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Helicopter Effects 1.34

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This is a re-upload of my mod.

Unfortunately, I forgot to save all the description information from my previous upload, so have lost all reference to the request thread etc...

I have remembered that I do need to put back my thanks to CamxxCore for an essential piece of code in this mod.

Please see the included changelog.txt file for changes that have been made up to this release.

Version Changes: 1.34
Fixed a bug with the particle placement code causing the effect radius to be too small.


Installation:
Copy the dll and ini file into your scripts folder

The ini file for this mod is very simple and there are just two sections
[FX]
FX ACTIVE - this decides if the mod is active or not. Like my Random Dirty Cars mod, I didn't feel like this was a mod that would gain any benefit from using up a key control. So to decide if this mod runs or not, simply change this setting to FALSE, or remove the dll file from your scripts folder.

FX SCALE SINGLE - This is a value that multiplies the scale of the effects on the single-rotor helicopters. Higher numbers = bigger particles but that can also mean more impact on frame rate

FX SCALE TWIN - This is the same as the previous value but for twin-rotor helicopters. Higher numbers = bigger particles but that can also mean more impact on frame rate

FX NPC - Choose if NPC helicopters use the effects

FX NPC RANGE - Choose the range vehicles are collected in, to check for NPC helicopters

The next section is for any helicopters you install as addons. Simply enter the name you would use to spawn the helicopter and the mod will know that it should activate when those vehicles are spawned. Each line must contain an entry that starts with HELI= followed by the spawn name.

[TWIN-ROTOR ADDONS]
HELI=mh47g
HELI=osprey

The next section is for any helicopters you install as replace vehicles and works in the exact same way as the previous section.
[TWIN-ROTOR REPLACE]

Details about this mod.

This mod is designed to add extra effects to helicopters when they are over all solid ground, it does not create any additional effect when you are over the water at this point. This effect will work on all helicopters in the game and not just the one the player is flying. So prepare for an interesting experience when you get into that gunfight in the desert and the Police Maverick comes in to land.

Different materials create different levels/colours of the effect. Some materials in the desert create more of an effect to better simulate the dusty surfaces, like tarmac or concrete for instance.

There are some things to be aware of, because of how I am creating this effect.

The most important factor is that it will look very odd if you look underneath any thin structures, like bridges, or the roof of the abandoned apartments in the desert. This is because to get the small effect you see on those surfaces, I have had to turn the particles upside down, so what you are seeing, is the base of the effect... everything else is underground. On thin surfaces, you can see what would normally be underground. :-(

Also, because I cannot tell the difference between concrete on the floor and concrete on a wall, the effect can appear to come from inside a narrow wall. The same thing happens on normal building rooftops, if you fly very close to the edge. The effect is designed for and works best over areas of ground, where it is hidden by surrounding terrain. Unlike the default in-game effect, this effect follows the slope of terrain. So if you land with your rotors hanging over the edge of a cliff, the effect will follow the slope of the cliff face.

For anyone who wants to use this for screenshots in the Rockstar Editor, there are some more things to be aware of... these are all down to how the editor handles particles and not how they work in this mod. The first thing you will notice is that they will appear as the wrong colour. For some reason, the editor ignores the colour values you assign to any particleFX if you simply play the clip. To get the particles to display in the correct colours for a screenshot, you have to perform a bit of a trick, which I will describe below... I have included a video of how to do this on the mod page and that is probably easier to understand.

1. Play the clip through until you get to the point you want to take a screenshot and press the PAUSE control. Add a marker at that point, press PAUSE again to resume playback and just after it starts, press PAUSE again. Now press the control to jump back to the marker you have just set and the particles will now appear in the correct colours. If you make any changes to the timeline position at this point, using scrub or fine-scrub, the particles will disappear. If they do, rewind to a couple of seconds before the marker, press PLAY, then when it gets just past the marker, PAUSE and JUMP BACK again. Once the particles are in the correct colour, you can edit the camera and DOF effects and they will remain on screen. It's confusing to explain and probably more confusing to understand... the video makes it much easier to see what is happening.

Unfortunately, you cannot use this trick with videos if you want to export them directly through the editor. So the only option is to use this trick right at the start of the video, hide the hud display and use an external screen-capture programme to record the video playback.

A couple more points about how the particles are displayed in the editor. They always seem to appear with almost full alpha values, no matter what I set them to in-game. Because of this, they can appear to be much larger in the editor than they do in-game.

Please make sure you also have the latest versions of these installed

ScriptHookV
ScriptHookVDotNet
First Uploaded: January 05, 2017
Last Updated: 10 days ago
Last Downloaded: 2 hours ago
1,342

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25 Comments

  • Ca1400 avatar
    LeeC2202
    Pinned Comment

    If anyone is confused as to what happened with these mods, I did something stupid, had them all removed, made some improvements and wanted to put them back as I felt it was selfish of me to not give people access to those improvements. Sorry for any confusion. :(

    I will pin this comment to all my mods so people know what happened.

    January 05, 2017
  • Franklin

    @LeeC2202 This mod is a genius idea and very good!

