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Bullet mod: ( Turns off bullet smoke trails and tracers )


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#1 knalp

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Posted 27 February 2020 - 11:00

Click here for the mod:

 

https://riseofflight...acers/?p=710277

 

 

Those blinking trails and heck even the tracers...

 

Ideas?

 

I would PAY someone to make a mod to turn off tracers. Blinking awful things.

 

S! Knalp. ooh look it's  me bed time...


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#2 knalp

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Posted 02 March 2020 - 06:13

This is the contents of the

 

C:\Program Files (x86)\1C-777\Rise of Flight\data\(null)\graphics\effects\arm\tracered.txt   file.

 

After I unpacked it with UNGTP.exe  ....

 

 

 

`dNЭ:4:‚њВЖ&ћИV#Ф“[‹¶>4аB‚YҐ»F5XЖа-.ьW€fв“І^в;ьЇoлvуp!t!я℧ЧЕфd\e<atй¶>љl#OРб§KЇ*XнИµаБT%$Z&ѓUёr¤rNjP”ЙЖејK§„–Ѕuч{©S®d lN„Ґўv>XИrњяћ0µ·ЄAѓШкнНЪЗwnћКХ7Њ°Ьч›9џй«І

 

What the actual heck?

 

 

Attached File  Un GTP packed tracer.jpg   278.2KB   2 downloads

 

.epl    .mgm files?  any ideas?

 

Is all this stuff encrypted? Well that might explain a few things...

 

S!

 

Knalp.


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#3 Gooseh

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Posted 03 March 2020 - 07:26

You could maybe drop them here and see what gives?

 

https://filext.com/file-extension/MGM

 

https://filext.com/file-extension/EPL

 

S!


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#4 knalp

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Posted 03 March 2020 - 07:56

You could maybe drop them here and see what gives?

No go.  File extensions mean nothing little outside of the "environment" in this kind of bespoke stuff.

 

It looks like the everything is encrypted. My guess is they decrypt it into RAM

and then the game uses it. Not so sensitive stuff can be modded and the

game looks in the data folder when told to in Mods ON for modded folders.

Other wise it's decrypted from the GTP files and used as required.

 

It's right THERE but can't get in.

 

I tried faking it by making new empty files but RoF just errored and refused to start.

As a mod. If you catch my drift.

I did manage to use the Unzipped Effects folder as a mod BUT change a file and it's all over rover...

 

Hmmph.

 

Asking Mr Jason if we can make those folders available to mod might be asking waaaaaaay too much.

 

If they were unencrypted we would be away and laughing.

 

Blinking heck.

 

so close and yet so far...

 

S!

 

Knalp.


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#5 knalp

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Posted 11 March 2020 - 11:12

https://riseofflight...ig-it/?p=709916

 

So I did it myself. What a mission.

 

S! Knalp.


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#6 knalp

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Posted 12 March 2020 - 23:17

Done.

 

With help from Mr  ArthurSmedley  S!

 

https://riseofflight...blend/?p=709980

 

 

 

Attached File  Camel no tracers and no smoke trails.jpg   647.04KB   0 downloads

 

But why?

 

Remember all those times you just walked the tracers onto your target several hundred metres away?

The time where you just used the tracers to light up your enemy ( why use the sights? the tracers work fine! )

Or the time where you shot at your target while leaning out of the cockpit checking the drift of you tracers and adjusting to lead by a considerable margin.

 

Well if you use my MOD you won't be doing none of that.

 

What you will have to do is PLACE THE BULLETS INDIVIDUALLY BY HAND.

 

Now there is a challenge for the aces.

 

 

The Mod is a work in progress and will be ready when it is ready.

 

S!

 

Knalp.


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#7 127Tom

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Posted 23 March 2020 - 08:03

Have you tried to look at the "reduced tracer frequency mod" by Gavai? There he manage to make you get a tracer for every 5 bullets.
Maybe if you see what he did different from the main game files you can make it so you get tracer for every 1001 bullet or something? Aka no tracers.


