The fix is rather simple: the battlefield/fire/burning_smoke.tga and smoke4.tga files are not suitable for that effect. Replace their entries in the descr_arrow_trail_effects.txt file with battlefield/fire/Oil_particle_2.tga
Example:
Code:
effect fiery_boulder_smoke_flame
{
type particle
{
texture battlefield/fire/Oil_particle_2.tga
If you are having the same problem with the rocket projectile then check the descr_projectile.txt file, the rocket entries. The display line should have only aimed in it, not spin.
Re: Creating a World - Fixing square projectile trails
Wow this whole time I thought it was just me that had this issue. awesome fix buddy + rep
July 02, 2014, 04:44 PM
Vipman
Re: Creating a World - Fixing square projectile trails
I added a new unit using vanilla Naffatun info in edu and bmdb as base, but the bombs have this problem, while in vanilla it's showing fine... Tried the thing above but didn't help. Any idea what could be wrong?
PS a bit hard to find this thread, forgot it's name, I searched for black rectangular smoke and didn't find this, used creating a world tag instead, thanks for this at least :P
July 02, 2014, 07:39 PM
Gigantus
Re: Creating a World - Fixing square projectile trails
Curious - have a look which projectile and effect it is using and then experiment with the TGA files of the effect.
July 03, 2014, 05:09 AM
Vipman
Re: Creating a World - Fixing square projectile trails
Ok, it is arrow_model_trail_flaming in descr_flaming_projectiles, I changed battlefield/fire/smoke0.tga with battlefield/fire/Oil_particle_2.tga and it looks good.
Thing is, nothing related to nahpta projectile, effect and this I mentioned above have been changed, they are vanilla. But in vanilla (retrofit) Naffatun throws grenades with no smoke at all. If all except model and name is vanilla, why would it now have smoke but in vanilla not?
July 03, 2014, 05:52 AM
Gigantus
Re: Creating a World - Fixing square projectile trails
It's still baffling me why one TGA works and the other doesn't - I mean they have the same format.
Smoke0.TGA doesn't exist, by the way, only the TEXTURE format, ditto the oil_particle_2. Underneath their respective pics in PNG format, both are 128*128
PS: battle screen shot resolution only works up to the resolution of your desktop - after that you get the lines, like in your pic.
July 03, 2014, 06:44 AM
Vipman
Re: Creating a World - Fixing square projectile trails
So is it because of Nvidia card or does it happen to all?
I tried yesterday all sorts of combinations to get rid of the vertical line, reading your high resolution screens tutorial. At least I achieved to get rid of horizontal lines by using the tga_aspect line, my laptop resolution is 1366 768, tga_aspect = 1,778..... And tga_width 2560 to get double of 1280 resolution I have in game, just the 1 vertical line in the middle of the screenshot, good enough.
August 23, 2017, 08:05 AM
AleksiMizaro
Re: Creating a World - Fixing square projectile trails
Thank you!! I would +rep but I've done it too much to you so it won't let me hahah
August 11, 2020, 11:41 PM
Gigantus
Re: Creating a World - Fixing square projectile trails
I am having a theory - following up I opened the relevant files to have a look what might be the reason of the 'blockiness'. Underneath a pic of those three graphics mentioned. the first two are the culprits, the third one is the replacement. If you look closer you will see that the first two have alpha applied to the actual texture whereas the third one is solid.
Re: Creating a World - Fixing square projectile trails
I think it's a right place to ask. I need to change those files to have Wildfire effect in my mod.
I use DXTBMP app for convention .texture into tga to edit. And seems that when I convent it back I'm doing something wrong that break alpha channel. And final effect on battlefield is weird.
Also I want to ask - is it possible to make custom green fire effect for burning soldiers, without replacing normal fire?
November 20, 2021, 11:26 AM
Gigantus
Re: Creating a World - Fixing square projectile trails
Personally I use the python based Texture 2 DDS converter ** and haven't had any issue with it. There is a remark regarding the DTX setting of the DDS file which may have something to do with your issue. I was always under the impression that TEXTURE is basically a DDS format (multiple sized pics in one picture), so I am guessing DXTBMP does it directly but may have an issue with the TGA format, like bit count or other peculiar settings you can do in Photoshop when saving in TGA format. Never had any issue with TGAs created in GIMP - it's either compressed or not, nothing else.
I wouldn't know how to turn normal fire green without changing the normal fire :tongue: after all it's one very specific set of effects in descr_burning_man_effect.
Re: Creating a World - Fixing square projectile trails
Thanks!
Quote:
I wouldn't know how to turn normal fire green without changing the normal fire :tongue: after all it's one very specific set of effects in descr_burning_man_effect.
It will be pretty enough for me to have green fire effect_set burning on the ground. Let all men burn in fire as usual.
November 23, 2021, 10:27 AM
Araval
Re: Creating a World - Fixing square projectile trails
DXTBMP is not good for converting because it causes compression artifacts. The DTX setting for textures with alpha map should be DTX5 and for the ones that don't need alpha map DTX1 which saves space from the account of alpha map.
November 24, 2021, 08:53 PM
bitterhowl
Re: Creating a World - Fixing square projectile trails
Need help with missile_head issue - want it to stay on battlefield after firing as arrows but model disappears after impact. Seems that it's texture issue because when I use converted tga from M2 vanilla folder I can see a part of a head, but when I convert tga.dds from Rome I there's nothing at all.
I used arrow lines from descr_impacts as an example.
Solved. With info from previous post about DTX1/5 difference. Texture for projectile should be DTX1 because alpha channel makes it almost invisible.
November 28, 2021, 06:21 PM
bitterhowl
Re: Creating a World - Fixing square projectile trails
Here we go with Red Kings from Dreadfort
November 28, 2021, 10:33 PM
Gigantus
Re: Creating a World - Fixing square projectile trails
Sorted your Youtube link:
Your incorrect display link
[YOUTUBE]https://youtu.be/-7fMzlPt5iM[/YOUTUBE]
Alternate (incorrect) display link
[YOUTUBE]https://www.youtube.com/watch?v=-7fMzlPt5iM[/YOUTUBE]
Correct VBulletin\forum display link
[YOUTUBE]-7fMzlPt5iM[/YOUTUBE]
Works, but because of Youtube restrictions does not display as intended - you need to change the permission setting for the video (if it is your own), check the link in the video.
November 29, 2021, 07:21 AM
bitterhowl
Re: Creating a World - Fixing square projectile trails
I'd like to save restrictions if you don't mind. If I understand right video is still available on YouTube.
November 29, 2021, 09:07 PM
Gigantus
Re: Creating a World - Fixing square projectile trails
Yes, it's available - in that case do not wrap the link into [youtube] tags, rather use the plain link to avoid confusion: https://youtu.be/-7fMzlPt5iM
December 01, 2021, 07:23 AM
bitterhowl
Re: Creating a World - Fixing square projectile trails