Thread: [WIP] Lighthouses mod
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Old 08-17-17, 08:07 AM   #555
Kendras
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I wanted to save time by uploading patch 11. Now, here a more detailed answer to your discussions :

Quote:
Originally Posted by gap View Post
What I can do is making a third particle type, simulating vapourized water, to spawn with a certain delay, and to move further away from the splash following wind's direction. What do you think? Should I add this particle to both particle generators, or only to the one used for the highest waves?
Yes, it's a good idea. I made a big splash effect in patch 11, but with same texture used with medium splash (i don't like new textures very much). We might also use a white smoke texture. Now, I would like to add to it this vapourized water effect, but I didn't manage to create a nice one so far.

To answer your question, this new effect (vapourized water) should be added only with the generator used for the highest waves. Let me create this effect, I only need a correct texture for it (I will try with white smoke).

Quote:
Originally Posted by gap View Post
Tourelle de La Plate v12 - Patch 9

For this patch, I have added wind-driven spray to the highest waves. The texture used could be better, and there is still some space for improving the effect. ... I am curious to know what you think about it. Please don't hesitate giving me your criticism and any suggestion you migh have for making the overall effect to look better
Yes, a better texture is needed. More looking like vapors.

Quote:
Originally Posted by gap View Post
In any case, dynamic foam effect is definitely in our to-do list
Not the easiest thing to create. Please test patch 11, which contains a new method to create foam, with an 'experimental' texture. Once again, a nice texture is needed for it. May I ask you to create these textures, I know you're very skilled (among other things) in creating textures.

Quote:
Originally Posted by MLF View Post
I believe you have 8 placement nodes for the particle generation? What would be the effect of increasing these nodes, say to 10 or 12?
Quote:
Originally Posted by gap View Post
The particle generators would be closer together, thus creating a better effect, especially if seen from above. I don't think increasing the number of particle generators placed around the lighthouse would have a big impact on game fluidity, as the generators we have set are not so particle-intensive. Nonetheless, should we notice any performance hit, we can always reduce the number of particles per generator. If we decide to increase the number of PG placement nodes from 8 to 12, A reduction to about 2/3 of the original particles should be okay
With all the new particle generators we are creating, the number of placement nodes has a real inpact on game fluidity. I think we should go back to 8 nodes for the little La Plate beacon. Keep in mind that with La Vieille lighthouse, which is a much bigger object with its rock, we will have to add more than 8 placement nodes (or create a new effect with bigger particles to reduce this number of nodes). I'm searching for the minimum number of particles to have a correct effect.

Quote:
Originally Posted by gap View Post
If you mean the sharp edge where the spray particle lays over the tower, that's due to the particle being on a plane which is behind tower's 3D mesh in that point. Maybe we can fix that glitch by playing with the DepthBias parameter.
Quote:
Originally Posted by gap View Post
Depth bias makes two objects that are co-planar in the 3D space to look as if they were one in front of the other by adding a z-bias to one of them. z in this case is not the z (North/South) global axis, but the "depth" axis that the virtual camera is aligned with at any given moment.
The approximate radius of the lighthouse base is 5 meters; your tests demonstrate that the depth bias setting in SH particle generators is in meters and that positive values mean particles closer to the observer
Very interesting controller. This was the kind of effect I was searching for light halos to be always placed in front of the lantern. We should use it for this purpose.

Quote:
Originally Posted by gap View Post
I followed the whole discussion about wind direction and particles in SHIII, but matters in SH5 are slightly different. Particles that are supposed to be affected by real wind in SH5 files, have one or both of the features below:

- a parameterless GlobalWind controller attached to the same node as the particle generator;

- a GlobalWindCoef among particle generator's parameters, whose
description in Silent3ditor and Goblin Editor reads "Global/game wind coefficient (0=not affected by in-game wind)".

Neither of the above features is found in SHIII. I have already tried adding the GlobalWind controller to our splash effect but after running the test mission I couldn't see any difference. What I want to try next, is copying the settings of one of our particle generators into a SH5 particle generator with GlobalWindCoef set to a positive value, and see what happens. Chances of success are quite low though
Quote:
Originally Posted by gap View Post
BTW: I have bad news regarding the wind-aligned spray particles. I have replaced our particle generators with one from SH5. It works, but after trying many settings and setting combinations, I couldn't get our particles to follow the in-game wind. I think the additional PG parameters introduced with SH5, are simply ignored by SHIII.

At this point, I guess that our only hope would be an hardcoded patch by our wizards: Stiebler, h.sie and the likes. While we wait for their magic, what should we do with our particles? Should we scrap the fake wind, or keep it? and if so, what wind direction should we set?
Quote:
Originally Posted by gap View Post
If that was true, IF, we would be just one step away from solving the puzzle. What if we made the Wind X, Y and Z values extremely low, in particle generator's general settings, and we correspondingly increased the WindCoef value of each bitmap particle?

Should this last attempt fail, what would be the best wind direction for the "fixed wind"? A northerly wind maybe?
Let's give up. I don't think we will manage to make our particles to follow the wind. Of course, this would be a very nice addition, and could be used also for ships' funnel smoke. But it probably requires a hardcode modification. So, I suggest using this feature only for big splashes and vaporised water, with a fake wind going north.

Quote:
Originally Posted by MLF View Post
Is there any way of making the wave-splash sound change with the wind speed/ At 15m/s you cannot hear it, and I'm pretty sure, from my own experience, it would be close to a roar when close to the light house?
Quote:
Originally Posted by gap View Post
Please point me to any sound effect that you think might be fit for it
Yes, I agree on having a new and loudlier sound for very big splashes.

Quote:
Originally Posted by gap View Post
As far as I am concerned, but I am pretty sure Kendras has no problem either, starting from now you and the other SHIV 'reverse-engineers' have full permissions granted on this mod. In fact, I wish the best parts of all the mods released so far for either of the SH games to be merged together one nice day, and to be adapted for all the games of the series
Yes, permissions granted to adapt this mod to other SH series, but with full credits and non commercial use, as always.

Quote:
Originally Posted by gap View Post
Poetic moment: may the firm and shining light of our lighthouses lead you and your family to the destination of your well deserved holidays, and elighten your way even during your darkest moments
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