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#8 knalp

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Posted 02 April 2020 - 23:55

Issue has been solved. The mod has not yet been issued to front line AF's. Yet.

 

S!

 

Knalp.


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#9 knalp

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Posted 11 April 2020 - 13:00

Hello chaps.  : - )

 

Been faffing about and turned tracers back on to try work out if the AAA gunners were shooting at me.

Yes .they. were.

 

Now this question:

 

Can you see tracers that are coming towards you???

 

As far as I am aware the tracer material is in the base of the projectile and so would

be blocked looking at it as it comes to wards you.... yes or no?

 

With tracers OFF it is way way way much more difficult to shoot things. I like it.

You actually have to aim and peer carefully at your target. It's cool.

 

And the bullet trails, well they just look very naff so they are a no brainer.

 

 

Maybe tracers toned down? A very very subtle hint of burning phosphorus?

 

I'm sitting on the fence a bit with the tracers but both ways it's interesting.

 

Dog fighting in MP with tracers OFF would be really difficult. : - )

 

S!

 

Knalp.


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#10 knalp

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Posted 11 April 2020 - 13:18

Here are the two mods I created.

 

It was a bit of grind to find out how all this stuff works, as I am not very bright and I have yet to grow up. ... Ahem.

 

Give it a bash if you like:

 

The mods in a folder :

Attached File  Bullet mods by Knalp.zip   398.68KB   7 downloads

 

 

The zip file was created with WINRAR, which is here:

https://www.win-rar....start.html?&L=0

 

 

 

You need JSGME :

https://www.softpedi...d-Enabler.shtml

 

 

Good luck!

 

S!

 

Knalp.

 

 


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#11 Gooseh

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Posted 11 April 2020 - 16:25

Yadda yadda... how's the skinning going?
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#12 knalp

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Posted 11 April 2020 - 17:05

Yadda yadda... how's the skinning going?

You swine! OFF topic!

 

I have NEVER been skiing in my life!

 

Hmmph!

 

S!

 

Knalp.


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#13 Gooseh

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Posted 11 April 2020 - 17:19

LIES!!11

 

Attached File  SKIIWI.jpg   106.08KB   0 downloads


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#14 MrBruce2

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Posted 24 April 2020 - 04:25

Hey Knalp

 

How did you find the bullet files to change the ammo?

I go to my game files and go to data>luascripts but theres nothing there like when you go to it in your mod.. 

Yours then goes to worldobjects>ballistics then shows all the ammo types. I want to get there in my own, unmodded game. How would I find that?? 

I have looked in lua scripts and data and havent found anything close, do I need to do something special? Thanks for your time


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#15 knalp

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Posted 24 April 2020 - 10:17

Hey Knalp

 

How did you find the bullet files to change the ammo?

I go to my game files and go to data>luascripts but theres nothing there like when you go to it in your mod.. 

Yours then goes to worldobjects>ballistics then shows all the ammo types. I want to get there in my own, unmodded game. How would I find that?? 

I have looked in lua scripts and data and havent found anything close, do I need to do something special? Thanks for your time

The game uses packed files which get unpacked at some stage when the game is launched. Every time.

 

These files are then deleted when the game shuts down. They are in Ram? I guess. Or a Virtual disk...

 

to open them MANUALLY you have to use UNGTP.

 

It's a bit tricky to use as its a command line program. etc.

 

Essentially you make a new folder someplace and the unpacked files are in it.

In this folder will be the files that are used to show stuff, like the tracers, bullet smoke trails etc.

 

When you make a mod file you take one of these folders/files etc, tweak it and then save it in the right place and

then launch RoF with mods ON. then the game uses those files NOT the files it will unpack.

 

If you use JGSME then fiddling with Mods will be easier. Trust me this is the way forward.

 

The whole thing is tricky and you can muck the game up accidentally. So make a back up of the entire RoF folder.

 

It can be rewarding when you finally learn the magic, as I did.

 

Essentially you can mod most visual things and then some other cool stuff. ( adding your own models etc )

I am no expert!