    January 05, 2017
  • F8c427 steam profile pic

    @LeeC2202 Logging in just to re-rate your mod. I did the orignal version as well though. :D

    January 06, 2017
  • C28b5e arp

    This deserves a 5*, again.

    January 06, 2017
  • 8eaec4 10429360 715876531780849 5612167243821861309 n.png.cd3ebbd557ba2092e6d1cd576a91b830

    @LeeC2202 So glad you re-uploaded!! By the time i got round to play with it, it had been taken down and i was supperrr sad but i'm so happy it's back! Great job again dude!

    10 days ago
  • 8eaec4 10429360 715876531780849 5612167243821861309 n.png.cd3ebbd557ba2092e6d1cd576a91b830

    @LeeC2202 As an addition there is ONE thing i'm just slightly upset by and i feel like the radius is too small? I don't know if you can fix that though, otherwise perfect!

    10 days ago
  • Ca1400 avatar
    LeeC2202

    @RANDAMTHANGAH The radius is one of the items I have fought with for a long time. I have to try and use the width of the whole model, as a guide to creating the rotor size. The problem is, not all the models report a size that is actually correct, more often than not, it reports a value that is bigger. If you fly something like the Savage, you will notice that compared to the actual rotor width, the effects appear slightly outside, but on something like the Frogger, it is slightly inside. The Cargobob suffers from this problem even more.

    I could try and manually create a set of values, but that would mean that any helicopters the players use as addons, would also require manual values to be entered in the ini file. While some people might be comfortable with that, I have to consider that it would confuse the heck out of others.

    The simplest solution would be to add another option in the ini file, that was a radius multiplier, like I did with the scale multiplier. That's a simple enough addition and if you think that will help, then it's a 2 minute fix to add it. This is all inspired by your idea, so I am more than happy to adapt to something that better fits with your vision. Just say the word and a new version will be uploaded by the end of the afternoon... or at the very latest, tonight.

    10 days ago
  • Default

    @LeeC2202 Very nice idea! Can u make more sand effects when driving on sand?

    10 days ago
  • Ca1400 avatar
    LeeC2202

    @RANDAMTHANGAH Hold that thought, while I was adding this option, I noticed a bug that was causing the effects to be generated in the wrong place. It was one of those bugs that *looks* like it is right but when you dig into it, it's not. I am uploading a new version... let me know how you feel about this and if this is still too small, I will add the ini file option.

    10 days ago
  • Ca1400 avatar
    LeeC2202

    @GTASuperSick If you mean when you're in a car, I don't know anything about how the particles work in cars... I'm sure someone could do it but it's not something I'd be that interested in to be honest, I spend more time in Helicopters than anything else... you can have more fun terrorising the pedestrians in them. ;-)

    10 days ago
  • Acb24b 11jucfl

    @LeeC2202 Commenting to add back my 5* rating :) Glad to see you back around!

    10 days ago
  • Ca1400 avatar
    LeeC2202

    I just want to add my thanks for the positive support on this and my other mods. Please don't feel obligated to re-rate though, the mods are back because those who download them deserve to have my support if things go wrong. I enjoy making them because people seem to enjoy using them... that's my reward.

    10 days ago
  • Gtao56

    Very pretty

    9 days ago
  • Starlet

    Great

    6 days ago
  • Michael

    How do you spawn the osprey? i dont understand your instructions.
    How do i get to just spawning a heli while in hame?

    4 days ago
  • Default

    why???? mine doesn't look like those pictures, or the videos. mine shows less of those particles thingy.

    4 days ago
  • Ca1400 avatar
    LeeC2202

    @pdubs Do you have the osprey as an addon or replace?

    @knightniel Have you considered that you might not have the same graphics settings as I have? Did you also read this part of the description? "A couple more points about how the particles are displayed in the editor. They always seem to appear with almost full alpha values, no matter what I set them to in-game. Because of this, **they can appear to be much larger in the editor than they do in-game**."

    Those screenshots were taken in the editor, so they will look bigger than they do in the game. Particles also get clipped by the camera, so the nearer your view is to the helicopter, the less particles appear.

    3 days ago
  • Default

    yip those are installed. oh ok thanks.

    3 days ago
  • Michael

    @LeeC2202 What do you mean addon or replace? How would i go about adding new helicopters to the files? or if i can just replace a file name with a new one?

    3 days ago
  • Ca1400 avatar
    LeeC2202

    @pdubs Well the Osprey is a helicopter mod that is released on this site https://www.gta5-mods.com/vehicles/cv-22b-osprey-vtol and you can install it as an addon or replace. If you install it as an addon, then the entries in the ini file are already there for it to work. If you install it as a replace, then you add the name to the [TWIN-ROTOR REPLACE] section. I just added the default names for two twin-rotor helicopters that I knew of, that would need their names in that section.

    I had to do it like this for the Osprey for two reasons, the first that it is actually a plane, so wouldn't normally get recognised by this mod. The second is that I have to let the mod know which helicopters have a different layout for twin-rotor vehicles like this. As far as the game is concerned, all helicopters have twin-rotors but they don't all have them both horizontal. Usually the second rotor is on the tail and shouldn't generate the effects.

    Let me know if that makes more sense.

    3 days ago
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