen a vid!

<object width="560" height="340"><param name="movie" value="http://www.youtube.com/v/bo60taikChI&hl=de&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/bo60taikChI&hl=de&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"></embed></object>

Alex72
Nov 4 2009, 06:44
I wish ARTY hits would shake the camera

Will do in ACE2 i think. :) Really missed that as well to top these effects off.

The addon:
Dust is a bit too much as i mentioned before. Shooting a tank with a SAW will produce enormous amounts of smoke or shooting (small arms) just in front of an enemy will throw up so much dust you cant see the enemy behind it so i think lowering it for small arms would be great. ;)

Varga
Nov 4 2009, 06:48
Need key

Cyclone83
Nov 4 2009, 08:10
Well, in my humble opinion referring to the posted vid the sparks´colour tone is a bit too neon, should look more white/golden. Also I think they´re too big. Should look more like small dots. Otherwise great stuff ;)

Mr Burns
Nov 4 2009, 10:28
TNzE7HPBwH4

Gotta hate YT´s video compression methods :confused:

JW Custom
Nov 4 2009, 10:56
Nice mod Opticalsnare :rthumb:

Thats one cool video Mr Burns :cool:

[EC]M.O.R
Nov 4 2009, 11:48
anybody tested it online??

Autana
Nov 4 2009, 12:12
Great stuff! Glad you released this, been drooling over it on YouTube.
Same here my good man. I saw it on there and thought.. "Need ..it!"

Great job Optical, going to have a download and if it looks half as good as it did on youtube then a swift change of trousers is in order tonight, maybe two..

gunterlund21
Nov 4 2009, 13:47
Now I wish some of the servers out there would allow this.

JW Custom
Nov 4 2009, 14:12
A few things i would like being changed:

It looks silly when sparks flyes all over when hitting a soldier or being hit yourself.

When you hit the ground with a assault rifle bullet dirt fly like it was a mortar shell hitting :p

kju
Nov 4 2009, 14:33
Any reason for this change?



class Sh_100_HE: Sh_105_HE
{
timeToLive = 15;
};

Opticalsnare
Nov 4 2009, 14:42
Theres no change, i musta of just added it in when i was doing the config for shells and forgot to remove it.

Von_Paulus
Nov 4 2009, 15:02
Thanks! :ok:

metsapeikkoo
Nov 4 2009, 15:12
Is this multiplayer compatible?(Client side only.)

[LB] boggler
Nov 4 2009, 15:40
Least but not last, a serverkey, please :pet5:

Bazza072
Nov 4 2009, 15:42
hello opticalsnare

im from holland sorry for my bad english

i use the sound mod (SOW SOUNDS OF WAR)
and i instal youre fx mod

but i got few problems

it dont work

i aint see no sparks etc
and it remove a few sounds of arma ..
like the menu sounds and more..

do you can help me please?

because this is the best mod i have seen for arma 2
it make it more realistic

sorry for my bad english

thnx !

JW Custom
Nov 4 2009, 15:51
hello opticalsnare

im from holland sorry for my bad english

i use the sound mod (SOW SOUNDS OF WAR)
and i instal youre fx mod

but i got few problems

it dont work

i aint see no sparks etc
and it remove a few sounds of arma ..
like the menu sounds and more..

do you can help me please?

because this is the best mod i have seen for arma 2
it make it more realistic

sorry for my bad english

thnx !

Try having the War FX mod first in your shortcut so it looks similar to this:

"C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -mod=@WarFx -mod=@SOWmod

In this case you should have a folder named @WarFx inside your arma 2 folder. Inside @WarFx you should have a folder named addons with following files in:

WarFX_Particles_Core.pbo
WarFX_Particles_Weps.pbo

Alex72
Nov 4 2009, 15:53
I noticed the smoke is changed as well. Is there a way to get this addon modular so that smoke and fire is separate from the impacts/trail effects? I really appreciate your efforts, but i prefer JTD/BIS smoke over these ones. Ill explain why. There was another smoke addon long time ago in ArmA that did it similar way with "brush dots/spheres" and i didnt like them that much cause they look so smooth and to me personally a bit unrealistic. Sorry Optical i dont mean to offend you in any way or piss on your work. I really like the other effects you made. Some tweaks to make some dust and sparks a bit smaller and its very very good. :)

Did anyone test this addon with JTD smoke & fire yet? Wondering if it overwrites this addons smoke and fire and in that case i guess there is no need for it to be modular. Havent got around to test it yet myself, but want to use them both for best combination of effects. :)

Will test when i get the chance and report if no one else has before me.

Opticalsnare
Nov 4 2009, 15:59
Should both work fine together.

kju
Nov 4 2009, 16:15
Sorry to say, yet that is quite a mess.. please next time do more research how to write
replacement configs or ask people.

Here is a somewhat improved version:
http://ifile.it/1xnt807


Standalone addon, no CA.pbo replacement
light_flare(2)_ca modfications disabled as I found no config nor reference in a model
universal.p3d replaced in configs. NOT in the particle scripts
Needs XEH/CBA.
All other features still in.


1) Extract the file and put them to p:\ drive to get:
P:\WarFX\WarFX_Particles_Core\*

2) Pack/binarize the WarFX_Particles_Core folder.
3) Sign addon before release. Cheers.

Untested, yet should work hopefully..

The ca\config is still in there. Only replaced the config header and path
to files of the addon.
Try drop all obsolete values, yet stop in between after 1 hour work being
too annoyed ... so this version has the complete config (VERY BAD!).

If anyone ones to complete the config cleaning..

Use a diff tool like compareIt and compare these two:
http://ifile.it/dprk9jf/org_CaDataParticleEffects_config.cpp
http://ifile.it/u8t7164/WarFX_Particles_CoreDataParticleEffects_config.cpp
Drop all values the same in both, yet leave the class structure definition in there.
Enjoy..

Bazza072
Nov 4 2009, 16:21
Try having the War FX mod first in your shortcut so it looks similar to this:

"C:\Program Files\Bohemia Interactive\ArmA 2\arma2.exe" -mod=@WarFx -mod=@SOWmod

In this case you should have a folder named @WarFx inside your arma 2 folder. Inside @WarFx you should have a folder named addons with following files in:

WarFX_Particles_Core.pbo
WarFX_Particles_Weps.pbo

ok

still same problem, no menu sounds, no sparkles etc
and sow mod doesnt work now :(

EDIT:

hmmm maybe is this the problem

that folder named @WarFx

do i placed it in;

computer/hp/program files/bohemia interactive/arma 2

or

computer/hp/program files/bohemia interactive/arma 2/addons

??

thnx

Simon C
Nov 4 2009, 16:22
Kju, did you ask permission before you re-released someone else's work? :raisebrow:

metsapeikkoo
Nov 4 2009, 16:23
Also, anyway to make this mod modular? I'm not interested in new smoke effect or other stuff like that. I'm more interested in those spark effects.

JW Custom
Nov 4 2009, 16:25
ok

still same problem, no menu sounds, no sparkles etc
and sow mod doesnt work now :(

please post your shorcut link.

Opticalsnare
Nov 4 2009, 16:25
Well im sorry kju but some of us dont have all the time in the world to make things perfect and learn every little detail. I got to return to my fulltime job next week so i dont have alot of time left to make things all good and dandy. Your lucky i even released this in its current state as i didnt even plan on releasing it for another month. But as im returning to work next week and wont be spending as much time on the mod as i would like then its best to get it out the door and whatever.

JW Custom
Nov 4 2009, 16:30
Well im sorry kju but some of us dont have all the time in the world to make things perfect and learn every little detail. I got to return to my fulltime job next week so i dont have alot of time left to make things all good and dandy. Your lucky i even released this in its current state as i didnt even plan on releasing it for another month. But as im returning to work next week and wont be spending as much time on the mod as i would like then its best to get it out the door and whatever.

I like it, but it would be nice if you could find time to tone down the dust/dirt on small rounds impact, it looks like mortar shells hitting. Also remove sparks when hitting persons.

Opticalsnare
Nov 4 2009, 16:32
The sparks hitting persons is because the bullet has hit something metal like a weapon.

