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08-13-17, 04:11 AM | #1 |
Weps
Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
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Hi gap,
Do you ever sleep? I have tested patch 9 and the wind-blown spray is very good. The screenshots don't do it justice - I shall try to get some better ones. However in the screenshots I was trying to show a couple of other things:- Wind direction in the mission is 000 ie. it is coming from the north. The U-boat is heading due south. The rain is following the direction of the wind (vaguely) - north-east to south-west. The foam movement on the sea is from north-east to south-west The spray is going against the wind - South-west to north-east 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? As you can see from the 'above' screenshot the generation is quite apparent (this is being over-critical as who, in the game, tends to look at things from above, apart from pilots, and this is a sub sim) Regards, MLF
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08-13-17, 04:51 AM | #2 |
Weps
Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
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I've been playing around with the mission editor. I set the wind direction to 180.
The rain now goes from the SSW to NNE. The wave foam still goes from NE to SW The spray goes from SW to NE still. My conclusion is the spray is not affected by the wind direction. I had the same problem with funnel smoke on ship's. http://www.subsim.com/radioroom/sear...archid=2132889 I tried to get the smoke to go in a direction from the ship which was a combination of the ships speed/direction and wind speed/direction (apparent wind speed/direction) by changing Local wind and Global wind parameters. Seemed to work for the combination of ship's speed and wind speed, but not direction - ie: if the wind speed was say 25 knots and the ship speed 25 knots in opposite direction smoke went straight up. However when the ship was stopped, the smoke went in the direction set by the local and global wind parameters and not the direction of the wind set in the campaign/mission ie: the rain and smoke were never in the same direction. Perhaps rain parameters would give a clue as to how things are done? Any idea where that is set - scene.dat, but not sure that parameters there set the rain to follow wind direction.........? regards, MLF
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Je pense donc je fuis! Last edited by MLF; 08-13-17 at 05:44 AM. |
08-13-17, 08:21 AM | #3 |
Weps
Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
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Hi Gap,
Sorry, but noticed another strange effect - when the wind blown spray is spawned the light tower goes double vision regards, MLF
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Je pense donc je fuis! |
08-13-17, 08:42 AM | #4 | ||||||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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At times, when I don't have anything better to do
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Whatever is the convention used by devs, if spary direction didn't change after inverting wind heading, your conclusion must be right IIRC, TheDarkWraith managed getting smoke to follow the wind direction in SH5. Let me check the settings he used for achieving that Quote:
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 Quote:
No problem: if we can improve the splash FX with no side effects, why not to do it? If on the other hand we will notice any adverse factor, well, we will refrain our virtual pilots from taking aerial pictures of our lighthouses |
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08-13-17, 10:59 AM | #5 | ||||||
Weps
Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
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https://en.wikipedia.org/wiki/Wind_direction Not sure what convention (if any) was followed by the devs. Quote:
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Regards, MLF
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Je pense donc je fuis! |
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08-13-17, 05:57 PM | #6 | ||||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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I have increased the number of splash-spawn nodes from 8 to 12, and the effect looks pretty nice. Tomorrow I will release a new patch probably Quote:
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That makes perfect sense. Dev's usage of the term 'heading' in place of 'direction', misled me Quote:
I seem to remember that TheDarkWraith (best known to SHIII players by his old forum name of RacerBoy) managed making SH5 smoke particles to follow real in-game wind. I didn't get time to dig into his files yet, but even if my memory was confirmed, that doesn't necessarily mean that we can achieve the same in our mod: his fix might only work in SH5, or he might have devised a workaround which can't be applied to our mod. Fingers crossed |
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08-14-17, 03:29 AM | #7 | ||
Weps
Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
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http://www.subsim.com/radioroom/showthread.php?t=154338 As you say, fingers crossed regards, MLF
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08-14-17, 12:50 PM | #8 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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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:
- 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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