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Combat FX Upgrade


WarButler
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Any news or something in development for this year, @WarButler? i'll be messaging you soon as I would like your help with some vehicle-related particle effects :p 

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  • 4 weeks later...

I'm finally back working on a couple of things now, still mainly focused on combat but I will branch out to other effects... eventually! I still intend to replace all of the default effects and release an fxp + txd version, to make it accessible to Android users. It might also fix the muzzle flash issue when using SAMP Addon. But that will take a while and I lack a bit of motivation to tackle some of the more "boring" effects. I'm also dreading trying to make water effects...

 

That said, I'd be happy to help with some vehicle effects @Mysterdogg!

 

Here's what I've been working on:

I updated my blood effect to make it slightly bigger, and to reduce the brightness at night when using IMFX. I've added a quick burst of "pink mist" on impact which I think makes hits feel a lot more impactful. It's inspired by Resident Evil 2 Remake (that game really has excellent effects!), but also blood squib effects in films. Hopefully the new version strikes a balance between realism and "extremeness".

 

I've made a new spark effect, again slightly bigger and also animated. The idea was to make bullet impacts feel a bit more powerful and to be more visible. This effect is used for burst tyres and the chainsaw as well.

 

I'm also making a flamethrower effect! I'm happy with how it's turning out, but I've had to tone it down a bit because I was hitting the game's particle limit and crashing the game. It seems to be at an acceptable level now though.

 

Here's a video of all that:

 

 

These should be released very soon!

 

Edit: For some reason my videos are uploading in low quality. YouTube says it's in 720p but the version on my PC is definitely sharper. I noticed it for the explosion announcement video too... Hopefully I can work out why for the next one.

Edited by WarButler
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6 hours ago, WarButler said:

I'm finally back working on a couple of things now, still mainly focused on combat but I will branch out to other effects... eventually! I still intend to replace all of the default effects and release an fxp + txd version, to make it accessible to Android users. It might also fix the muzzle flash issue when using SAMP Addon. But that will take a while and I lack a bit of motivation to tackle some of the more "boring" effects. I'm also dreading trying to make water effects...

 

That said, I'd be happy to help with some vehicle effects @Mysterdogg!

 

Here's what I've been working on:

I updated my blood effect to make it slightly bigger, and to reduce the brightness at night when using IMFX. I've added a quick burst of "pink mist" on impact which I think makes hits feel a lot more impactful. It's inspired by Resident Evil 2 Remake (that game really has excellent effects!), but also blood squib effects in films. Hopefully the new version strikes a balance between realism and "extremeness".

 

I've made a new spark effect, again slightly bigger and also animated. The idea was to make bullet impacts feel a bit more powerful and to be more visible. This effect is used for burst tyres and the chainsaw as well.

 

I'm also making a flamethrower effect! I'm happy with how it's turning out, but I've had to tone it down a bit because I was hitting the game's particle limit and crashing the game. It seems to be at an acceptable level now though.

 

Here's a video of all that:

 

 

These should be released very soon!

A M A Z I N G !

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12 hours ago, WarButler said:

....but I've had to tone it down a bit because I was hitting the game's particle limit and crashing the game. It seems to be at an acceptable level now though.

Sup dude
There will be mod released this year related to just effects in game

this is nothing new, it's under development for a year.

just Junior_Djjr himself was and still working on script ( since September 2019 ) 

which target limits, and effects switch which game uses for multiple action.
But don't get this wrong, he didn't started making this script just for me

so I can ship out the greatest effect remaster out there. It's not simple file and it's kinda team work.

Don't take this as a competition either, to be real, there's no one except you and us working on this anyway.

Sorry I can't invite you, with all due respect you didn't quite master fxp modding yet, after all  it's not even the fxp the point over here, so much as making room for the new stuff, thanks to Junior for that one.

 

I didn't say stop making these mods, but I hate when someone is doing something, busting his ass, while someone already drill that hole.

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OMG! @Ezekiel it's you?! I love your mods, i remember that nightcore GTA SA theme. You have it?!

Edited by EldarGangsta
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That's just rude. Just let him do his stuff without bragging out about your skills, Ezekiel. It's cool and all that Junior is working on that, but please. And for the record, you might be skilled and drill new holes, and that's true, but atleast WarButler doesn't brag about it just to delete the whole mod after 6 months or so, with links only being able to be found on Mixmods or some other site.

 

"There's no competition but I sure am annoyed that a guy is trying to do the same thing I do"

Edited by Jinx.
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WarButler mod is nice, f**k Junio... mod imho. Keep up the amazing work, looks awesome!

Edited by Dominik_
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Hi @Ezekiel,

 

I am indeed aware that Junior is working on an effects limit adjuster, and that you have a larger project in the works. But I figured I might as well continue to work within the current limits for now, and when Junior's limit adjuster comes out I'll either adapt my effects to take advantage of the new capabilities, or make new ones from scratch. That's been my intention since Junior first told me about the limit adjuster. In the meantime I can keep learning about effects and how to get the most out of a limited particle system.

 

I'm the first to admit that I'm no master, but I think I'm developing a decent understanding of how fxp works, and the fundamentals of particle effects in general. And my knowledge will only increase over time. Keep in mind that I've only been modding for about a year and a half. Outside of fxp and some basic image editing, then yeah, I basically know nothing. Coding, memory locations... all that stuff is beyond me.