 

hope this has helped a bit. I can do a primer if you like, but will need to remember what  I did....

 

 

S!

 

Knalp.


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#16 MrBruce2

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Posted 27 April 2020 - 16:51

The game uses packed files which get unpacked at some stage when the game is launched. Every time.

 

These files are then deleted when the game shuts down. They are in Ram? I guess. Or a Virtual disk...

 

to open them MANUALLY you have to use UNGTP.

 

It's a bit tricky to use as its a command line program. etc.

 

Essentially you make a new folder someplace and the unpacked files are in it.

In this folder will be the files that are used to show stuff, like the tracers, bullet smoke trails etc.

 

When you make a mod file you take one of these folders/files etc, tweak it and then save it in the right place and

then launch RoF with mods ON. then the game uses those files NOT the files it will unpack.

 

If you use JGSME then fiddling with Mods will be easier. Trust me this is the way forward.

 

The whole thing is tricky and you can muck the game up accidentally. So make a back up of the entire RoF folder.

 

It can be rewarding when you finally learn the magic, as I did.

 

Essentially you can mod most visual things and then some other cool stuff. ( adding your own models etc )

I am no expert!

 

hope this has helped a bit. I can do a primer if you like, but will need to remember what  I did....

 

 

S!

 

Knalp.

Thank you SO much! I was wondering where people were getting all these files lol. And yeah I agree JSGME is great. I have modded other games and this seems quite easy in comparison, Ill be working on a bunch of stuff now that I know how to access it ;)

Also, once I get into the files which one changed tracer frequency? I downloaded a mod that changed it to 1 in 5 and thats wayy too infrequent for me. I have terrible eyesight and would like 1-1 tracers, 50/50 split. thanks


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#17 knalp

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Posted 27 April 2020 - 21:45

Thank you SO much! I was wondering where people were getting all these files lol. And yeah I agree JSGME is great. I have modded other games and this seems quite easy in comparison, Ill be working on a bunch of stuff now that I know how to access it ;)

Also, once I get into the files which one changed tracer frequency? I downloaded a mod that changed it to 1 in 5 and thats wayy too infrequent for me. I have terrible eyesight and would like 1-1 tracers, 50/50 split. thanks

 

So far, no luck trying to find a file that looks like it controls MG belt ammunition composition.

 

There are files that are encrypted, .mgm etc etc.

What they have in them is anyone's guess.

 

Sooo.... I am picking that tracer frequency is not going to be an easy one to mod.

 

Have you seen this:

 

https://riseofflight...e-dot/?p=710602

 

Also this:

 

to use UNGTP.

 

Copy UNGTP.exe into your DATA folder.

Grab a .GTP file and drag it onto UNGTP.exe and then drop it.

 

UNGTP will create a folder called ( null) in the Data folder and

expand all the files into folders into that  folder.

Continue dropping files onto UNGTP.exe

 

If you get an error when expanding files just press return.

 

Also this:

 

You can tweak an image file WHILE IN GAME.

To reload the new file just restart your mission.

 

IE.

In my tracer mod I loaded the mod using JSGME.

then opened the folder IN USE BY THE GAME and started

swapping TRACERDOT.BMP out with new ones.

Evertime I just reload the mision and viola I have the new .bmp

file used in game.

 

Remember to copy the file you have decided on and do not leave it in

the folder used by the game. ( the live folder that JSGME copied into the RoF folder)

 

You have to realise that the mod folders in use by RoF are temporary.

and the actual folders are in the MODS folder used by JSGME.

 

I found this whole process to be tricky and can cause major issues if you have loads of folders open

and lose track of which way is up. Use at your own peril.

 

But it is much faster than starting the whole game up....

 

In fact a program that swaps images in and out of specified folders would be useful for tweaking....

 

S!

 

Knalp.


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#18 127Tom

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Posted 21 May 2020 - 07:42

Thank you for this! I tried it and it worked like a charm.
But is it best to use this after or before the "less lethality" mod ?


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