Bazza072
Nov 4 2009, 16:33
hmmm maybe is this the problem

that folder named @WarFx

do i placed it in;

computer/hp/program files/bohemia interactive/arma 2

or

computer/hp/program files/bohemia interactive/arma 2/addons

??

thnx[/QUOTE]

Opticalsnare
Nov 4 2009, 16:35
You should put it in a mod folder. Like

@WarFX\Addons\ ******.pbo

Then use the ArmA 2 Launcher

JW Custom
Nov 4 2009, 16:39
The sparks hitting persons is because the bullet has hit something metal like a weapon.

Ok, but then toning it down a bit because it really looks 4th of july on close range :p

Bazza072
Nov 4 2009, 16:40
You should put it in a mod folder. Like

@WarFX\Addons\ ******.pbo

Then use the ArmA 2 Launcher

can you tell me what the best arma 2 laucher is to download ?

thnx

Opticalsnare
Nov 4 2009, 16:45
can you tell me what the best arma 2 laucher is to download ?

thnx

http://www.armaholic.com/page.php?id=6649

Defunkt
Nov 4 2009, 16:52
Kju, did you ask permission before you re-released someone else's work? :raisebrow:
It's hardly re-releasing, it's an unsigned alpha, what more practical way to assist in its further development than by providing the author with a working example of suggested refinements.

TRexian
Nov 4 2009, 17:19
As a relative n00b to this whole OFP/ArmA development thing, I can absolutely understand the absurd amount of details necessary to do things according to the "industry standard" around here. :) It is increasingly daunting.

But, having been around the block a couple times, now, there are good reasons for doing it right. Often, these constructs and "rules" are the result of hard-won experience.

If it is worth doing, it is worth doing right. :)

Just MHO, naturally.

Das Attorney
Nov 4 2009, 17:23
Thank you for this mod - it's very welcome.

As constructive criticism - great work on the sparks (maybe randomise them and make them slightly smaller and faster for bullet hits on metallic surfaces) and as per some of the previous posters comments, it might be worth revisiting the dust plumes from bullet hits. At the moment they're very large - maybe shrink them and add some debris that falls back down to terra firma when a bullet strikes a building/the ground.

This is only meant as positive feedback - it's a really great mod and adds a lot of atmosphere. I'm running it alongside the JTD mod - not sure if they're both fully compatible as grenade blasts tend to have lots of sparks and very little smoke when I've activated this mod.

Sterling effort though - good stuff :)

Opticalsnare
Nov 4 2009, 17:34
Was released early. I dont mind the help, i got stuck and thought wtf release it anyway.
So if the mod can be made smaller then im all for it, its a mod and needs to be fixed. I still got lots of stuff to finish off. Its been a busy month and i wanna finish this stuff off. :banghead:

Das Attorney
Nov 4 2009, 17:47
I was just reading through some of the earlier posts - totally forgot that you hadn't slept for 48 hours - hope you got some good kip (I always find it gives me a bit more perspective) :)

Although I haven't attempted any mods for Arma 2, I've (nearly) completed a couple of addons for X-Plane and can testify to the sheer frustration of making a good end product. It's so easy to get caught up in little details and then also the whole tedium of working in two or three different programs at once and then having to boot up the game to test them - rinse and repeat ad infinitum! Half the time I would adjust something and I could see absolutely no difference! Then someone else would check it out and spot things straightaway I've missed or done incorrectly!!

I suppose a fresh pair of eyes always helps. I hope it hasn't stressed you out making these things, but just wanted to reassure you that it's appreciated :)

TRexian
Nov 4 2009, 17:54
I can't wait to install this myself. It sounds like a significant improvement. :)

Bazza072
Nov 4 2009, 18:12
it works now, but still got that problem with the menu sounds.

Uziyahu--IDF
Nov 4 2009, 21:58
Opticalsnare, thanks for releasing this! I wouldn't get frustrated by the feedback. The Operation Flashpoint / ArmA addon-making community is around 8 years old, so things get taken very seriously.

Your releasing it makes it possible for people to recommend bug-fixes and streamlining and also to customize the mod for their own peculiar tastes.

This is the most beautiful FX mod that I've seen for this franchise since the ECP mod for OFP.

I'm sure it will become a standard by which other FX mods will be judged.

yanquis
Nov 4 2009, 22:09
i agree the bullets kick up too much dirt, & something about it doesnt look right. it should be a lot faster. as it is the bullet hits, and its like each one is a tiny smoke bomb exploding then quickly dissipitating. it should just kick up a little brown dirt which would travel at high velocity for a very short while then disappear. no cloud effect really. just my take.

WYZe1
Nov 4 2009, 22:33
awesome work Opticalsnare, i stayed up pretty late last night having fun with this mod, hope to see more awesome stuff come out from you, later.

Opticalsnare
Nov 4 2009, 22:42
Well what i shoulda done was beta tested it with some people. But il work on the bulletimpacts for next release as mentioned.

Il also sign & add keys is well.

JW Custom
Nov 4 2009, 22:45
Well what i shoulda done was beta tested it with some people. But il work on the bulletimpacts for next release as mentioned.

That would be cool, take your time and keep up the good work ;)

Das Attorney
Nov 5 2009, 00:28
That would be cool, take your time and keep up the good work ;)

Second that :) Releasing it to the general public is the ultimate beta test. With regards to useful feedback from everyone, you've just got to sort the chaff from the wheat (as it were) :)

EDIT - Typo

Apache-Cobra
Nov 5 2009, 01:02
Great mod, looks good, but do you think you could tone down the smoke and sparks on the bullet ground impacts? Or at least make several versions with different sizes maybe? It's currently way too big for a weapon such as an M16 (or even an AK47 for that matter, it looks more like a .50 caliber impact to be honest).

Uziyahu--IDF
Nov 5 2009, 02:41
Played with it for about an hour.

Really beautiful and I didn't notice much of a hit on performance, if any.

It does seem like it might conflict with markwick's fire and smoke addon, somehow, as the smoke from burning tanks would disappear all of a sudden.

If the advanced scripters can figure out how to iron out the config and make it play nice with other addons we'll see perfection.

I just tested the bullet impacts and I didn't think they were overdone. I've fired an M60 machinegun, which fires the same round as the M240. It generates a lot of dust, both at the muzzle and in the killzone. I had no problems wiping out a whole squad of enemy troops single-handedly with an M240. If you tone it down, I wouldn't tone it down that much, though you might consider 3 degrees of impact dust: small (5.45-5.56mm), medium (7.62), large (.50).

I'm enjoying playing around in ArmA, again, thanks to you.

nikita320106
Nov 5 2009, 06:51
@Opticalsnare
thanx alot
hope you will continue this necessary job)

@kju
thanx for you job and support))

Varga
Nov 5 2009, 07:47
M.O.R;1480679']anybody tested it online??
Yes, on local net. Very strongly lowers productivity of game: (

JW Custom
Nov 5 2009, 10:39
I just tested the bullet impacts and I didn't think they were overdone.

I stood like 100m away from some insurgents which i fired at with a M4, the bullet impact whirled up dust clouds twice the size of the insurgents. I think thats a little too much :p

Fansadox
Nov 5 2009, 12:16
Thank you for this very nice addon.

stryder88
Nov 5 2009, 16:02
tBInOohQRxo

LBpOwfk9aUY

bdQ9KeHoM4o



Wicked mod. :yay: not necessarily uber-realistic but it gives explosions a lot more immersion!

puppi22
Nov 5 2009, 21:33
I am going to try this out asap and record a couple videos since I am currently testing a variation of Wolffy's minefield that, you know, generates some explosions for us to watch.

VaiHalen
Nov 5 2009, 23:19
I just tested the bullet impacts and I didn't think they were overdone. I've fired an M60 machinegun, which fires the same round as the M240. It generates a lot of dust, both at the muzzle and in the killzone. I had no problems wiping out a whole squad of enemy troops single-handedly with an M240. If you tone it down, I wouldn't tone it down that much, though you might consider 3 degrees of impact dust: small (5.45-5.56mm), medium (7.62), large (.50).

I'm enjoying playing around in ArmA, again, thanks to you.

+1 to me bullet impacts are just perfect and now is really a joy to shot with the Arma weapons. You have the sense of shoting poweful war weapons and, when in a fire fight, the inmersion and sense of danger is perfect.

Mr_Centipede
Nov 6 2009, 00:38
Maybe the alpha/transparency of the impact dust just needed to be tone down, not the size.

