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#1 |
Weps
![]() Join Date: Sep 2002
Location: SW France
Posts: 361
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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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Je pense donc je fuis! |
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#2 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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BTW, this mod is slowly turning into a storm simulation mod lol ![]() |
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#3 |
Weps
![]() Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
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You are right.
![]() ![]() 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. |
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#4 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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Downloads: 793
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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:
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![]() Last edited by gap; 08-14-17 at 06:21 PM. |
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#5 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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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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#6 | |
CTD - it's not just a job
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![]() P.S.: ![]() Last edited by propbeanie; 08-14-17 at 08:44 PM. Reason: Went around the corner to a new page!... |
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#7 | ||||
Weps
![]() Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
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![]() Quote:
![]() BTW I still haven't found the old admiralty chart symbol for lights (pre-metric chart). I had a book, "Bay of Biscay Pilot" but it's been buried somewhere under all my childrens' Uni stuff ![]() Quote:
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![]() Regards, MLF
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Je pense donc je fuis! |
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#8 | |||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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![]() 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 ![]() ![]() Quote:
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![]() Should this last attempt fail, what would be the best wind direction for the "fixed wind"? A northerly wind maybe? Quote:
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![]() Back to work now ![]() ![]() |
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#9 | ||
Weps
![]() Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
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![]() Quote:
![]() The hard line was still apparent with DepthBias set to 5, so increased to 6 and no line. I will continue testing tomorrow as it's been a long day ![]() ![]() Quote:
![]() ![]() regards, MLF
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Je pense donc je fuis! Last edited by MLF; 08-15-17 at 05:28 PM. |
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#10 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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Hey Kendras, sorry for the concise answer but I am writing from my mobile. I have seen the screenies relative to patch 11 and they look good!
I will test patch 12 and let you know my impressions, together with my answers to your remarks, ASAP. Keep up the great work, ![]() gap |
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#11 |
Stowaway
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So, after the splash effects, the only feature which has to be done is the damage model ? Let try it together with La Vieille lighthouse, as this lighthouse will have different damage boxes types, and is located very close to La Plate ...
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#12 |
Stowaway
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#13 |
Stowaway
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Here V12 with Patch 11 : http://www.mediafire.com/file/zid19a..._-_Patch_11.7z
Please don't care about materials.dat modified directly inside. When we are satisfied with the graphics effects, we will put the modifications in Lighthouse_FX.dat. Else, I have to reload the game after each modification I've made into this file, and it's a huge waste of time and patience ... The medium and large splash effects' parameters could be a little randomized. The large splash texture might be improved. Only the large splash is (and should be) affected by wind. About the new foam effect, we have to replace the experimental texture, but the idea is there ... About the Depth bias controller, we should always set it at zero, else it's useless (IMO) and there are side effects. Good tests ! ![]() |
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#14 |
Stowaway
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By the way, in order to have sea with huge waves, open data\scene.dat, go to Sky > EnvSim : Wind > WavesProperties > 3 > Scale, and change the values to : 15 - 0.8 - 15 - 1.
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#15 |
Weps
![]() Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
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Initial tests with sea as set in scene.dat (date 03/02/2008).
The spray doesn't seem to follow the wind ![]() Overall effect improving all the time though ![]() ![]() ![]() Like the concept behind the foam but in rough sea wouldn't see ripple effect I wouldn't have thought - wouldn't foam be the result of a crashing wave landing back in the sea? Will test more later, increasing wave height as suggested but time to eat ![]() regards, MLF
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Je pense donc je fuis! Last edited by MLF; 08-16-17 at 01:55 PM. |
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