[REL] HIGH RESOLUTION PARTICLES

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Mraah
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RE: [REL] HIGH RES TRACERS - v1.0

Post by Mraah »


HIGH RES ... NO COLOR TRACER MOD ... v1.0

Ok, first ... the game likes to surround the bullet with a very light gray pixel-width of "haze" ... as I like to call it.

Basically, your "shots" leave small contrails of smoke behind them ... the same length as normal tracers.

I increased the PNG size to 128x128 to minimize size of contrail.

Anyway, at least we're back to the 20th century, for those that hate the blaster tracers.

Screen shot next post.

JSGE READY !!!! - Unzip to mods folder.

Attached zip below
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Mraah
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RE: [REL] HIGH RES TRACERS - v1.0

Post by Mraah »

NO COLOR TRACERS : - Top down view.

Best I can do ... for the moment.
Also, if I zoomed in any more on this shot you would lose the visual on the tracers.

I hope you brought your reading glasses!

Image
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Mraah
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RE: [REL] HIGH RES TRACERS - v1.0

Post by Mraah »

Hey all,

When I get home from work this morning I'm going to release two more mods for the tracers ...

1. Thin Color Tracer - same as High Res V1.0 but using the 256x256 PNG, basically a colorized no tracer mod. It looks good (well, as good as it's gonna get). I just need to touch up the red color. The small size bullet will tone down the color as well.

2. Medium Size Tracer - same as High Res v1.0 but using a 128x128 PNG. This will hopefully thin out the fat blaster tracers a bit ... keeping the original Alpha for the lens flare effect.

Rob
Mraah
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RE: [REL] HIGH RES TRACERS - v1.0

Post by Mraah »

ORIGINAL: junk2drive

Have you tried a black tracer?

I always enjoyed seeing canister shot flying through the air in CM.


Ok, I'll upload a screen shot later tomorrow. I hate screen shots since they don't do justice to the effect of an actual moving tracer.

By the way ... I'm going to redo the gun shell image ...bringing it up to high res.

If everything goes ok I should have it tomorrow as well.

The worse part about modding is loading mod and tesing it in the game ... then unloading to fix it ... load it back up ... unload it ... etc, etc, etc. That's the most time consuming and delays most of the work. Expecially when I go too fast and load Pck before activating the mod [8|] ... hmm what gives, no change? ... doh!

Rob
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junk2drive
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RE: [REL] HIGH RES TRACERS - v1.0

Post by junk2drive »

Welcome to the modding addiction. Don't forget to play the game once in a while too.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
Mraah
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RE: [REL] HIGH RES TRACERS - v1.0

Post by Mraah »

ORIGINAL: junk2drive

Welcome to the modding addiction. Don't forget to play the game once in a while too.

Yeah .. no kidding [:(]. I hope to be done with the tracer mod ... letting it sink in for folks using it. Then jumping back to my Spring_level 8 map ... at that point I'll be playing again since the map needs extensive testing for some new stuff I plan to do ... new ideas etc.

by the way ... I read your name in the credits section under beta tester (congrats) ... When I get the Spring_Level 8 map up and running would you mind helping me test it, please?

I plan to have a new campaign for the map using the satchel charge mod ... maybe adding granades. The map will focus on the town center (objective wise). Testing my ideas like :

1. Tank initial start location in woods. (so far I think it adds a bit of a surprise)
2. Tanks allowed to enter rubble buildings, albeit new wall definition around rubble (to provide hull down protection)
3. Satchel and grenade use.
4. Building attachments ... making an "L" and "U" shape, kinda like the chateu building in SL.

It's going to be a Urban fighting mod ... mostly.

Thank,
Rob
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junk2drive
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RE: [REL] HIGH RES TRACERS - v1.0

Post by junk2drive »

I've done a few mods for Combat Mission. I know how it is to want to get a mod out to the players. I have found out the hard way, tis better to have someone test your mod first, before release.
 
I'll help you as I can, free time on weekends only.
 
I'm also trying to get support for scenario playtesting at the CM website the-proving-grounds. Campaign testing will be tough because of the time involved.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
Mraah
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Joined: Wed Feb 20, 2008 6:11 am

RE: [REL] HIGH RES TRACERS - v1.0

Post by Mraah »

ORIGINAL: junk2drive

I've done a few mods for Combat Mission. I know how it is to want to get a mod out to the players. I have found out the hard way, tis better to have someone test your mod first, before release.

I'll help you as I can, free time on weekends only.

I'm also trying to get support for scenario playtesting at the CM website the-proving-grounds. Campaign testing will be tough because of the time involved.

Ok, thanks. Not a problem, it'll be days, maybe a week before I'll have something close to a running mod. On that note, I won't bog you down with intensive testing requests ... more like, "try a few battles" and lemme know.

Thanks again ... I appreciate your input, I understand your plate is full.
Off topic ... I'm glad JTCS hasn't released v1.03 ... it would really put me over the edge when it comes to getting mods done !!

