Junior_Djjr Posted December 14, 2018 Share Posted December 14, 2018 (edited) On 12/9/2018 at 2:06 PM, Mysterdogg said: Probably Junior could change that with his EnhanceFX script, which is similar to IMFX, so you could make a more realistic effect like GTA IV or V but also another game or even real life EnhanceFX is about making effects independent. A crash that occurs on Remastered Effects is happening on this mod. 0x004A981E Can be a crash about IMFX or EnhanceFX too, I don't know, they are mods that work together. Edited December 14, 2018 by Junior_Djjr Link to comment Share on other sites More sharing options...
Mysterdogg Posted December 14, 2018 Share Posted December 14, 2018 6 hours ago, Junior_Djjr said: EnhanceFX is about making effects independent. Yeah, I know, that's why I mentioned it as a possible solution to: On 12/9/2018 at 12:08 PM, WarButler said: I received a comment that said the tire smoke was a bit exaggerated, but since this effect is used for several different effects, it's tricky to find the right balance. But I remember that back when FunctionX was working with Overdose Effects, he said multiple times that an effect like the tires smoke was a bit more difficult to edit (due to its multiple-uses status), he said that he needed a way to attach the particle effect (a dedicated/independent effect) to the tires and make it look "smooth" instead of the regular attachment method that creates that kind of lag while moving faster. Link to comment Share on other sites More sharing options...
Junior_Djjr Posted December 15, 2018 Share Posted December 15, 2018 (edited) MixSets decrease the size of that smoke, it's a very good lag fix. I can make it, but I should recreate this mod using asi, much better for this... Edited December 15, 2018 by Junior_Djjr Link to comment Share on other sites More sharing options...
Mysterdogg Posted December 16, 2018 Share Posted December 16, 2018 @Junior_Djjr, if an ASI mod it's better you could use the source of IMFX as a base or even as an update for it, DK has provided the source on Github. Junior_Djjr 1 Link to comment Share on other sites More sharing options...
WarButler Posted December 18, 2018 Author Share Posted December 18, 2018 Another explosion updated! This time it's the satchel explosions. I've added a shockwave effect which I think works pretty well. The behaviour of the fireball is a little different from the other explosions, and uses nicer versions of my old explosion_rocket textures. Regarding the crash, I have had a couple of crashes when going on tank rampages, and the FLA crashlog seemed to point to EnhanceFX. Although, I have increased the amount of particles generated by some explosions, but not by a huge amount. I'll take a note of the actual crash number code thing next time. I hope it's an easy fix, whatever it is. Here is explosion_satchel separately, and I will also add it to the Explosion Update v1.1 folder. http://www.mediafire.com/file/76kd16x6ptbiz69/explosion_satchel.7z/file Plus a little video: kkjj 1 Link to comment Share on other sites More sharing options...
WarButler Posted December 25, 2018 Author Share Posted December 25, 2018 (edited) A little Christmas update! I've added a glowing effect to the centre of most of the explosions, which I think makes them look a lot nicer. I've also made a new explosion_large and added a fireball to explosion_medium, amongst other changes. Some more changes and refinements are coming soon, but these new glowing explosions should keep you warm over Christmas! http://www.mediafire.com/file/obwkrh7oo1bea1q/CFXU_-_Explosion_Update_1.1.7z/file I'll upload a video showcasing these changes later. I hope you all have a good Christmas! Edited December 25, 2018 by WarButler LaDiDa, WeedSR and NickyBellic 3 Link to comment Share on other sites More sharing options...
WarButler Posted January 1, 2019 Author Share Posted January 1, 2019 Happy New Year everybody! I've got another little update, and a video. My recording problems seem to be fixed. It's a Christmas miracle! Though the audio is still doubled... I updated explosion_small and explosion_tiny and added the new glowing effect to the vehicle explosions. Made some minor adjustments to some of the other explosions, but I must admit I've been a bit busy playing Red Dead Redemption 2 this past week... Updates will keep coming! Molotov explosions still need an update, then I think the Explosion Update v1.1(?) will be complete. Then I guess I'll take another look at the fire, maybe adding a glowing effect like in Overdose Effects. Here's the link (should be the same as the previous link, but just in case): http://www.mediafire.com/file/obwkrh7oo1bea1q/CFXU_-_Explosion_Update_1.1.7z/file And here's a video: WeedSR, Mysterdogg and LaDiDa 3 Link to comment Share on other sites More sharing options...
Junior_Djjr Posted January 9, 2019 Share Posted January 9, 2019 (edited) Some guy said that he fixed the famous 0x004A981E crash deleting the Explosion_satchel folder and disabling the explosions in imfx.dat. He didn't say if he was using satchel at the time, just said "when there is many explosions". Check it everyone. Edited January 9, 2019 by Junior_Djjr Gtamodpacker 1 Link to comment Share on other sites More sharing options...
