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Combat FX Upgrade


WarButler
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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 by Junior_Djjr
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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.

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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 by Junior_Djjr
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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:

 

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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 by WarButler
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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:

 

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  • 2 weeks later...

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 by Junior_Djjr
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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

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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!

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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 by Junior_Djjr
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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 by WarButler
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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.

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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 by WarButler
added DeltaTimeFix example
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  • 4 weeks later...

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...

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I really enjoyed your blood!

Thanks for making it public.

 

Edit: what's your particle.txd?

I really liked your bloodpool texture.

Edited by kkjj
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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 by WarButler
added alternative particle.txd
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Hey, the animated blood is not working for me, it only loads the splatters. Am I doing something wrong?

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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?

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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?

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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.

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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.

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I really like your attention to every detail of your effects. Looking pretty good so far. Still curious about the final version.

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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.

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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:

 

 

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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: 

 

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Ozzymandias

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

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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 by Kikato
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Ozzymandias
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 

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