Woohoo, Solved it! =)
So, for all intrested, here it is:
I will use my own effect as example. A bit of intro: I used ambStat_Damn_waterFall as template for my effect and called it Destro_Smoke_waterfall, instead of water i wanted the smoke to float just over the ground and such. It worked perfectly on 2.4 then the patch came and i couldint load my map (crash at 15%, too many effects).
Now, instead of loading my own effect i have to go back to the ambStat_Damn_waterFall, replace all entries of Destro_smoke_waterfall in StaticObjects.con with ambStat_Damn_waterFall.
Now, we must put the properties of Destro_smoke_waterfall to be used instead of ambStat_Damn_waterFall ones. That is done in tmp.con file above the line "rem Everything below this line will be ignored by packing scripts! $fh2_eof". You must then find the corresponding effect type, for my Destro_smoke_waterfall i only used the "waterfall", not whole ambStat_Damn_waterFall effect. So, i look for ambStat_Damn_waterFall.tweak which looks like this inside:
rem *** Generated with Bf2Editor.exe [created: 2004/12/8 0:16]
ObjectTemplate.activeSafe Bundle ambStat_Damn_waterFall
ObjectTemplate.modifiedByUser ngo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.createdInEditor 1
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate e_sAmb_Damn_waterfall
rem -------------------------------------
Not much in here, but it gives another hint and i search for e_sAmb_Damn_waterfall.tweak this time, it got 300 lines so i will use pastebin for it:
http://pastebin.com/VrqkgdE9What i look for in this file is the "water falling" part only, which i find at the end, line 244 that says:
ObjectTemplate.create MeshParticleSystem em_sAmb_damn_waterfall_mp_waterfall
I copy this line and put it into my tmp.con. Then i replace ObjectTemplate.create with ObjectTemplate.activeSafe. Now i look into my corresponding effect and copy all settings and put them just below that line. Finally, it looks like this:
ObjectTemplate.activeSafe MeshParticleSystem em_sAmb_damn_waterfall_mp_waterfall
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.createdInEditor 1
ObjectTemplate.showInFirstPerson 1
ObjectTemplate.showInThirdPerson 1
ObjectTemplate.emitPrio Medium
ObjectTemplate.lodDistance 100
ObjectTemplate.qualityLevel Low
ObjectTemplate.emitterType Radial
ObjectTemplate.isLocalSystem 0
ObjectTemplate.emitRadius 0/0/0
ObjectTemplate.emitRangeX CRD_UNIFORM/0.1/0.1/1
ObjectTemplate.emitRangeY CRD_UNIFORM/0/0.1/1
ObjectTemplate.emitRangeZ CRD_UNIFORM/0/0/1
ObjectTemplate.randomRadialDirection 0
.... And so on =)
In my situation, at this stage, i get the waterfall smoke effect, however i also get unwanted ambStat_Damn_waterFall effects like sound and sparkling water. To get rid of those i just did the same as i did to my effect, for exemple the sound:
ObjectTemplate.activeSafe Sound S_e_sAmb_damn_waterfall_Start
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.soundFilename "objects/effects/sounds/ambient/waterfall.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.1/3/1/2/0.003/1.41/1.727/0.246/1.329/1.815/
ObjectTemplate.minDistance 0
ObjectTemplate.halfVolumeDistance 0
As you can see i put everything that had Volume in it down to 0.
So to sum this up, you acually never create a new effect (which FH2 2.45 dont seem to like) but instead you can manipulate the existing ones. And i am sure that pretty much all effects are possible using this method, i mean, EA wouldint put effects into game that they would not use right? So i am sure that you can find a good template for your effect just like i did. At last, maybe you dont even have to copy all settings, but the only ones that you want to edit, not sure, didint test it yet and its 2 am. =)