Delta 51
Nov 6 2009, 02:52
Pretty cool mod mate, but i think that your impacts are a little too big, fire an mp5sd into the ground and have a smile. If you reduce the size of those impacts, this mod would be very popular online

Tankbuster
Nov 6 2009, 12:20
If you reduce the size of those impacts, this mod would be very popular online

Agreed. As soon as that can be turned down a little, or let us set our own values via an hpp file, it'll be a keeper for me.

Master gamawa
Nov 6 2009, 13:08
Really I shot a guy with a SAW and it was like a smoke grenade! I lost him completely behind the dust! Impacts should be faster too I think.

I think impacts on earth should be smaller. An the sparks are too big. And the particles sometimes look huge. Well in fact if you reduce sparks and bullet hits to half their size I'll be a happy camper. Sometimes I shoot at choppers and it looks like someone tries to cut a chunk off using a nuclear power plasma saw of death.

Chrisgs
Nov 6 2009, 14:00
Looking good, like it, thanks.

rd2030
Nov 6 2009, 19:34
On the ground it looks great.
However from the gunner perspective of the AH-1, the particle effects looks worse, especially the cannon impacts dont look very explosive :( Could u work on that?

andersson
Nov 7 2009, 09:13
High kickup is more realistic in arid dry environment. But in a rainy autumn Chernarus? I never seen much kickup when shooting in the nordic countries (different kalibers and weapons). the soft moist ground doesnt kick up that much dust..

versus
Nov 7 2009, 09:45
hi opticalsnare,

congratulations, your spark explosion effects simply look aweinspiring! so thank you for making and releasing this to the community!

like some others here i have some nitpicking observations that i hope you won't be sore at me for voicing here.

like others have noticed before, some of the effects feel overdone. "too big" if you will. dust kickup and tank explosions come to mind.
another very general recommendation i would make is to randomize as much as possible. you know, things like particle count, transparency, duration, size, etc.
it would make the effects much less predictable and feel more natural and realistic.

well, that's about it:)
looking forward to future versions of your great mod!
cheers!

hollow point
Nov 7 2009, 11:49
Dear opticalsnare,
Thank you for this amazing mod. The dust kicked up from bullets is fine IMO. I like it alot. If you were to change anything it would be the sparks from shooting metal with small arms. I use this mod with JTD smoke and they work ok together but sometimes the smoke disappears completely then starts again. Is there any way to turn off opticalsnares smoke and keep JTDs? That is the only real gripe I have. Good work fella.

CombatComm
Nov 7 2009, 12:30
Hey man, great mod. One thing I will say is to vary the dust. Just because people are saying that its too much dosent mean you should tone down all the dust effects. FOR EXAMPLE = = an M16 5.56 round should have less dust kickup but the size u have for A10 GAU 40 mm rounds and such are absolutely perfect I wouldent change a thing. Great mod man

puppi22
Nov 7 2009, 13:32
-----

CombatComm
Nov 7 2009, 15:07
yah despite the size of dust for smaller caliber weapons this is one of my favorite mods along with JTD fire and smoke! It really adds to this game in a crazzy way! The ammo cook off explosion with sparks are by far my fav feature. Thanks again

SiC-Disaster
Nov 7 2009, 16:39
I don't seem to be able to get this working, for whatever reason.
I run other mods just fine, lots of custom islands and soundmod etc etc, but i never get any sparks or anything.

Opticalsnare
Nov 7 2009, 17:09
Btw i did design it with a Arid environment in mind, as i rarely play Chenrusuas but insted opt for islands like Southern Sahrani & Utes etc. But as ive said before il take the suggestions and make some adjustments for the next release.

SpiritedMachine
Nov 7 2009, 17:30
Btw i did design it with a Arid environment in mind, as i rarely play Chenrusuas but insted opt for islands like Southern Sahrani & Utes etc. But as ive said before il take the suggestions and make some adjustments for the next release.

If it's possible to have a user-definable 'set' of effects, that would be cool. Certain sets for different environments. I know some mods have a file that the user can customize values, that might be something to look into.

Tankbuster
Nov 7 2009, 17:49
Yes, put an hpp file in a userconfig folder, then users can adjust to their preference.
Failing that, would it be possible to have the amount of dust kicked up dependent of the round being fired AND what it hits?

stevedrumsdw
Nov 7 2009, 21:34
Thanks for this mod, it has made the game alot better in my opinion. Now it feels more realistic when your shooting a big machine gun form an APC or a tank.

Does this mod work with these others?

Vop sound 2.1
Pistolfied tracers
JTD fire and smoke
Tracers war

Chunk3ym4n
Nov 7 2009, 22:08
When there's too many effects at once it seems to bug out and stop the particles. It's really ugly when I have 50 tanks shoot eachother and have them all exploding to see the smoke disappear 2 seconds later. Does anyone know how to fix this?

b00ce
Nov 7 2009, 22:56
That's a product of the engine. It's not his mod.

CombatComm
Nov 8 2009, 01:17
If it's possible to have a user-definable 'set' of effects, that would be cool. Certain sets for different environments. I know some mods have a file that the user can customize values, that might be something to look into.

Hey optical yah! Thats not a bad idea. Maybe make it "modular" with two PBO files for example. Keep the current dust cloud for desert and dry enviroments and tone it down for others who want to play in chernarus/panthera, namalsk. Great work

LJF
Nov 8 2009, 06:59
Ah yeah, mine totally doesn't work. Well no, it kind of works, the tracer mod does. I don't get any sparks though. I've tried putting the files in a mod folder, tried using a launcher, tried sticking them straight into addons, nothing works, any ideas?

Master gamawa
Nov 8 2009, 08:46
Ah yeah, mine totally doesn't work. Well no, it kind of works, the tracer mod does. I don't get any sparks though. I've tried putting the files in a mod folder, tried using a launcher, tried sticking them straight into addons, nothing works, any ideas?

Some other addon probably fucks with it.
That's why I always say "Kids! Don't forget to use a game launcher!". If you are using a game launcher, deactivate all addons except this one and see if it works. Then start adding your mods one by one and you'll find out which one does it.

Bellum Eternus
Nov 8 2009, 10:21
Hey Optical- great work.

A few questions and suggestions:

Is there any way the tracers could be made to appear a little 'thinner'? IMO what makes the original tracers look fake is that they're too thick and blobby.

The coloration of the various sides of tracers is fine, but I think that each one of them needs to be a little more 'white' at the core of the tracer and the colors need to be a little less saturated. Is that possible to do?

Could you increase the 'alive' time on the tracers as well so that they trail out quite far when AA guns are shooting etc? Right now I have my view distance set at around 5k and the tracers die off at around 2500-3k it seems, or even closer.

Crits on the sparks of the explosions:

Overall I think the explosions are really well done. A lot of good suggestions have already been said about the dust etc. so I won't repeat that but I have a few more crits that might improve the immersion a bit-

When the sparks are spawned with the explosion, I think they need to have much higher initial velocity and then have them slow down very rapidly. I don't know if you used much real world reference, but if you haven't take a look at as much real life stuff as you can. The particles of real explosions appear almost instantly to within 80-90% of their ending position and then slow down to almost 'float' as they burn out and fall to the ground.

I don't know if you can put additional variation into the various particles you create so that some have high speed/short duration while others have longer duration with lower initial velocity, but I think that would improve things as well.

Keep up the great work. If you'd like any help testing stuff before you make a public release or need some help with some QA please let me know, I'd be glad to help out.

hollow point
Nov 8 2009, 14:48
How can we get this to work with JTD smoke properly? They do "work" together but seem to cause some conflicts. I dont like the blurry smoke from the effects mod. Is it possible just to have the hit effects and sparks but no smoke from this mod. As JTD is the most amazing smoke effect Ive seen in a game. I dont want to mess it up...

Opticalsnare
Nov 8 2009, 16:19
Well im trying to cut back on the un-needed stuff and make it work properly, but i keep running into the same problem.

Sometimes it works, most of the time it dont and looks like this

http://img402.imageshack.us/img402/4870/problem01z.jpg

CG Man
Nov 8 2009, 16:21
sings "WAR FX fuck yea"

Thaks for this mod.

swtx
Nov 8 2009, 22:12
Here's a little footage I threw together that really shows off this awsome Mod:D






<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/VE1HCeyLRxs&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/VE1HCeyLRxs&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

MattXR
Nov 8 2009, 23:35
this addon is great i love it. :yay:

ahmedjbh
Nov 9 2009, 15:18
you know the sparks effect, does that happen when 30 and 50 caliber rounds hit buildings?