Gtamodpacker Posted January 10, 2019 Share Posted January 10, 2019 13 hours ago, Junior_Djjr said: Some guy said that he fixed the famous 0x004A981E crash deleting the Explosion_satchel folder and disabling the explosions in imfx.dat. He didn't say if he was using satchel at the time, just said "when there is many explosions". Check it everyone. im checking Link to comment Share on other sites More sharing options...
WarButler Posted January 11, 2019 Author Share Posted January 11, 2019 I think I've got some problem with my game build, as I keep getting crashes that are (seemingly) unrelated to explosions eg. 0x42480008, 0x72746150, 0x004AA3A1. So I might have to rebuild my game for my testing to be of any value. The crashes tend to happen after 5-10 minutes, typically when I'm in a tank, but since I'm testing explosions then that is like 50% of my game time. Deleting explosion_satchel and setting imfx explosions to NO didn't seem to change anything for me. I also had a crash when a fence collapsed in Grove Street, which I also had before I even made any effects so that's probably unrelated. What I might do is test (or even upload) a version of the explosions without any of the extra debris particles (rocks, sparks, etc), as these components are basically untouched from the Remastered script. Keeping the fireballs, smoke, trails and glow effects in place might let me know if any of my fxp editing has caused an issue. If it's an issue with the number of particles then that might help, but considering this problem doesn't seem to exist with Overdose I'm doubtful. But maybe there's a bug in there I haven't spotted. I'll have a look. Like I said, my game might be a bit unstable so any testing I do might not mean anything. I've got a bit less time for modding than I did a few weeks ago but I'll keep checking when I can! Link to comment Share on other sites More sharing options...
Junior_Djjr Posted January 17, 2019 Share Posted January 17, 2019 (edited) On 1/11/2019 at 11:07 AM, WarButler said: unrelated to explosions eg. 0x42480008, 0x72746150, 0x004AA3A1 0x42480008 and 0x72746150 are not valid addresses. You need to check modloader.log's backtrace. 0x004AA3A1 is related to any effect, not only explosions. What effect is may be found if you send the full crash information in modloader.log. Edited January 17, 2019 by Junior_Djjr Link to comment Share on other sites More sharing options...
WarButler Posted January 23, 2019 Author Share Posted January 23, 2019 (edited) I must have been misreading the FLA crash log, whoops. I've activated the modloader crash log so I'll use that if I get the crash again. That said, I've been working on updated explosions with no extra debris particles and I haven't had a crash for quite a while. I could send you a version to test if you'd like, @Junior_Djjr I've made a few subtle changes to some things like the explosion_grenadelauncher "spikes", and streamlined the script for most of my explosions' fireball elements. I've also strengthened the glowing effect, making the sphere particles' behaviour match the fireballs behaviour more closely. I'd like to do some more testing and double check that I haven't overlooked anything silly, but I think I might release this new version without the extra particles because I honestly don't miss them as much as I thought I might, plus the performance hit should be less severe. Also the vehicle explosions are looking even better now, I'm very happy with them. The old version had an issue with the smoke briefly turning green as it faded in under certain timecyc conditions. Now the smoke is behind the fireball, which lets you see the full effect of the animation. Anyway, that's where I'm at so far. A few more tweaks and I should be ready to release an update. EDIT: I just remembered I switched from EnhanceFX to the old Remastered Effects script for testing purposes. Wish I'd remembered that sooner, but I suppose I've got a more optimised script for the explosions either way. I'll switch back to EnhanceFX and see what happens. Edited January 24, 2019 by WarButler Link to comment Share on other sites More sharing options...
Junior_Djjr Posted January 25, 2019 Share Posted January 25, 2019 On 1/23/2019 at 12:29 PM, WarButler said: I could send you a version to test if you'd like It's always better to put it here to anyone test it. Link to comment Share on other sites More sharing options...
WarButler Posted January 26, 2019 Author Share Posted January 26, 2019 Good point, in that case here is the current version of the explosions: https://www.mediafire.com/file/n2gsvcutg814etd/CFXU_-_Explosion_Update_1.2_beta.7z/file Not sure about version numbers but who cares. Let me know how you get on with them. More adjustments are coming, stay tuned! Link to comment Share on other sites More sharing options...
WarButler Posted January 28, 2019 Author Share Posted January 28, 2019 (edited) I'm thinking about making new animated muzzle flash effects. They'll likely be a little more "video gamey" than the current realistic/cinematic CFXU muzzle flashes (due to the textures I'm using, and the longer duration of the effect), so I'd probably keep them separate from the main CFXU mod and have them as an optional alternative. Here is a preview of a flash I made yesterday. It's very much a work in progress and will likely be tweaked an improved upon, but let me know what you think I recorded 2 tests: one with Delta Time Fix uninstalled and one with. Without Delta Time Fix: With Delta Time Fix Edited January 28, 2019 by WarButler added DeltaTimeFix example kkjj and WeedSR 2 Link to comment Share on other sites More sharing options...
