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-   -   [REL] Sub Exhaust for SH5 (http://www.subsim.com/radioroom/showthread.php?t=164484)

TheDarkWraith 03-11-2010 09:39 PM

[REL] Sub Exhaust for SH5
 
New Version! v1.0.5

Sub Exhaust for SH5 by TheDarkWraith
version 1.0.5

This mod will bring missing sub exhaust to the subs used in game. Currently sub exhaust is enabled on:
- VIIA
- VIIA AI unit
- VIIB
- VIIB AI unit
- VIIC
- VIIC AI unit
- VIIC41
- VIIC41 AI unit

Once I know where the exhaust is located for NSS_Undine and NSS_Uboat2A I'll add them.

The .dds files used for the exhaust can be customized by using your own. Each sub uses it's own .dds files (and an individual .dds file for each side - left and right). The naming convention of the .dds files are: sub type_Exhaust_side1.

Sub type is one of the following:
- 7A = VIIA
- 7AAI = VIIA AI unit
- 7B = VIIB
- 7BAI = VIIB AI unit
- 7C = VIIC
- 7CAI = VIIC AI unit
- 7D = VIIC41
- 7DAI = VIIC41 AI unit

side is one of the following:
L - Left side
R - Right side

so if we wanted to use a new .dds file for the VIIB AI unit's left side it would be named: 7BAI_Exhaust_L1.dds

You should keep the .dds files to 32 X 32 dimensions with a bit depth of 32 as that's what I used.

You can find the .dds files in '\Sub_Exhaust_1_0_5_byTheDarkWraith\data\Textures\ TNormal\tex'

The sub's exhaust is affected by wind. So if there's wind in your game you'll see the exhaust being skewed by the wind.

The sub's exhaust is also speed dependent. At slow speeds you'll see very little exhaust smoke. At ahead flank you'll see lots of exhaust smoke. At all stop you'll see a little bit of exhaust smoke.

The sub exhaust will stop when your sub slips under the surface of the water. It will restart once you surface again. In heavy seas there is the possibility that the exhaust will stop/start depending on how far under the exhaust port went under water.

I've included a single mission named "Sub Exhaust Testing" that you can fire up to see all the currently available AI subs steaming along with their exhaust smoke. It's also a good testing mission for testing different .dds files for the exhaust. Your sub will be a VIIA in the single mission.

This is JSGME ready. Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable via JSGME. (this assumes you setup JSGME to use the 'MODS' folder as default)

Back bells still do not produce exhaust smoke. Still looking for solution.

NOTE: exhaust smoke is tied to the speed of the sub. If you order all stop while at 15 knots of speed the exhaust smoke will continue to emit until speed goes to 0 (and at 0 knots there is very little smoke emitted).

Contributors:
SteelViking - added mipmaps to the .dds files used for exhaust smoke

Changelog:
v1.0.0 - first official release
v1.0.1 - reduced the smoke exhaust trail by about half for VIIA, VIIA AI, VIIB, VIIB AI, VIIC, VIIC AI, VIIC41, and VIIC41 AI
v1.0.2 - reduced the overlife weight to give the smoke more 'lift'
v1.0.3 - added SteelViking's mipmapped .dds files for the exhaust smoke (should see a slight to moderate FPS increase with this)
v1.0.4 - added dispersion to the exhaust smoke to make it look realistic
- changed the Global and Local wind affect on the smoke from 1.0 to 0.15
v1.0.5 - made some changes to files for upcoming mega-mod release by me for compatibility


TheDarkWraith



VIIA all stop:
http://www.subsim.com/radioroom/pict...pictureid=1631

VIIA ahead flank:
http://www.subsim.com/radioroom/pict...pictureid=1632

VIIA ahead flank:
http://www.subsim.com/radioroom/pict...pictureid=1633

VIIA ahead flank:
http://www.subsim.com/radioroom/pict...pictureid=1637

AI units steaming along:
http://www.subsim.com/radioroom/pict...pictureid=1636

v1.0.5 available here: http://www.mediafire.com/?cowdivh7w51oycm

TheDarkWraith

TheDarkWraith 03-11-2010 09:39 PM

reserved by TheDarkWraith

Need to know exhaust locations for the following subs:

NSS_Undine:
http://www.subsim.com/radioroom/pict...pictureid=1635

NSS_Uboat2A - privateer provided info on this. There's only one exhaust port and it's on the right side. http://www.subsim.com/radioroom/show...6&postcount=53

Ducimus 03-11-2010 10:06 PM

Nice. :up:

d@rk51d3 03-11-2010 10:12 PM

Ah. Mr. FX is in the house.


Nice job. :yeah:

Sgtmonkeynads 03-12-2010 12:00 AM

:D
Prayer works !

Ailantd 03-12-2010 12:02 AM

One of the best!
I need it right now XD!

Sledgehammer427 03-12-2010 12:22 AM

h-hey! how long have you been back RB?

TheDarkWraith 03-12-2010 12:48 AM

Quote:

Originally Posted by Sledgehammer427 (Post 1309947)
h-hey! how long have you been back RB?

I've been here all along...;)

urfisch 03-12-2010 02:17 AM

i cant handle the hex editor...so no magic for me so far...

:D

nice work!

tonschk 03-12-2010 02:23 AM

:up: You are my HERO :yeah: Racerboy :rock: , Well done :yeah:

EgoApocalypse 03-12-2010 09:42 AM

Cool...............cant wait for more form one of the best,:salute:

Sgtmonkeynads 03-12-2010 09:46 AM

Got the tune "Smoke on the Water" Stuck in my head now !

Kromus 03-12-2010 10:55 AM

Looking forward for this :) But I think it smokes too much, 1-2meters should be enough :O:

Semtex 03-12-2010 11:08 AM

need more smoke when diesels: startup and when we give more throttle. check this http://www.youtube.com/watch?v=0GGrH...eature=related. awesome smoke :up:

Kromus 03-12-2010 11:31 AM

Quote:

Originally Posted by Semtex (Post 1310778)
need more smoke when diesels: startup and when we give more throttle. check this http://www.youtube.com/watch?v=0GGrH...eature=related. awesome smoke :up:

Well, submarine smoking like that would be visible 10 km away... Simply unrealistic

Smoke should look like this http://www.youtube.com/watch?v=RS1ed...eature=related between 0:25-0:28


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