Would be great if it did!

Opticalsnare
Nov 9 2009, 16:40
Well i got 1.2 ready, which makes changes to the bulletimpacts dust, vehicles explosion smoke and the heavy bullet impact sparks effect when it hits metal objects etc.

But i really want it to work with JTDs smoke mod and to make the mod smaller but i been having some problems doing this.

If i try and change the paths to a custom universial it causes those dogey looking particles and just looks wrong and dont work correctly, and obv if i remove the effects that are conflicting with JTDs mod the particles which i remove wont work at all and reports errors which is also bad.

TRexian
Nov 9 2009, 17:05
What seems to be the problem with the JTD FAS addon? :) Dmarkwick is around, but somewhat more limited lately due to RL stuff. (I've directed him to this post, though.)

The FAS is intended to be layered over the default (and any other) effects, to hopefully avoid these kinds of issues. :)

JW Custom
Nov 9 2009, 17:13
Well i got 1.2 ready, which makes changes to the bulletimpacts dust, vehicles explosion smoke and the heavy bullet impact sparks effect when it hits metal objects etc.


That sounds brilliant, it looks like this is gonna be a must have for me :cool:

Archamedes
Nov 9 2009, 17:36
I'm getting this error:

http://www.spiritedmachine.com/misc/images/error.JPG

Im getting this too how can it be fixed?

Simon C
Nov 9 2009, 17:50
Download the latest version, it fixes this. :)

Opticalsnare
Nov 9 2009, 19:47
What seems to be the problem with the JTD FAS addon? :) Dmarkwick is around, but somewhat more limited lately due to RL stuff. (I've directed him to this post, though.)

The FAS is intended to be layered over the default (and any other) effects, to hopefully avoid these kinds of issues. :)

Well the problem is the way my mod is working, atm the paths are

\ca\Data\ParticleEffects\Universal\Universal which are default paths, i have tried changing them to something else like \warfxc_\ParticleEffects\Universal\Universal and changing the paths in the .p3d as the same making sure the length remains the same etc but when i do this the particles comes out like this http://img402.imageshack.us/img402/4870/problem01z.jpg As you can see theres some glitches alround the edges.

And if i remove the parts which are conflicting with the JTD fire and smoke like vehicle smoke it just comes up with missing errors as there no particle entry there to run. As i want to remove the excess unmodded stuff also but if i do this it comes up with the missing xxx & xxx and breaks it all together. But if i change the paths it works but displays the particles as shown in pic... I dont have much time anymore as im back to work fulltime and really need to finish this up.

OrdeaL
Nov 10 2009, 10:57
Any chance you could release the latest version for those of us that don't use JTD? Thanks heaps in advance!

Hachiman
Nov 10 2009, 11:00
The footage looks incredible. Downloading now.

Curry
Nov 10 2009, 11:12
Great addon opticalsnare! Luv it.

Master gamawa
Nov 10 2009, 12:55
I've noticed something. My particles don't look exactly like the ones in the posted youtube videos. Mine look.. simpler? Less particles and kind of big too. I don't see the little sparks... I see orbs the size of oranges.

Anyone else get the same? Do I have to configure the addon to make it look like the videos? Maybe me old eyes be deceiving me...

JonPL
Nov 10 2009, 15:31
Hey, thanks for the mod;

However, imo it's a bit to excessive.

ALL particles look simply too big (and blood splurts too slow)

Tone them down - and it's gonna be a must-use mod.

(separating impact effects and fire might be also a good idea - personally, I don't like the new fire)

PS: Current version is still 1.1? [I was testing 1.1]

JW Custom
Nov 10 2009, 15:53
Hey, thanks for the mod;

However, imo it's a bit to excessive.

ALL particles look simply too big (and blood splurts too slow)


That has been up several times, result:


Well i got 1.2 ready, which makes changes to the bulletimpacts dust, vehicles explosion smoke and the heavy bullet impact sparks effect when it hits metal objects etc.

But i really want it to work with JTDs smoke mod and to make the mod smaller but i been having some problems doing this.

If i try and change the paths to a custom universial it causes those dogey looking particles and just looks wrong and dont work correctly, and obv if i remove the effects that are conflicting with JTDs mod the particles which i remove wont work at all and reports errors which is also bad.

TRexian
Nov 10 2009, 16:17
In reading through some of the crits, I wonder if the disparity in some people's experiences might be related to the dreaded particle scaling issue.

Depending on the distance, the particles will be drawn different sizes (at least, that's the way it appears to me). If you look at the JTD smoke, you can see the effect. If you start kinda far away, then walk towards it, you can see where big chunks kinda change size.

Might be unrelated (like vidcard differences), but clearly some people see "appropriate" particles and others do not.

@OpticalSnare - sent you a PM, when you have a chance. :)

swtx
Nov 10 2009, 23:27
I've noticed something. My particles don't look exactly like the ones in the posted youtube videos. Mine look.. simpler? Less particles and kind of big too. I don't see the little sparks... I see orbs the size of oranges.

Anyone else get the same? Do I have to configure the addon to make it look like the videos? Maybe me old eyes be deceiving me...



I noticed some of the same problems with mine. It was due to running SLX along with this mod. If you disable SLX and are still having the same problems, try disabling one mod/addon at a time. If your not running any other addons then I don't know what to tell you...:confused::D

JW Custom
Nov 10 2009, 23:43
any chance you could release the latest version for those of us that don't use jtd? Thanks heaps in advance!

+1

Would really like to try it with the new adjustments :)

Delta 51
Nov 11 2009, 04:58
Any chance you could release the latest version for those of us that don't use JTD? Thanks heaps in advance!


+1 i dont like that jtd thing

Hachiman
Nov 11 2009, 06:51
I can't get WarFX Particles 1.0 to work :confused:
I have ArmA 2 with CAA1 mod and Afghan villge and Avgani maps.
I moved the 2 WarFX PBO files into my C:\Program Files\Bohemia Interactive\ArmA 2\AddOns folder.
Did I put the PBO files in the correct folder?
Do I require another mod to activate the WarFX Particles mod?

---------- Post added at 07:51 AM ---------- Previous post was at 07:35 AM ----------

Nevermind, I figured it out! I copied the WarFX Particles PBO files into my CAA1 Addons folders and now it works great.
Thankyou so much Opticalsnare for sharing your mod with us. I love this community. :yay:

JW Custom
Nov 11 2009, 10:16
I can't get WarFX Particles 1.0 to work :confused:
I have ArmA 2 with CAA1 mod and Afghan villge and Avgani maps.
I moved the 2 WarFX PBO files into my C:\Program Files\Bohemia Interactive\ArmA 2\AddOns folder.
Did I put the PBO files in the correct folder?
Do I require another mod to activate the WarFX Particles mod?

---------- Post added at 07:51 AM ---------- Previous post was at 07:35 AM ----------

Nevermind, I figured it out! I copied the WarFX Particles PBO files into my CAA1 Addons folders and now it works great.
Thankyou so much Opticalsnare for sharing your mod with us. I love this community. :yay:

It's been stated several times in this thread how to correctly setup the mod. There's also a thread about how to setup mods in general.

The way you did it is not correct eventhough it worked!

Dwarden
Nov 11 2009, 10:51
i was wondering is there something like variation on the effect density / size and so on ? ideally configurable...

JonPL
Nov 11 2009, 10:54
@JW
Tank You, but then again:

Can't we have 1.2 even if it's not JTD compatible?

GTO
Nov 11 2009, 13:56
My only criticism is the amount of dust kicked up by bullet strikes. The sparks created when you shoot at something metal and explosions are great but the dust/smoke is way too much.

Bouben
Nov 11 2009, 19:13
Yes, we need to reduce the size of dust kicked by bullets.

DMarkwick
Nov 11 2009, 19:24
But i really want it to work with JTDs smoke mod

All JTD FAS effects are new custom effects layered over default effects. It's not dependant on anything other than CBA (it's not even dependant on CA), so I don't know why JTD FAS wouldn't be compatible with this addon.

The only effect I would comment on is the sudden disappearance of ALL particles ingame. This used to happen in ArmA1 when too many new particles were suddenly spawned, it seemed (to me) that maybe there was a special particle buffer that would suddenly empty if it was stressed beyond some level. Then all particles would gradually respawn over time.

