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Thread: Creating a World - Fixing square projectile trails

  1. #1
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Creating a World - Fixing square projectile trails


    Does this look familiar?







    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

    For ease of application you can download the modified vanilla file here.



    Does this look better now?








    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.

    Example:
    Code:
    ground_shatter
    ; rocket        <trail time sec> <spin prob> <spin tick> <max radius dlt> <angle min deg> <angle max deg> <erratic prob> <erratic tick> <erratic max angle>
    rocket            3.5    0.6 10 0.3 120 360 0.3 12 10
    ; self_explode    <prob> <min sec> <max sec> [<area effect>]
    self_explode    0.3 1.5 3.0
    display            aimed
    triangle    
    texture            data/textures/arrow_test.tga
    tail            0.3
    Last edited by Gigantus; August 11, 2020 at 11:09 PM. Reason: tga file name corrected










  2. #2
    Andytheplatypus's Avatar Domesticus
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    Default 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

  3. #3
    Vipman's Avatar Protector Domesticus
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    Default 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?

    Spoiler Alert, click show to read: 


    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
    Last edited by Vipman; July 02, 2014 at 04:47 PM.

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default 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.










  5. #5
    Vipman's Avatar Protector Domesticus
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    Default 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?

  6. #6
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default 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.
    Last edited by Gigantus; July 03, 2014 at 05:56 AM.










  7. #7
    Vipman's Avatar Protector Domesticus
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    Default 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.
    Last edited by Vipman; July 03, 2014 at 06:49 AM.

  8. #8

    Default 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

  9. #9
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Fixing square projectile trails

    From this thread

    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.











  10. #10
    bitterhowl's Avatar Campidoctor
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    Default 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?

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  11. #11
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default 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 after all it's one very specific set of effects in descr_burning_man_effect.

    **
    Make sure you have a Python version less then 2.7 installed, else install from the applicable download link
    Windows x86 MSI Installer (2.6.6) - for 32 bit operating system
    Windows X86-64 MSI Installer (2.6.6) - for 64 bit operating system
    Last edited by Gigantus; November 20, 2021 at 11:31 AM.










  12. #12
    bitterhowl's Avatar Campidoctor
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    Default Re: Creating a World - Fixing square projectile trails

    Thanks!

    I wouldn't know how to turn normal fire green without changing the normal fire 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.

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  13. #13
    Araval's Avatar Protector Domesticus
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    Default 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.

  14. #14
    bitterhowl's Avatar Campidoctor
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    Default 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.
    Last edited by bitterhowl; November 25, 2021 at 04:33 AM. Reason: Solved

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  15. #15
    bitterhowl's Avatar Campidoctor
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    Default Re: Creating a World - Fixing square projectile trails

    Here we go with Red Kings from Dreadfort


    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  16. #16
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default 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.
    Last edited by Gigantus; November 28, 2021 at 10:59 PM.










  17. #17
    bitterhowl's Avatar Campidoctor
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    Default 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.

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  18. #18
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default 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










  19. #19
    bitterhowl's Avatar Campidoctor
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    Default Re: Creating a World - Fixing square projectile trails

    https://youtu.be/IrQfsNLD-bQ

    Here we got trebuchet with head packs instead of cow_carcass.

    Is there a way to merge fleez animations with unit/engine? For them constantly roaming around the model with beheaded head in arms?

    My sister, do you still recall the blue Hasan and Khalkhin-Gol?
    Russian warship is winning. Proofs needed? Go find yourself!

  20. #20
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Creating a World - Fixing square projectile trails

    I am afraid I am not understanding the question. What is a 'fleez' animation?










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