Smoke anmiatons

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majgentob
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Smoke anmiatons

Post by majgentob » Fri Oct 20, 2017 8:56 am

Is there a way to make smoke from firing linger longer -- a lot longer. Especially for the 18th and 19th century mods, it would be nice to have a battlefield clouded with smoke ( a propos to Wellington's comment that,because of all the smoke, you never see a battle, you hear it).

Many thanks for a great game that continues to be one of my favorites.

rbodleyscott
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Re: Smoke anmiatons

Post by rbodleyscott » Fri Oct 20, 2017 3:13 pm

majgentob wrote:Is there a way to make smoke from firing linger longer -- a lot longer.
Perhaps, but if so, I don't know what it is. (Mind you I don't know anything about emitters, and the artist who made the effects originally has move on to other things).

Pat Ward might be able to answer but I doubt he still watches this board. You could try PMing him.
Richard Bodley Scott

Image

majgentob
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Re: Smoke anmiatons

Post by majgentob » Fri Oct 20, 2017 4:06 pm

Many Thanks, Richard! (for the reply and the awesome game).

Might try to PM him, or I might just goof around with the emitter .fsf file. What program can we use to open and edit those?

Adebar
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Re: Smoke anmiatons

Post by Adebar » Fri Oct 20, 2017 11:11 pm

Hello majgentob!

You don't have to mess around with emitter.fsf, all you need should be in explosions.fsf which can be found in the Core folder.

Open it and scroll down to

// ************
// *** SHOT ***
// ************

Among other stuff there you can find (and edit) values for the duration of the smoke animation ('LifeBase') and the thickness of the smoke ('Emission').

I have increased LifeBase up to 18000 and LifeRand (random modifier of lifetime) to 100 which results in nothing more than a 10 to 15 seconds long animation. But there has to be a more satisfying solution. Still experimenting, at least changing the Emission values produces thicker smoke.

BTW: The file also contains the values for unit movement dust trails. It's very easy to transfer the (better looking) Sengoku Jidai dust to P&S by copy & paste.
Image

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majgentob
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Re: Smoke anmiatons

Post by majgentob » Sat Oct 21, 2017 12:56 pm

Many thanks, Adebar!

I am playing with these files and getting nice results. I've upped the values for life base to something like 9,000,000, and the field is definitely getting smokier. There are also values for pistols, which I've also altered. There's also a separate but parallel set of lines right after each weapon that seems to impact the duration as well -- don't have the file on hand right now, but the title is something like "smoke fade."

Will keep playing with these when time allows. When the battlefield looks something like this https://i.pinimg.com/originals/d4/d9/8e ... b7b954.jpg, I'll be satisfied.

Many thanks again!

Adebar
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Re: Smoke anmiatons

Post by Adebar » Sat Oct 21, 2017 3:28 pm

You're welcome, majgentob!

The results of today: animation now lasts from 20 to 25 seconds, producing a larger smoke cloud that is being blown away by the wind. Unfortunately the animation ends a bit abrupt; I'll try to improve that.

Image Image

Here are the values:

Code: Select all

//	************
//	*** SHOT *** 
//	************
[ShotFadeIn]				// 
VelBase -.2 , 0 , 0			// Initial speed in X,Y,Z coordinates. Positive Z is upwards.
VelRand 0 , 0 , 0			// Random modifier of intitial speed.
RBase 255					// Base colour.
GBase 255
BBase 255
ABase 150					// Base alpha. 0 = invisible. 255 = opaque.
RRand 0						// Random modifier of base colour.
GRand 0
BRand 0
ARand 0
RFadeBase 5					// Fading.
GFadeBase 5
BFadeBase 5
AFadeBase -9				// Negative value results in increasing transparency during lifetime.
RFadeRand 0
GFadeRand 0
BFadeRand 0
AFadeRand 5					// Random modifier of fading.
SizeBase 2					// Small size which grows larger.
SizeRand 0
SizeDelta 1.04
LifeBase 900		                        // Base lifetime. 30 = 1 second?
LifeRand 50					// Random modifier of lifetime.
TexBase 16					// 0 based index of texture tile in atlas.
TexRand 3					// Random texture tile selection over given range. 0 = no 

randomization.
TexWalk 15					// ?
Type 1						// 0 = all white texture | 1 = local coordinates | 2 = global 

coordinates | 3 = 
Gravity 2					// Positive is upwards
Emission 2					// Number of particles emitted per timeframe.
EmissionArea 0 , 0 , 5		// 3D space in which particles are emitted.

[ShotFadeOut]				// 
VelBase -0.03 , 0 , 0		// Initial speed in X,Y,Z coordinates. Positive Z is upwards.
VelRand -0.01 , 0 , 0		// Random modifier of intitial speed.
RBase 255					// Base colour.
GBase 255
BBase 255
ABase 180					// Base alpha. 0 = invisible. 255 = opaque.
RRand 0						// Random modifier of base colour.
GRand 0
BRand 0
ARand 0
RFadeBase 20					// Fading.
GFadeBase 20
BFadeBase 20
AFadeBase -1.5				// Negative value results in increasing transparency during lifetime.
RFadeRand 0
GFadeRand 0
BFadeRand 0
AFadeRand 1					// Random modifier of fading.
SizeBase 4					// Small size which grows larger.
SizeRand 2
SizeDelta 1.01
LifeBase 6000		                        // Base lifetime. 30 = 1 second?
LifeRand 1000					// Random modifier of lifetime.
TexBase 16					// 0 based index of texture tile in atlas.
TexRand 3					// Random texture tile selection over given range. 0 = no 

randomization.
TexWalk 15					// ?
Type 1						// 0 = all white texture | 1 = local coordinates | 2 = global 

coordinates | 3 = 
Gravity 0					// Positive is upwards
Emission 1					// Number of particles emitted per timeframe.
EmissionArea 0 , 0 , 5		// 3D space in which particles are emitted.
Image

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majgentob
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Re: Smoke anmiatons

Post by majgentob » Sat Oct 21, 2017 11:33 pm

Bee-yoooo-tee-ful! Will try it myself! Many thanks!

paulinus
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Re: Smoke anmiatons

Post by paulinus » Thu Dec 21, 2017 11:34 pm

Thanks for the mod. It enhances the visual appeal a lot.

From my limited experience watching reenactments of battles, there is a huge amount of smoke blowing about and even creating a fog at times. This could be brought into the game to an even greater degree than the mod allows at the moment.

IkusaIX
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Re: Smoke anmiatons

Post by IkusaIX » Fri Jul 13, 2018 5:42 pm

This is shaping up rather well indeed. It does much to add to the artistic direction of the game in line with contemporary illustrations which almost invariably featured billowing clouds of smoke obscuring the field.

Are there any plans to release the modified file, or is it intended that one alters the file as needed on their own?

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