Thread: [WIP] Lighthouses mod
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Old 08-14-17, 12:50 PM   #535
gap
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Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by MLF View Post
I played about with DepthBias. It seems to affect the height and frequency of the splashes. If set to a negative number the splashes seem subdued. When positive splashes and spray are regular and high.(see screenshot below with set to 5.0 - don't know why, but seemed a nice number) I think the sharp edge is reduced and only appears on the base IMO. It's quite difficult because, as you pointed out yesterday, each time you run the mission the waves behave differently but each time I have run with a +ve number for depthBias the splashes are regular and reasonably high. No idea what DepthBias is really meant to do....worse than a crossword puzzle!!!!
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

Quote:
Originally Posted by MLF View Post
There was his U-Boat exhaust mod that people thought had the smoke following the wind, but I think this was discounted in one of the threads
http://www.subsim.com/radioroom/showthread.php?t=154338

As you say, fingers crossed
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
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