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08-12-17, 12:30 PM | #526 | ||
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Yes, I doubt this has anything to do with our mod |
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08-12-17, 07:48 PM | #527 | ||
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could you please test the following patch? 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. Water spray could be done to go higher and/or to move further away from the splash, but unfortunately spray particles are not physical objects, so the ones spawned upwind go through-and-through the lighthouse building. In order to make this visual glitch lesser apparent, I had to limit the movement of sparay particles. I hope you will like the effect anyway, and 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 |
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08-13-17, 04:11 AM | #528 |
Weps
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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 | #529 |
Weps
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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 | #530 |
Weps
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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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08-13-17, 08:42 AM | #531 | ||||||
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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 | #532 | ||||||
Weps
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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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08-13-17, 05:57 PM | #533 | ||||
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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 | #534 | ||
Weps
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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 | #535 | ||
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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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08-14-17, 03:06 PM | #536 |
Weps
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Hi gap,
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? regards, mlf
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08-14-17, 04:25 PM | #537 | |
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BTW, this mod is slowly turning into a storm simulation mod lol |
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08-14-17, 05:32 PM | #538 |
Weps
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You are right. I'm sorry. it was just an idea. I'll try and find a solution to my question, but I'm nowhere near as knowledgable in this area as you or Kendras.
I have been playing with the placement Y value to get the splashes visible during lower wind speeds, with 0.5 showing splashes less frequently at 10 m/s than at 15 m/s and very seldom at 5 m/s. I found your setting of 1.5 didn't show much at 10m/s but then that may have been just that time I loaded the mission. The thread is about lighthouses, and perhaps that's where we should go back to? There seems to be a lack of input/interest from elsewhere in the community. regards, MLF
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Je pense donc je fuis! Last edited by MLF; 08-14-17 at 05:54 PM. |
08-14-17, 06:11 PM | #539 | |
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I think you misunderstood my answer: I am into whichever suggestion might improve this mod, and I like very much your idea. Please point me to any sound effect that you think might be fit for it
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:
Kendras sent me a PM. He is in holidays like many other subsim comrades. I think in a couple of weeks the forum will be a more lively place. By then, the first release version of our lighthouse mod will be out, and hopefully there will be more interest around it Last edited by gap; 08-14-17 at 06:21 PM. |
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08-14-17, 06:44 PM | #540 |
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New patch available:
Tourelle de La Plate v12 - Patch 10 Main changes:
The patch should replace all the previous patches, except v12 patch 1. As usual, I am looking forward to your feed-back |
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