As this addon seems to be very particle-spawny, it might be stressing the particle buffer in the same way.

Opticalsnare
Nov 11 2009, 21:43
Version Updated, Check First Page... :)

-------------------------------------

Yeh il have to have a good look this weekend or something im so tired from my job when i get back home i generally just pass out sometimes. Sorry i havnt been responding well to PMs recently i been getting quite a few.

Oh btw i dunno if it does anything i really havnt tested it but im using Alpinestars launcher and theres a bit on the tab "mods" where you can set the priority for mods so i dunno if this might sort some stuff out...

JW Custom
Nov 11 2009, 21:44
Version Updated, Check First Page... :)

Awesome, thanks for your hard work :cool:

DMarkwick
Nov 11 2009, 21:55
Version Updated, Check First Page... :)

Looks like you need to remove the "/" character from the end of the download path.

Das Attorney
Nov 12 2009, 00:23
I'm using the V1.1 and recently upgraded to Beta build 60091. The mod doesn't work under this beta, I thought I'd post it for your attention here rather than in the Beta thread. It could be my system though as I'm currently running Arma off a flash drive and RAMdisk but the previous betas worked fine. If someone else could check this out it wuld be good, but I'll try and test it from my default install.

I'm not sure this is majorly relevant (as I'm using a beta), but I thought I'd report it just in case.

EDIT - I can't download 1.2 either.

DOUBLE EDIT - Deleted the / off the end of the URL and it downloaded okay - thx DMarkwick :)

Testing now!

stevedrumsdw
Nov 12 2009, 01:22
Just wanted to say thanks, this is an outstanding mod!

Das Attorney
Nov 12 2009, 01:43
Sorry, my SNAFU messing about with Arma :) Scratched using Flashdrive and Ramdisk for the moment - I can't get them to run right together (might as well just put up with lousy performance and save up some cash for a better computer).

The mod works perfectly again (even on 60091). I like the changes for 1.2, very discreet but effective. The bullet hits on soil look a lot better and also the change back to default smoke works more smoothly than the previous version. I tested it with the JTD mod and the two seem a lot more harmonious.

Just out of interest, I bought MW2 the other day and was looking at the particle effects on bullet impacts in the game. They use a reasonably big puff of dust, with a couple of thinner puffs that shoot up from the ground much quicker and disperse rapidly too. There's possibly a couple of solid particles as well in there somewhere I think. I'm not suggesting that it's the way forward for your mod, but it's definitely worth having a look at (at least from a modelling point of view).

Thanks once again, DA :)

Cole
Nov 12 2009, 09:24
Great work on 1.2 update, I love how you toned down the effects, this is just perfect!

OrdeaL
Nov 12 2009, 10:42
Thanks again for your Outstanding work OpticalSnare!!

puppi22
Nov 12 2009, 10:48
-----

redrumNL
Nov 12 2009, 11:59
Omg this is amazing, i missed the first release! Perfect! Thanks you!

Alex72
Nov 12 2009, 12:27
Excellent update!!! :inlove: Awesome work - thanks.

Alex

Keshman
Nov 12 2009, 12:53
Hello) i delete old version and put new! and have this (look picture) who can help me?
http://pic.ipicture.ru/uploads/091112/xS9P4GloUt.jpg

JW Custom
Nov 12 2009, 13:34
It has improved a lot but there's still one thing that i would like changed if i had a saying :P

The sparks when hitting a metal objects on humans, i think they too much:
http://img17.imageshack.us/img17/7990/sparksh.jpg

Besides this it's really cool :cool:

JonPL
Nov 12 2009, 13:41
Today when I first ran v1.2 I had enormous blood splurts

anyone else or is it just me? (gonna do more testing today)

versus
Nov 12 2009, 13:46
thanks for the update opticalsnare! but is it just me or are the blood particles pretty excessive this time around? i liked them better before...

Cole
Nov 12 2009, 14:04
Yeah, the blood looks overdone. It's like 1/3 of the guys blood splashing out when you shoot him even with a pistol. But otherwise 1.2 is pretty cool.

JW Custom
Nov 12 2009, 14:47
It has improved a lot but there's still one thing that i would like changed if i had a saying :P

The sparks when hitting a metal objects on humans, i think they too much:
http://img17.imageshack.us/img17/7990/sparksh.jpg

Besides this it's really cool :cool:

and yes as others have stated the blood is also a little too much :p

http://img4.imageshack.us/img4/1609/blooddm.jpg

Thats with 1 bullet with several bullets i need diver gear :D

Mr Burns
Nov 12 2009, 15:30
Something about bikeys: You don´t need one key for every pbo, you´ve taken it a bit over the top in this release :D

Just make one "biprivatekey" file (your personal, to be stored away safely, alltime arma2 key) - and point binpbo at it´s destination. It´ll then be used to generate seperate sitgnatures for each .pbo you want signed, now or in the future. Besides that it´ll also create your xxx.bikey which is the public key that users can put on their servers to allow clients joining with addons corresponding to your .bisigns.

Anything users need to have are .bisign & .bikey (.bikey always stays the same).

Also mind registering your tag at ofpec as metioned at the start of this thread. It´s your ArmA2 community business card, so to say.
Your .bikey can also be stored on ofpec.

http://www.ofpec.com/tags/

Opticalsnare
Nov 12 2009, 15:39
This is the problem i do not have the time anymore to test the mod fully.

Il upload a fix for the blood tho, that was supposed to be fixed but i rolled back a version the other day because i messed it up trying to get something else to work and totally forgot about the blood.

JW Custom
Nov 12 2009, 15:45
This is the problem i do not have the time anymore to test the mod fully.

Il upload a fix for the blood tho, that was supposed to be fixed but i rolled back a version the other day because i messed it up trying to get something else to work and totally forgot about the blood.

No harm done. We will test for you and when you have time you can fix what you see fit fixed :)

ahmedjbh
Nov 12 2009, 16:21
great mods.

I use it with your tracer mod, both together are amazing!

Only one request, I prefer the normal use of tracers in your mod, ie one every 5. When shooting a car, you get a cool spark effect. Is it possible for that to happen on buildings as well, but only for the machine guns, and heavy caliber weaponry, not Assualt Rifles etc

Here is an example of what I mean
http://www.liveleak.com/view?i=a37_1176140730

If you skip to 1:10 you can see the tracers hitting the building and glowing and sparks etc.

Opticalsnare
Nov 12 2009, 16:53
Uploaded 1.21, fixes blood effects again and that 85mm explode error. Im still confused with the keys and so i just added new ones in the same way as i did before, if its not a mega thing and dont cause big problems then il look into it for future releases.

The metal impacts on humans is because as i said already they contain metal material, i might be able to do something about it i might not, il look into it further but atm its not a major thing so it can wait.

Anyway ive updated the first page with the new link to 1.21, im sorry that 1.2 wasnt the best release, but im trying my hardest to fix as much stuff as possible and listen to peoples suggestions & input is well, learning how to release stuff properly and work fulltime is very demanding.

So thanks for patience and support, its been good motivation for me to keep on going. :)

ahmedjbh
Nov 12 2009, 17:19
Your doing great, im loving your work!

SiC-Disaster
Nov 12 2009, 17:29
For some reason i can't get the addon to work :confused:
I tried a new modfolder, didnt work, so i put the addon files inside another modfolder which is confirmed to be loaded by the game.
However, still no effect to be seen.
Anybody know what might cause this?

stephsen
Nov 12 2009, 17:32
mh ?? the mod running BUT I HAVE THE VANILLA SMOKE WHEN TANKS BURNING !!?? is that normal ???:(

JW Custom
Nov 12 2009, 17:33
The metal impacts on humans is because as i said already they contain metal material, i might be able to do something about it i might not, il look into it further but atm its not a major thing so it can wait.


Yes yes i know, just think its a little too much :)

Thanks for the update, it's appreciated :cool:

versus
Nov 12 2009, 17:54
thank you for the fast fix opticalsnare! :thumb:

hollow point
Nov 12 2009, 18:18
For some reason i can't get the addon to work :confused:
I tried a new modfolder, didnt work, so i put the addon files inside another modfolder which is confirmed to be loaded by the game.
However, still no effect to be seen.
Anybody know what might cause this?

Yeah, try moving the position of the mod@ thing. worked for me..