WarButler Posted February 25, 2019 Author Share Posted February 25, 2019 New effect time! I've made a new prt_blood with every element animated, and I think it looks pretty great. I'll keep the old version available since a lot of people seem to like it and this one looks quite different. This new effect is a little bit less exaggerated and gory, I think. A bit more "tasteful", perhaps! DOWNLOAD I've kind of shelved the animated muzzle flash idea for now, though. I might come back to them some time but the retextured Overdose effects look more than good enough. I might tweak the current ones a little, but probably not as much as the ones in my last videos. I'm making yet more tweaks to the explosions, so keep an eye out for another update soon! Anyway, I hope you enjoy my blood that's a weird sentence... Jinx., LaDiDa, Mysterdogg and 3 others 6 Link to comment Share on other sites More sharing options...
kkjj Posted February 25, 2019 Share Posted February 25, 2019 (edited) I really enjoyed your blood! Thanks for making it public. Edit: what's your particle.txd? I really liked your bloodpool texture. Edited February 25, 2019 by kkjj WarButler 1 Link to comment Share on other sites More sharing options...
WarButler Posted February 26, 2019 Author Share Posted February 26, 2019 (edited) On 2/25/2019 at 6:08 PM, kkjj said: I really enjoyed your blood! Thanks for making it public. Edit: what's your particle.txd? I really liked your bloodpool texture. I'm glad you like it! Here's my particle.txd. I was thinking of making some changes to it, perhaps making the blood textures smaller. If I do then I'll update this post. But I think it looks decent enough, and there are also some nice explosion scorch mark textures in there. http://www.mediafire.com/file/utcqbwx8t4ph4jo/particle.7z/file It requires Junior's Enhance Particle TXD mod, and you'll have to change the following or else the moon will be wrong: 1. In the Enhance Particle TXD ini file: Effect of headlight 1 HeadlType = 2 2. In imfx.dat: ENABLE MOONPHASES YES Or you could just export the textures and use them as you wish EDIT: Here's one with slightly different blood textures, I think it's a tiny bit more visually consistent with the new blood effect, but the differences aren't huge. I did make the blood textures a bit smaller so the effect of bleeding isn't quite as exaggerated. it comes with my Enhance Particle TXD ini: http://www.mediafire.com/file/2g235dgb66m70wn/Particle_TXD.7z/file Edited March 2, 2019 by WarButler added alternative particle.txd kkjj 1 Link to comment Share on other sites More sharing options...
Kikato Posted March 1, 2019 Share Posted March 1, 2019 Hey, the animated blood is not working for me, it only loads the splatters. Am I doing something wrong? Link to comment Share on other sites More sharing options...
WarButler Posted March 1, 2019 Author Share Posted March 1, 2019 What do you mean by splatters? The textures on the ground? The only thing I can think of is to make sure EffectLoader is in your GTA directory and that the folder path is correct: Grand Theft Auto San Andreas -> models -> effects -> prt_blood. Also make sure your graphics settings are at medium or higher, but that's mainly for the muzzle flashes rather than the blood. Do the other effects work? Link to comment Share on other sites More sharing options...
Kikato Posted March 3, 2019 Share Posted March 3, 2019 On 3/1/2019 at 11:52 AM, WarButler said: What do you mean by splatters? The textures on the ground? The only thing I can think of is to make sure EffectLoader is in your GTA directory and that the folder path is correct: Grand Theft Auto San Andreas -> models -> effects -> prt_blood. Also make sure your graphics settings are at medium or higher, but that's mainly for the muzzle flashes rather than the blood. Do the other effects work? Yes, there are no problems with the other effects. The only problem is the blood animation. It's not like anything shown in the video, it's just boring old splatters of blood, no animation whatsoever. I made sure too that everything is in the right place and everything needed is installed, my graphics are at high settings. What else am I doing wrong? Link to comment Share on other sites More sharing options...
WarButler Posted March 5, 2019 Author Share Posted March 5, 2019 I don't know of any mods that would cause incompatibilities with this, so I'm kind of stumped by that unfortunately... Try disabling all mods in modloader.ini and see if the effect starts working (as long as EffectLoader is in your main GTA folder). That would at least narrow it down to something in your modloader folder. Link to comment Share on other sites More sharing options...