 

I admire your work and your historic contributions to this game, Ezekiel. I started out by modding your fxp after all. But if you're implying that I'm wasting my time, then I would respectfully reject that. Look at the progress from my first effects to my current ones. Maybe Combat FX will be made completely redundant in the near future, and it will fade from memory as I fail to adapt to the higher standards set by your mod. But I have faith in my abilities, my vision, and my capacity to learn. I'm still fascinated with visual effects, and this has been a great way for me to explore that interest, create something, and put it out into the world. That's why I do this. I love making stuff and I'm proud of what I've made. If Combat FX truly becomes irrelevant then, well, it was fun while it lasted. Either way, it's good news for the players. But, with all due respect, I'll believe it when I see it.

Edited by WarButler
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hm, after reading what I said, I think I drifted there from a thing I quoted '' limits''

 

I have nothing against this mod, I think I replied even before and wish all the best,all I saw is you mention the limits.

All I should have said is, there will be script which allows more emissions.

But that script evolved

it contains stuff which I requested and it's part limit adjuster part my mod for future Remastered Effect

I have no clue how will this be released, we working on it.

No you are not wasting time, damn.Idk what did wanted to say.

Since you are in to this, I'll make server on Discord, feel free to ask me there anything related to this.
Who know's how far you can get.

Edited by Ezekiel
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I appreciate that @Ezekiel. Thank you. It's easy for things to be misunderstood through text sometimes. I apologise if I was a little defensive.

 

Your initial message of support was indeed very important to me! Same with Junior's. You are known to set new benchmarks, and your creations are loved throughout the world as some of the best mods available. I don't doubt that your upcoming effects mod will also be a game changer, and I'm excited to see what new possibilities it opens up. I think sharing knowledge is a key component of a healthy modding community, so thank you for that discord invite as well.

 

I would love it if the script could be released as a standalone utility, but I don't know what it includes so I suppose that's between you and Junior.

 

I'll post any questions I have on Discord

 

All the best

Edited by WarButler
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Honestly, I find mods within the games limits just as interesting as complete overhauls with adjusted limits. Some creativity can get you very far.

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  • 2 weeks later...

The new blood and spark effects are done! I'm still trying out some stuff with that flamethrower effect, but I'll probably release it pretty much as it is sometime soon. As well as making the bullet hits feel more powerful, I wanted to make the effects stand out more at a distance. I recommend that you use "FxDistanceMult" in the latest version of MixSets, which increases the maximum distance that effects can be displayed. I've lowered the brightness of the blood effect, so I also recommend you enable BLOODSPOTS in IMFX for the initial burst of "pink mist" to appear correctly.

 

Here's a link to the new effects (main download has also been updated): http://www.mediafire.com/file/v876ssxyd0f86yd/mar_2020_blood%2Bsparks.7z/file

 

Here's a video:

 

 

Edited by WarButler
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Junior_Djjr
On 2/20/2020 at 4:02 PM, Dominik_ said:

WarButler mod is nice, f**k Junio... mod imho.

What I have to do with it? lol

 

The mod in question is named FxsFuncs, from the Funcs series (VehFuncs, PedFuncs etc).

 

On 3/8/2020 at 9:07 PM, WarButler said:

I recommend that you use "FxDistanceMult" in the latest version of MixSets, which increases the maximum distance that effects can be displayed.

Why don't you do it yourself? CULLDIST LODSTART LODEND (max 255.0).
255 meters is a good max distance for most cases. Maybe LODEND is 1023.0 instead, I don't know.

Edited by Junior_Djjr
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23 hours ago, Junior_Djjr said:

Why don't you do it yourself? CULLDIST LODSTART LODEND (max 255.0).
255 meters is a good max distance for most cases.

I wanted to increase the maximum distance the blood can appear (CULLDIST was already 255), but upon further testing it doesn't seem to increase any further. I guess because the limit is hardcoded instead of being controlled by the fxp/fxs? I should have tested it out more. I also didn't think that LODSTART and LODEND were actually used by the game, since Overdose effects has these values at like one million. Can the distance only be increased for some effects that don't have the hardcoded limit?

Edited by WarButler
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That looks great! Installing it as soon as possible :)
 

Spoiler

By the way, what mods do you use for the graphics? Your game looks so nice, reminds me of Driver Parallel Lines somehow :)

 

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Junior_Djjr
On 3/9/2020 at 11:55 PM, WarButler said:

I also didn't think that LODSTART and LODEND were actually used by the game

It is, and it's useful for optimization.

On 3/9/2020 at 11:55 PM, WarButler said:

since Overdose effects has these values at like one million

Be careful, never take Overdose Effects into account, this mod makes a lot of mistakes.
The mod still worked this way due to the integer overflow. It is similar to the limit of car odometers.

On 3/9/2020 at 11:55 PM, WarButler said:

I wanted to increase the maximum distance the blood can appear (CULLDIST was already 255), but upon further testing it doesn't seem to increase any further. I guess because the limit is hardcoded instead of being controlled by the fxp/fxs?

It seems to be, if it is, MixSets will not help at all for now.

Edited by Junior_Djjr
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  • 1 month later...
Ozzymandias

Hey, how is the project going? I would like hear some news!

Edited by KssL
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  • 7 months later...

Nice work! :^: I really love it! :inlove: Especially this one... :turn:

Blabla.png

Amazing... :O 

Edited by RyanDri3957V

tutor pance dek?

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  • 3 weeks later...
  • 2 months later...

Put the imfx folder into gta sa root folder and the gunflash.dat is inside imfx folder

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  • 1 month later...

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