Tonci87
Nov 12 2009, 20:06
Get yourself a good Launcher. Then you don´t have to mess with your arma2.exe no more

Alex72
Nov 12 2009, 20:45
I have the effects but with BIS smoke and i like it that way. Im not a fan of the "blob" smoke. I really wanted the smoke in this addon to be modular for that sake. but somehow everything works but i have BIS smoke so to me its perfect. :)

EDIT:
Actually it IS the smoke from the addon. It just takes some time before it kicks in. It starts with BIS smoke and then morphs into WarFX smoke.

I really appreciate the work but i do would like the smoke to be modular in this awesome addon. The reasons for this is (my personal taste and preference ofcourse): The smoke lags my computer more than BIS, the smoke is only 1 long black "tube" instead of BIS many different colors and shapes (some white smoke and some black and some grey and some mixed) it creates a nice atmosphere. It would be nice if it was more of it like in JTD ofcourse, but i have to think about my FPS sadly enough. :)

Anyway, thanks OpticalSnare for this addon. Its a truly awesome one. ;)

Alex

Opticalsnare
Nov 13 2009, 16:41
hmm thats wierd, i have reverted back to the default burning smoke for vehicles. So im not quite sure what you mean, it cant just morph into modded smoke as the entry to that effect no longer exists in the config. Anyway the weekend has landed, so il be able to work on the mod some more and fix up some more stuff. The biggest priority for me atm is to get this mod smaller and to cleanup and tidy ie remove files thats not been modded.

Chunk3ym4n
Nov 14 2009, 07:10
Are you going to re-add the cool explosion sounds from that old video you removed? Also is this now compatible with JTD fire and smoke mod?

Alex72
Nov 14 2009, 20:30
hmm thats wierd, i have reverted back to the default burning smoke for vehicles
Default BIS you mean? I get some smooth long "tube" like smoke when WarFX is on, and i never seen that without. But if you say there is no WarFX vehicle smoke then ill take your word for it. But i also meant in general about modularity. When there is more than 1 great mod in the same area its superb with modules so we can mix the good stuff together and not be forced to use either this or that (very ArmA1 :) ). Like when a smoke mod is out that most people use and love, and then an addon comes out wich has awesome things in it PLUS smoke that might cancel the previous one - that could be avoided with modularity so they can be mixed. Get the best from both worlds. Or choose what you think look best. Taste is all individual. :)

Please dont take it the wrong way. I didnt mean any disrespect. Your addon rocks, and is on 24/7 on my game. Im just ranting about modularity wich has started to become popular in ARMA2, and i think thats superb. Also im sorry about the smoke there. Maybe i need some re-install cause i have some weird ass smoke i dont know where it comes from. Maybe BIS Beta smoke? :)

PS. Looking forward to the update i heard about!

Thanks for a great addon.
Alex

mrcash2009
Nov 15 2009, 00:01
Alex is right to a point.

Im realy keen so to see modular in pretty much all manner of adons and mods if its not too much trouble.

Arma1 modding was a bitch for people adding some extra bits into mods to only clash with one that did the job well already.

Again this is no put down on this mod because its great. But if we have a smoke mod working wonders then maybe an option of it off to use with both would be cool IE modular smoke for this.

Cossack8559
Nov 15 2009, 16:27
I keep getting an error... says something like no "big metal impact" found or something :S

Das Attorney
Nov 15 2009, 16:57
I had that error too. Are you running the mod from a different folder than the Arma II one? I was running it from a Ramdisk but moved it back into the main Arma II folder and now all is okay again. It might also be to do with the priority of the mods - I'm not entirely sure as I made so many changes to my set up when this error started to appear. I'd recommend using an Arma 2 launcher to set up priority and mods. The Alpine Stars one is pretty good.

MadRussian
Nov 15 2009, 18:07
Awsome explosions! :D

However, the puffs of dirt from bullet impacts are simply way too over-the-top imo. Any chance of getting seperate PBOs for the various effects? Better yet, how about in addition a config file to tweak the size of the various effects? (btw- I have not read through the thread.)

Anyhow, very cool, but I think I'll have to pass until we can tone down those freakish bullet puffs bit. :p

Uziyahu--IDF
Nov 15 2009, 20:30
What version are you using MadRussian? I don't want him decreasing the bullet impacts even more just because you're using an old version.

I was happy with the way they were in the first version.

VaiHalen
Nov 15 2009, 20:40
What version are you using MadRussian? I don't want him decreasing the bullet impacts even more just because you're using an old version.

I was happy with the way they were in the first version.

I was happy too, and still using first version :D

MadRussian
Nov 15 2009, 22:44
What version are you using MadRussian? I don't want him decreasing the bullet impacts even more just because you're using an old version.

I was happy with the way they were in the first version.
Just made sure... indeed using v1.21

Anyhow, if he goes with either suggestion I made, we'll all be happy. The first was to break the effects out into seperate PBOs, so we could individually enable/disable as desired. Second suggestion was a user config file, so we can all fine tune our puffs per individual preference. So no harm in any event. ;)

11_HARLEY_11
Nov 16 2009, 04:15
Great Mod man, thanks heaps for this!

Question: In the first vid 'Video by Chaostika7-17th' the first explosion has an initial large ball of sparks (which looks awesome and huge) then a secondary taller more vertical spray of sparks - I have never seen the first big ball in game only the secondary lesser one. Which makes it not as impressive. Any idea why this would be? I've tested it in editor with all kinds of vehicles and at night but still the same.

Cossack8559
Nov 16 2009, 04:24
Great Mod man, thanks heaps for this!

Question: In the first vid 'Video by Chaostika7-17th' the first explosion has an initial large ball of sparks (which looks awesome and huge) then a secondary taller more vertical spray of sparks - I have never seen the first big ball in game only the secondary lesser one. Which makes it not as impressive. Any idea why this would be? I've tested it in editor with all kinds of vehicles and at night but still the same.

Are you using slx mod? if so take out the slx mod weapons pbo and it should work, i had the same problem..

11_HARLEY_11
Nov 16 2009, 05:26
Yes I am! Thanks for that, I'll try it now.

---------- Post added at 06:26 AM ---------- Previous post was at 05:26 AM ----------

That was it. Works perfectly! Thanks again Cossack.

btw is there a list or a thread somewhere talking about conflicting pbo files in certain mods?

BeerHunter
Nov 16 2009, 06:20
Fantastic mod.

Not to sound demeaning but it's a shame that BI required someone like yourself to put so much effort into creating something that should have been in the game in the first place.

Damn good job.

And DO NOT reduce bullet impacts any further. A HV round will actually kick up water and mud/dirt at least 3 - 4 feet.

Tankbuster
Nov 16 2009, 08:47
Fantastic mod.

Not to sound demeaning but it's a shame that BI required someone like yourself to put so much effort into creating something that should have been in the game in the first place.

Damn good job.

And DO NOT reduce bullet impacts any further. A HV round will actually kick up water and mud/dirt at least 3 - 4 feet.

wot he sed

Opticalsnare
Nov 17 2009, 18:58
Right big update on whats going on with the mod, I have made a major breakthrough!

- The size of the mod has decreased from 130mb and is now down to just 10mb.

- Successfully deleted unmodded content, and made it so it uses a custom particle shape.

- Also began setting up its own textures for differnt effects so they are no longer all running from the same univerisal, which means it should be fully independent from conflicting with other mods like JTDs. :eek:

So yeah im still testing and making sure its all working right atm, i might be able to put something together in a few hours or might wait till a few days when ive made all the right changes and turn this into a super release with loads of other shit im working on.
:dancehead:

JW Custom
Nov 17 2009, 19:02
Right big update on whats going on with the mod, I have made a major breakthrough!

- The size of the mod has decreased from 130mb and is now down to just 10mb.

- Successfully deleted unmodded content, and made it so it uses a custom particle shape.

- Also began setting up its own textures for differnt effects so they are no longer all running from the same univerisal, which means it should be fully independent from conflicting with other mods like JTDs. :eek:

So yeah im still testing and making sure its all working right atm, i might be able to put something together in a few hours or might wait till a few days when ive made all the right changes and turn this into a super release with loads of other shit im working on.

Thats great news :cool:

P.S. one thing you perhaps could take a look at... sparks from smaller rounds i think they produce too much a firework when hitting metal :)

Scrub
Nov 17 2009, 19:26
wOOt! +1

Awaiting linky!