WarButler Posted March 6, 2019 Author Share Posted March 6, 2019 I have restarted my attempts at animating the muzzle flash effects. I'm trying out some stuff I learned from making the new blood effect. I was never quite satisfied with the version I was working on before, so I'm taking a slightly different approach. Still partially animated, but quicker and a little bit "tidier". I'm adding in animated spark effects, inspired by both Red Dead Redemption 2 (although bullets used different gunpowder back then, so the muzzle flash was different) and funnily enough, the default 3D muzzle flash effects of San Andreas. If they didn't linger on screen for so long they'd have looked OK; they're fairly detailed but just slowly faded out, which always bugged the hell out of me as a kid. Anyway, no download for now but here's a preview video: Still WIP, but I think this version has potential to be pretty good. Jinx., Mysterdogg and kkjj 3 Link to comment Share on other sites More sharing options...
LaDiDa Posted March 6, 2019 Share Posted March 6, 2019 I really like your attention to every detail of your effects. Looking pretty good so far. Still curious about the final version. WarButler 1 Link to comment Share on other sites More sharing options...
Kikato Posted March 7, 2019 Share Posted March 7, 2019 On 3/5/2019 at 10:22 PM, WarButler said: I don't know of any mods that would cause incompatibilities with this, so I'm kind of stumped by that unfortunately... Try disabling all mods in modloader.ini and see if the effect starts working (as long as EffectLoader is in your main GTA folder). That would at least narrow it down to something in your modloader folder. Yeah I actually tried this too but nothing changed, them cool blood animation still wasn't working. I guess I'm just the unfortunate one ;-; very awesome mod though. Keep up the good work. Link to comment Share on other sites More sharing options...
WarButler Posted March 9, 2019 Author Share Posted March 9, 2019 On 3/7/2019 at 3:17 PM, Kikato said: Yeah I actually tried this too but nothing changed, them cool blood animation still wasn't working. I guess I'm just the unfortunate one ;-; very awesome mod though. Keep up the good work. That sucks, I have no idea why it won't work for you. Maybe try it on a totally clean build of SA? I don't know. Sadly my expertise begins and ends with fxp editing... Thanks for the kind words nonetheless! Also, I've been working away at these new muzzle flashes and I think they're getting pretty good. I've done about half of the weapons now; I still need to do the shotguns, minigun, silenced pistol and Desert Eagle. I added a glowing effect into the prt_gunsmoke, to circumvent the 8 emitter limit on effects like the m4 muzzle flash. I think the current CFXU flashes look a bit out of place in a more vanilla SA build, so I'm looking for the right balance of realism vs stylised for maximum versatility and "lore-friendliness". I think I'm close. Like with the blood effects, when I release these I will keep both options available so people can choose. This will be where the GLORY of Effects Loader will come into play. Customisable, modular effects packs! Anyway, see what you think: Jinx. 1 Link to comment Share on other sites More sharing options...
Mysterdogg Posted March 9, 2019 Share Posted March 9, 2019 CFXU has definitely surpassed the quality of OE, it's great to be present when the so awaited "next step in modding" mentioned by @Function-X- it's finally here! my friend @WarButler is an inspiration for every modder and an example that there's no limit when you set the limits. Hope to see more outstanding and surreal features. Talking about particle effects, @WarButler, have you thought about bringing some never released or forgetten stuff from OE? check its topic, there's plenty of stuff "for developers" that could be really useful! If I can make a suggestion or request, I will definitely go with the shotgun muzzle effects, and since you are about to work with it, here's my suggestion: WarButler 1 Link to comment Share on other sites More sharing options...
Ozzymandias Posted March 9, 2019 Share Posted March 9, 2019 Hey man this aport is very awesome! But i have an error, the gunflash of the weapons doesn´t appear and the other thinks like fire, blood and explosions appear.. What can i do? https://imgur.com/UcityoH Link to comment Share on other sites More sharing options...
Kikato Posted March 10, 2019 Share Posted March 10, 2019 (edited) 13 hours ago, SKELZOR said: Hey man this aport is very awesome! But i have an error, the gunflash of the weapons doesn´t appear and the other thinks like fire, blood and explosions appear.. What can i do? https://imgur.com/UcityoH You need to set your game graphics to MEDIUM or higher in order for the gun flashes to work. If you have a low end PC, download Junior_Djjr's Mix Sets mod to disable grass and shadows. Edited March 10, 2019 by Kikato Ozzymandias and WarButler 2 Link to comment Share on other sites More sharing options...
Ozzymandias Posted March 10, 2019 Share Posted March 10, 2019 1 hour ago, Kikato said: You need to set your game graphics to MEDIUM or higher in order for the gun flashes to work. If you have a low end PC, download Junior_Djjr's Mix Sets mod to disable grass and shadows. Wow thanks man, now it works WarButler 1 Link to comment Share on other sites More sharing options...
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