Rob
Mraah
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RE: [REL] HIGH RES TRACERS - v1.0

Post by Mraah »

ORIGINAL: Cougar_DK

Great work Mraah, I think this is a keeper and thanks for making your MOD's ready for JSGME [:)]

Cougar_DK,

Thank you for the kind words!!

By the way, off topic ... I went to your website, saw your picture ...

Did you pose for the soldiers in Pck ? [;)]

Rob

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Mraah
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RE: [REL] HIGH RES TRACERS - v1.0

Post by Mraah »

ORIGINAL: WhiteOwl

Excellent mod Mraah - this should definitely be made the default for the game, the original traces always looked like travelling puffs of dust. Now I can see star wars-esque battles, not to mention the increased feedback you get now. I actually brightened the red tracer a bit in the bright mod, so they glow like the green ones.

Thanks for making this.

Thank you. I'm glad you like them. I've been making a few variaties.
Yeah, the red they used in Pck for the tracer is like a maroon color ... which, in my next upload, the THIN gives it an orange color, I changed it as well.
I'm looking forward to any mods you make ... I'm hoping others will jump in a post some, be it big or small.

Rob
Mraah
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RE: [REL] HIGH RES TRACERS - v1.0

Post by Mraah »

ORIGINAL: Mraah

Hey all,

When I get home from work this morning I'm going to release two more mods for the tracers ...

1. Thin Color Tracer - same as High Res V1.0 but using the 256x256 PNG, basically a colorized no tracer mod. It looks good (well, as good as it's gonna get). I just need to touch up the red color. The small size bullet will tone down the color as well.

2. Medium Size Tracer - same as High Res v1.0 but using a 128x128 PNG. This will hopefully thin out the fat blaster tracers a bit ... keeping the original Alpha for the lens flare effect.

Ok ... after testing this for several hours (sigh) ... I see no noticeable difference between a 64x64 PNG and a 256x256 PNG ...

On that note, until further notice, I've cancelled the 256 color.

I'm still experimenting though !! I may be updating the NO TRACER since I discovered some things while testing the color.

Rob
Mraah
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RE: [REL] HIGH RESOLUTION PARTICLES

Post by Mraah »


Hey all,

I renamed this thread HIG RESOLUTION PARTICLES because I'll be working on more images from the Particles folder besides the tracers.

Thanks for trying them.

Rob
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EagleMountainDK
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RE: [REL] HIGH RESOLUTION PARTICLES

Post by EagleMountainDK »

Hi Rob, I really enjoy your work and is looking forward to your next project [;)]
Mraah
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RE: [REL] HIGH RESOLUTION PARTICLES

Post by Mraah »

--- High Res Color Tracers Bright-Small ---

Ok ... These are 64x64 but with smaller halo's and dimmer color. This mod is less "blaster" looking. From the side they aren't very bright, but from behind they combine to make it bright ... see screen shot next post.

JSGE Ready !!! Unzip to MODS folder.
See attached file for download.

I'll see about making them less brighter ... In comparison from first mod (v1.0) they are much dimmer than DIM, and smaller Halo's.

Thanks
Rob
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Mraah
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RE: [REL] HIGH RESOLUTION PARTICLES

Post by Mraah »

--- Bright Small Tracer Mod ---- post #34

Note tracer coming out of MG ... about the right size, eh?
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Mraah
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RE: [REL] HIGH RESOLUTION PARTICLES

Post by Mraah »

--- HEAVY SHELL MOD ----

hmmm ... after more checks ... appears it doesn't care about a 128x128 ... so I removed it. argh!


Mraah
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RE: [REL] HIGH RESOLUTION PARTICLES

Post by Mraah »

--- HEAVY SHELL ----

Image --- removed
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NefariousKoel
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RE: [REL] HIGH RESOLUTION PARTICLES

Post by NefariousKoel »

The Hi-Res Small ones are great!

Thanks Mraah!
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EagleMountainDK
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RE: [REL] HIGH RES TRACERS - v1.0

Post by EagleMountainDK »

ORIGINAL: Mraah

ORIGINAL: Cougar_DK

Great work Mraah, I think this is a keeper and thanks for making your MOD's ready for JSGME [:)]

Cougar_DK,

Thank you for the kind words!!

By the way, off topic ... I went to your website, saw your picture ...

Did you pose for the soldiers in Pck ? [;)]

Rob

Image

LOOOOOOOOOOOOL, no [:D]

That picture is from Armed Assault where I'm a Medic in our Clan. Its a face that looks a little like my real face....

But good one Rob!
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EagleMountainDK
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RE: [REL] HIGH RES TRACERS - v1.0

Post by EagleMountainDK »

Rob, would it be possible to make a full "tracer pack" instead of the 1.0 and all the small ones?

Cheers
Mark
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