Das Attorney
Nov 17 2009, 19:48
So yeah im still testing and making sure its all working right atm, i might be able to put something together in a few hours or might wait till a few days when ive made all the right changes and turn this into a super release with loads of other shit im working on.
:dancehead:

Fantastic news - thanks for all the hard work you're putting in, much appreciated! Take your time and don't feel under pressure. Break on through to the other side indeed! ;)

TRexian
Nov 17 2009, 20:22
Very much looking forward to it! :)

VaiHalen
Nov 17 2009, 21:00
Great! Thanks!!!

randir14
Nov 17 2009, 21:02
Fucking awesome mod, aircraft guns strafing the ground at night looks scary now, lol.

BeerHunter
Nov 18 2009, 15:06
Any chance you can , while you're at it , do something about those pathetic flashes of bright circles BI calls "muzzle flashes" when you fire at night??

*crosses fingers and prays*

PsychD
Nov 19 2009, 08:03
Any chance you can , while you're at it , do something about those pathetic flashes of bright circles BI calls "muzzle flashes" when you fire at night??

*crosses fingers and prays*

This would be most appreciated, it's sad to see the vanilla "models" for muzzle flashes. Looks like a .Jpeg-file.

Vipera
Nov 20 2009, 09:20
I want to criticize a bit. I don't like helicopter HE canon explosions. They change scale with the distance. With high distance they scale up. I also prefer ARMA explosions to compare with this mod. They look more alive. There is only one thing that I like is small sparks for explosion, not the big sphere of sparks but just few sparks.

JuggernautOfWar
Nov 20 2009, 11:31
Is there any sort of media for this mod? I don't want to download if I don't have some sort of example(s).

VictorFarbau
Nov 20 2009, 11:36
I like the mod the way it is - sure these might look more like cinematic effects but that's the whole fun for me. The visual model (and color scheme) in Arma II makes a lot of things hard to see. The more I appreciate some exaggerated effects - and this was the whole purpose of the mod, wasn't it? So don't tone it down - that was the status quo before. More action, please. :bounce3:

Cheers,
VictorFarbau

Cross
Nov 20 2009, 11:36
Is there any sort of media for this mod? I don't want to download if I don't have some sort of example(s).

http://www.armaholic.com/page.php?id=8182

JuggernautOfWar
Nov 20 2009, 20:42
Thanks for that link. So does this have keys and would it be compatible with JTD fire and smoke? I noticed this changed vehicle smoke as well as JTD is why I ask.

JuggernautOfWar
Nov 21 2009, 01:47
This would be most appreciated, it's sad to see the vanilla "models" for muzzle flashes. Looks like a .Jpeg-file.

Please please pleeeease!

Alex72
Nov 21 2009, 02:58
Yes it works with JTD. I think this addons fire overrides JTD on vehicles, but smoke will come from JTD and forest fires etc work as normal. These fires on vehicles is pretty darn good though. Bright and nice.

Just test it already its just an addon - geez.

:)

JuggernautOfWar
Nov 21 2009, 05:51
Hmm which loading order should I put this in the target line? Before or after JTD? I've got like 100 mods installed. :D

anfiach
Nov 22 2009, 20:31
Can you make the spark particles burn out faster? They look great and then they float about like pixies and ruins the effect.

Scrub
Nov 25 2009, 06:11
Passing through and found this. If you have questions about the plumes that 7.62 rounds kick up...

http://www.youtube.com/watch?v=-wip6fvA10Q&feature=related

'Just for you' ;)

Alex72
Nov 25 2009, 08:40
Hmm which loading order should I put this in the target line? Before or after JTD? I've got like 100 mods installed. :D

Doest matter i think, but place JTD second to WarFX. Since WarFX affect more stuff you'd be sure the smoke wich comes after explosions will take effect after. :)

But like i said - dont know if that is needed. But this is the logic i use myself since ArmA. Like placing soundmods in the very end so they are loaded upon everything else. Even though it might not matter. But it always made my addons work as intended. And yes - i got like 100 addons as well. In wait of ACE2. :)

VaiHalen
Nov 25 2009, 08:46
Passing through and found this. If you have questions about the plumes that 7.62 rounds kick up...

http://www.youtube.com/watch?v=-wip6fvA10Q&feature=related

'Just for you' ;)


As we can see, I think previous version was right about the dust in the ground. They are BIG.


http://www.youtube.com/watch?v=1QtHR7Gc_oU&feature=related

Mr_Centipede
Nov 25 2009, 09:51
As we can see, I think previous version was right about the dust in the ground. They are BIG.


http://www.youtube.com/watch?v=1QtHR7Gc_oU&feature=related

They are big... but not thick.. the last one was thick... and I think the current one is better though. just dont have the dirt kicking, only dust

BeerHunter
Nov 25 2009, 14:04
One thing I noticed....when you impact water you get a dust cloud...anyone else see this?

Other than that , I wont play without this mod...great work. :D

Romeo_NL
Nov 27 2009, 20:05
First of all i want to say this is a great mod,but in my opinion the dust from the small caliber weapon impacts is way too big,it makes a 5.56 round look like a 25 mm round at 300 meters,i would like to remove the file that contains that part of the mod,but i dont now wich one it is,can someone help me out here??

JW Custom
Nov 27 2009, 21:28
Passing through and found this. If you have questions about the plumes that 7.62 rounds kick up...

http://www.youtube.com/watch?v=-wip6fvA10Q&feature=related

'Just for you' ;)

Too late they have already been reduced, was much bigger in earlier release.

In that clip the guy is shooting directly into sand just a few meters away, of course it will kick up large dust clouds!

JonPL
Nov 27 2009, 23:51
and that's how it looks like from the distance.


Actual addon = good, using inside my group, kthx!

Opticalsnare
Nov 29 2009, 19:06
Well just a verbal update atm, ive been away for a bit dealing with some real life stuff, but i havnt forgotten about the mod. Ive done some more work here and there and trying to iron out the remaining problems and finish as much as i can in the time i got but its a bit slow going atm.

TheCrusader
Nov 29 2009, 20:53
Np, take your time!

Fantastic mod, this one is a keeper, I for one am quite happy with it right now so no need to rush ;)

Pteradon
Nov 29 2009, 22:50
Indeed,

It's great mod.
:thanx:

Alex72
Nov 30 2009, 00:09
Some less dust if possible from HE arty. A couple of those dust out a huge area. Think its a tad too much.

Maybe also add a small - very small - smoke puff when hitting metal. The sparks are great, but many times when firing you cant see if you hit. Just a small white/transparent puff could be nice effect for more impact feelin.

11_HARLEY_11
Nov 30 2009, 00:55
Maybe also add a small - very small - smoke puff when hitting metal. The sparks are great, but many times when firing you cant see if you hit. Just a small white/transparent puff could be nice effect for more impact feelin.

Totally agree Alex! This always looked weird to me in vanilla, it's like everything metallic is made of super clean flint stone. And it's so small that the weapon suddenly feels like a bb gun. :rolleyes: A puff off dust would be a great help.

ps. I can't play without this mod! I was doing some testing with mods turned off yesterday and boy was it lackluster. Great mod man, you rule!

Avoidable
Nov 30 2009, 01:52
Alex has my vote too.

Playing around with the arty last night turned things into a dust storm.

Great mod though, love hammering tanks in AH1 and seeing the fireworks!

Tankbuster
Nov 30 2009, 09:48
I've been playing this with this mod installed and reading this thread and thinking, well, I can't see what all the fuss is about....

Then I installed the mod in a mod folder that is actually used!

http://t1.gstatic.com/images?q=tbn:KN3F7hezzgs1iM:http://www.dembot.net/images/facepalm/double_trek_facepalm.jpg

AntalopeAUT
Nov 30 2009, 20:15
Finally the dramatics(vis-fx) for our opera (arma2)xD
Brilliantly done!!!! :D

TBuck
Dec 2 2009, 14:21
I would like to see something like this ;)

http://www.youtube.com/watch?v=5Iz5MwPsfyo

JW Custom
Dec 2 2009, 14:23
I've been playing this with this mod installed and reading this thread and thinking, well, I can't see what all the fuss is about....

Then I installed the mod in a mod folder that is actually used!

http://t1.gstatic.com/images?q=tbn:KN3F7hezzgs1iM:http://www.dembot.net/images/facepalm/double_trek_facepalm.jpg

LOL no wonder everything seemed normal to you :p

ahmedjbh
Dec 2 2009, 19:26
I think the particles need to scatter a little quicker, they seem to defy gravity and hang around a little to long.

