SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL] Water Stream for Uboats!(Updated:April 9, 2008) (https://www.subsim.com/radioroom/showthread.php?t=133541)

Madox58 03-24-08 08:06 PM

The con tower is a node effect, linked to a controller, linked to speed.
That's where I was going.
Since the water drain off is nothing more then placement nodes
with generators in the dat?
We use the nodes and move the generators to the val file.
Then attach the speed controllers for one.
;)

Rubini 03-24-08 09:13 PM

I will post a link for a small movie that I'm trying to make with Fraps. Just a minute (or minutes?) LOL

As I said even with this big limitation - the absence of a on-off controller linked to the moment when the water go over the holes (notice that Sh4 also don´t have this controller on water stream) - the general effect is very, very good. You will see.:up:

Madox58 03-24-08 09:22 PM

Actually, SH4 has the controller for this.
It's just not set right.
:damn:

Wolfehunter 03-24-08 09:33 PM

These mods are going to be soo cool guys. Great teamwork.:rock:

Rubini 03-24-08 10:34 PM

After 2 hours with Fraps, video compressing soft and youtube I´m finally uploading the video. 80MB compressed on youtube!:D

Here the link:
http://br.youtube.com/watch?v=WYFoADeIS9A

I will put it also on the first post.

Rubini 03-24-08 10:52 PM

Quote:

Originally Posted by CB..
what about the controller for the conning tower spray that only occurs when the tower is momentarily submerged.....if there is a way to utilise this controller trigger for the water streams then they would only appear after the holes were submerged and would stop after a second or two and would not show whilst stopped or in flat calm??? any good?:hmm:

Quote:
Originally Posted by privateer
The con tower is a node effect, linked to a controller, linked to speed.
That's where I was going.
Since the water drain off is nothing more then placement nodes
with generators in the dat?
We use the nodes and move the generators to the val file.
Then attach the speed controllers for one.
;)

I just took a look at all files for a conning tower (dat, val, zon, sim and cam) and I didn´t find any useful control there. Even in the .val file. Perhaps this Conning tower splash use another specific way to generate that effect?:hmm:

Wolfehunter 03-25-08 12:21 AM

Rubini you have a PM.:up:

Philipp_Thomsen 03-25-08 12:23 AM

Quote:

Originally Posted by swuboo
Quote:

Originally Posted by jimbuna
Will the added files such as the exhaust mod be optional for those who don't consider them realistic http://img98.imageshack.us/img98/181...kbigsw1yo4.gif

Out of curiosity, why would you consider diesel exhaust to be unrealistic?

Not everything need to be realistic... diesel exhaust is very nice and almost invisible unless you're at ahead full/flank.

A6Intruder 03-25-08 02:11 AM

Quote:

Originally Posted by Rubini
After 2 hours with Fraps, video compressing soft and youtube I´m finally uploading the video. 80MB compressed on youtube!:D

Here the link:
http://br.youtube.com/watch?v=WYFoADeIS9A

I will put it also on the first post.


That is great stuff!!:rock:
Please give us a version with RB exhaust mod included!!!
Kind regards

Jimbuna 03-25-08 05:19 AM

Quote:

Originally Posted by Rubini
After 2 hours with Fraps, video compressing soft and youtube I´m finally uploading the video. 80MB compressed on youtube!:D

Here the link:
http://br.youtube.com/watch?v=WYFoADeIS9A

I will put it also on the first post.

Coming along very nicely Rubini :up:

Jimbuna 03-25-08 05:28 AM

Quote:

Originally Posted by Philipp_Thomsen
Quote:

Originally Posted by swuboo
Quote:

Originally Posted by jimbuna
Will the added files such as the exhaust mod be optional for those who don't consider them realistic http://img98.imageshack.us/img98/181...kbigsw1yo4.gif

Out of curiosity, why would you consider diesel exhaust to be unrealistic?

Not everything need to be realistic... diesel exhaust is very nice and almost invisible unless you're at ahead full/flank.

The reason I ask is because there are people out there who do not consider continuous exhaust mod emittance to be realistic.

In RL the diesel engines were kept in pristine condition....as far as was possible.

Exhaust smoke was like laying down a target marker to those who would wish to harm a sub and the crew knew that.

Now if it is the case that the exhaust smoke is as you say 'almost invisible'.....that may be closer to what was the reality.

It would still be nice to have the option though.

CB.. 03-25-08 06:20 AM

Quote:

Originally Posted by Rubini
I just took a look at all files for a conning tower (dat, val, zon, sim and cam) and I didn´t find any useful control there. Even in the .val file. Perhaps this Conning tower splash use another specific way to generate that effect?:hmm:

damn..:hmm: it maybe duplicates the effect tied to the hull model files bow ..for the bow spray...perhaps there is some "link" reference in that the conning tower is classified as having a "collision box" with the ocean.. i was wondering last night wether the conning tower could be invisibily extended in the model file to add small extra boxes along the hull side that duplicated the bow spray effect ...it may be be that small transparent boxes could be added to the tower model file placed to represent the drain areas...
probably miles of the plot ..but on the other hand having water draining off the back of the conning tower when the spray effect was triggered would also look pretty good!...what about the wake effect ..maybe the periscope wake trigger..they are speed related..
keep up the good work...i'd be very happy with just what you have allready done here! (havent seen the video sorry i'm on a modem) but the screen shots look perfect to me:up:

can i ask a question whilst i'm here??
the "concussion" effect tied to the conning tower...the one which causes the screen to shake and blur when the tower takes a cannon shell hit...is that in any way transferableto the main hull...as having that effect (sounds and all) trigger when a DC hits the hull or close by would be stunning...have you come across the trigger for that any where?

ichso 03-25-08 06:27 AM

I recently tested the lastest version of Racerboy's exhaust smoke mod. The smoke was hardly to be seen under most speed settings. Only when going at flank speed there was a black cloud of smoke. And even that wasn't too thick or to big to make the whole thing look unrealistic.

I think both mods would give some great looks to the game.

Considering performance though, the many particle effects may produce a noticeable workload. On the open ocean I rarely have any problems, and my PC is quite old now (Athlon XP 1.6GHz, 1GB RAM and a Radeon 9800 Card ;)).
But when encountering convoys or leaving/entering the home port, this might get a little bit too much at times ^^.

The video looks very nice, btw.
Is the issue of the water streams not stopping to flow fixed by now ?
It looks like they are flowing for a little while and then stopping until the next wave washes over the deck.

Gairith 03-25-08 06:31 AM

Quote:

Originally Posted by Rubini
After 2 hours with Fraps, video compressing soft and youtube I´m finally uploading the video. 80MB compressed on youtube!:D

Here the link:
http://br.youtube.com/watch?v=WYFoADeIS9A

I will put it also on the first post.

:o Outstanding!

bert8for3 03-25-08 08:38 AM

Looks excellent! :up:


All times are GMT -5. The time now is 07:55 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.