Excellent mod tho. Cant seem to get it to work with jtd smoke and your tracer mod.

11_HARLEY_11
Dec 3 2009, 00:07
I would like to see something like this ;)

http://www.youtube.com/watch?v=5Iz5MwPsfyo

that's one tough little building!

Dead3yez
Dec 4 2009, 02:01
I am just a messenger.

Enad:
Hi, I've seen alot about your awesome mod and I really love it. I've tried Downloading it many times and I still dont notice a difference in any effects. I've seen screenshots and videos of the awesome explosion effects and such but I dont have any of that. Is there any mod that conflicts with this and makes it disabled or something? Maybe JTD Smoke?? I really want to use this mod, it looks like amazing work!


I sent him a PM on Armaholic but I dont think he checks it that often as BI forums

Cossack8559
Dec 4 2009, 02:25
I am just a messenger.

Enad:
Hi, I've seen alot about your awesome mod and I really love it. I've tried Downloading it many times and I still dont notice a difference in any effects. I've seen screenshots and videos of the awesome explosion effects and such but I dont have any of that. Is there any mod that conflicts with this and makes it disabled or something? Maybe JTD Smoke?? I really want to use this mod, it looks like amazing work!


I sent him a PM on Armaholic but I dont think he checks it that often as BI forums

It works with JTD Smoke i have both installed... are you using SLX mod? if yes then remove slx weapons.pbo... this fixed the effects for me...

JW Custom
Dec 4 2009, 15:56
Enad:
Hi, I've seen alot about your awesome mod and I really love it. I've tried Downloading it many times and I still dont notice a difference in any effects. I've seen screenshots and videos of the awesome explosion effects and such but I dont have any of that. Is there any mod that conflicts with this and makes it disabled or something? Maybe JTD Smoke?? I really want to use this mod, it looks like amazing work!


He should simply try only loading the WarFx mod and if that works well then it's another mod screwing it up!

Opticalsnare
Dec 4 2009, 17:35
Well i found one problem which im trying hard to fix, its the muzzle effect, not muzzle flash (although i have worked on the muzzle flashes and are working just fine in this upcoming release) the backblast from from helicopter rockets and missiles it does the same as before as in the particles somtimes emits as sqaures and looks glitchy, ive tried a few things but still unable to find a solution. Once this has been fixed i should be able to release it. So if anyone knows a solution or advice to fix this it would mean a big help. Theres also alot of other stuff gone into this release it should really be a good un, once ive fixed this issue.

TheCrusader
Dec 5 2009, 09:51
Thx Opticalsnare for your hard work, I'm really enjoying your mod!

Inkompetent
Dec 5 2009, 10:06
Ohhh, those effects will get hotted up too? Nice to hear! Really looking forward to the next release!

As for the squares it might be your videocard that simply bugs out when it comes to the alpha of sprites. I believe it's a quite common problem for ATI cards if that is what you use (and it definitely is for me).

Opticalsnare
Dec 5 2009, 11:54
Ohhh, those effects will get hotted up too? Nice to hear! Really looking forward to the next release!

As for the squares it might be your videocard that simply bugs out when it comes to the alpha of sprites. I believe it's a quite common problem for ATI cards if that is what you use (and it definitely is for me).

lol errr nope, its to do with the mod because it only happens when i use this current version which has been toned down on size and uses differnt paths to the custom universal, it happend before when i first started on editing the paths which i fixed btw.

Inkompetent
Dec 5 2009, 11:58
Ahh.. Just since there are problems with certain sprites under certain conditions as it is I thought that it was what could have happened to some of your stuff, but if it's *all* the custom stuff I guess I'm royally wrong :P

Simon C
Dec 6 2009, 15:56
I like this mod, but the grenades/secondaries are a bit odd with it. They seem more like fireworks too me. :(

jasonnoguchi
Dec 7 2009, 03:16
yup... grenade and rocket explosions are gay... looks like kids playing with fireworks... the other effects are good. :)

Chammy
Dec 7 2009, 07:26
yup... grenade and rocket explosions are gay... looks like kids playing with fireworks... the other effects are good. :)



Still a great mod and I bet will have improvements later on!

jasonnoguchi
Dec 7 2009, 07:44
High hopes here. :)

Uziyahu--IDF
Dec 8 2009, 00:46
Passing through and found this. If you have questions about the plumes that 7.62 rounds kick up...

http://www.youtube.com/watch?v=-wip6fvA10Q&feature=related

'Just for you' ;)

That's exactly why I've never had any problem with the bullet impact effects in this mod.

JW Custom
Dec 8 2009, 13:09
That's exactly why I've never had any problem with the bullet impact effects in this mod.

So your saying that the dust kicks as they are now are too small?

BeerHunter
Dec 11 2009, 05:14
So your saying that the dust kicks as they are now are too small?

Sometimes..under the right conditions (dry , dusty , limestone etc.) the target can be obliterated by dust..hard to see.

Other times (wet grassland) it's just a wee clump of sod that crops up.

Anxiously awaiting the next update..wont play ArmA without it.

Cyclone83
Dec 11 2009, 10:27
Noted wrong impact effects, visual aswell as sound (dirt lumps) when shooting at walls, cars, asphalt roads etc. Hope to see that fixed in next release ;)
Beside that, fantastic immersion!

Mr_Centipede
Dec 11 2009, 10:44
I dont think this mod cover sound, or is it?

Opticalsnare
Dec 11 2009, 17:07
Noted wrong impact effects, visual aswell as sound (dirt lumps) when shooting at walls, cars, asphalt roads etc. Hope to see that fixed in next release ;)
Beside that, fantastic immersion!

Sound? Nothing to do with me. :j:

Also what do you mean dirt lumps, Surely you mean smoke puffs?

And yes il update the mod soon.

Update:

Well ive managed to finnaly fix something big, so im gonna do some more extensive testing and finishing off stuff but there could well be a big update sometime 2nite or possibly tomorrow.

AnimalMother92
Dec 11 2009, 19:48
Well ive managed to finnaly fix something big, so im gonna do some more extensive testing and finishing off stuff but there could well be a big update sometime 2nite or possibly tomorrow.

awesome, can't play without this mod

Nouty
Dec 12 2009, 02:18
Nice, keep up the good work mate :)

Rubberkite
Dec 12 2009, 18:54
HI really nice effects !

I don't know if there is reported anywhere in the thread but I notice a really big rpt spam that is not good...

here the spammed line:

Error during evaluation of expression _interval in BigBlast
Error during evaluation of expression _moveVelocity in BigBlast
Error during evaluation of expression _moveVelocity in 30mmImpactSmoke2
Error during compilation of bin\config.bin/CfgCloudlets/30mmSparks.moveVelocity
Error during evaluation of expression _moveVelocity in 30mmImpactSmoke2

lot of lines in few minute of play, I hope you try to fix in future

see ya

Rubber

Grub
Dec 13 2009, 06:32
Been using this for a while now and I have to say, it really adds to the game. Keep up the good work.:D

TBuck
Dec 15 2009, 07:25
Hi Opticalsnare,

can you also script turrets blown away after a hit, with a small chance, I liked it in M1 Tank Platton 2 and i think its realisitic ;) for some Tank-Models (T72).

Tino

TheCrusader
Dec 20 2009, 12:52
Hi Opticalsnare,

any updates on the mod ? :)

Opticalsnare
Dec 20 2009, 13:05
Hopfully soon, ive just been very busy at work and getting stuff ready for xmas. But il hopfully have something soon i wanna make this version the best one so im making sure everything is all done properly.

DenisRUS
Dec 20 2009, 13:41
good news

Sam75
Dec 20 2009, 18:15
could you make bullet impacts smoke stand longer please ?

Cyclone83
Dec 22 2009, 08:50
I think they're just right the way they are now. In ArmA 2 we're stucked due to the engines limitations to live with compromises. ArmA 2 doesn´t know if a bullet hits dry sand or for example wet grass. Imagine what it would look like plopping sand out of wet grass staying for seconds? Wouldn't look just right at all.

TheCrusader
Dec 22 2009, 10:18
^ This.

Cescollino
Dec 22 2009, 12:18
i think should be improved the smoke when an helicopter is damaged coz now when one heli is hit it looks like a black smoke ball on the sky