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#166 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,743
Downloads: 171
Uploads: 0
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Hi RB, just wondering if & when you are going to experiment with the zones file?
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Sub captains go down with their ship! |
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#167 | |
Black Magic
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#168 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,743
Downloads: 171
Uploads: 0
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Since a lot of the damage model is there including hollywood mod I asumed you would have tweaked this for your effects mod, twas just a thought though!
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Sub captains go down with their ship! |
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#169 |
Weps
![]() Join Date: Apr 2007
Posts: 351
Downloads: 35
Uploads: 0
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Racerboy
I've been following the progress of this mod and I have a couple of questions: 1. It isn't entirely clear to me if this mod upgrades the water reflections of the boats themselves in the water (as opposed to just the explosions and smoke) or if boat reflections are enabled by a separate mod (someone mentioned Reece's environment mod. Are they compatable? And where can I find it?). 2. When do you sleep? ![]() Thanks for the phenomenal eye candy!!! |
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#170 |
Black Magic
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Well I just figured out how to use a controller that I found in one of the .act files in the \Ubisoft\SilentHunterIII folder. This controller lets me add time delays to events. I have since added time delayed events to the fire_small event. They are:
these time delays start accruing time as soon as the fire_small is visible (and these apply to EACH fire_small that pops up ![]() - a time delay of 15 seconds that when expired causes a Small_crewmans_splinter_explosion01 event (bodies and debris in the air - morbid yes but great eye-candy!!). Thinking here is first responders to the fire and explosion happens right after fire starts - a time delay of 45 seconds that when expired causes a Splinter_crewmans_explosion01 (more bodies and debris in the air). My thinking on this was that the crew is trying to fight the fire and while doing so a seconday explosion happens. - a time delay of 120 seconds that when expired causes a Splinter_crewmans_explosion01 event and then 1 second after that a Small_splinter_explosion event. Thinking here is fire has been raging for 2 minutes and combustibles got hot and exploded for a terciary explosion while crew was fighting fire. I had to add new sounds to the Small_crewmans_splinter_explosion01 (tied bomb_explosion to it) and Splinter_crewmans_explosion01 (tied splinter_explosion) to it as no sounds existed for them. This mod is shaping up rather nicely now!! ![]() ![]() Will work on others tomorrow and specifically new time delayed events to torpedo explosion. |
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#171 | |
Black Magic
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2) I get 8-12 hours sleep everyday! Glad you're enjoying this new eye candy. I know I sure am. It's only going to get better....... |
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#172 | ||
Grey Wolf
![]() Join Date: May 2007
Location: Periscope depth
Posts: 860
Downloads: 119
Uploads: 0
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There should be clear distinction between simulator and eye candy...at least in GWX. Secondary explosions need: - reasonable distribution - reasonable intensity Pls, keep in mind: - Most of the "war effort" ship-loads did not have any explosive cargo - Even within warships, most of the "ammo" was professionally stored in special chambers - Some of war ammo and explosives need special ignition to explode, not just rising temperature next door or below deck - Heavy flooding and temeperature&fire - are opposing effects... These are realy nice visuals, but within real convoy warfare secondary explosions where quite a rare case... |
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#173 | |||
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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Someone finaly had this small detail cleared, and explained... ![]() ![]() Secondary explos. yes but please not everytime and with every ship! Anyway like Reece said a post above, RB I think it's gona be dificult to improve your last version! Also a small note, is there any chance to adapte the small Particules tweacked file that Urfishe released and make it work toghether with your Mod, I think is wind effect on the smoke is very cool, if it's not possible for the forced wind isue you have mentioned please forget this ... This is a great improvement on the so called eye candy, for me is just getting the SHII perfect and more real.... Beautifull work RB and we should thank you with our hartes , brilliant job Mate! We need guys like you brother! ![]() |
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#174 |
Black Magic
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As there is no random controller (that I'm aware of) for adding any kind of randomness and time delayed events I add will always come to be, let me ask you all then what should we have for time delayed events? Given these events, what would you like to see added to them:
- torpedo_great_explosion (torpedo impact explosion) - Fire_small (the small fires and smoke) - Fire_big (the big fires and smoke) - Shell_fire_explosion (deck gun shell impact) - Oil_explosion (oil explosion, fire and smoke) - Oil_spot (the oil slick left behind by a sinking ship) Use S3D editor to view particles.dat file for all the events available if there's one you would like to see something added to that I didn't mention above. |
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#175 | |
Black Magic
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#176 |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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All you have mentioned of the FX above , and if possible
cause do know if it is, some waves movement around the sinking ships! As for the wind I was calling on your expertise to get that done, cause I understood a previouse post from you about the fake wind and unrealistic aproach of it! I trust your hands! ![]() |
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#177 | |
Weps
![]() Join Date: Apr 2007
Posts: 351
Downloads: 35
Uploads: 0
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What mod do I need to get those killer player U-boat reflections (what's the most popular mod?) and is it compatable with the SH4 effects porting that Raceyboy is developing here? |
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#178 |
Ace of the Deep
![]() Join Date: Sep 2006
Location: York. Northern England.
Posts: 1,004
Downloads: 0
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Well, after four more days of storms, I see a C&D which I thought would make a nice bang. It did and I think I have seen some of the new effects. Unfortunately all my good sinkings were before I installed the mod. Think I will have to wait until the next tour as I only have three torpedos left. Ah well, ah well.
C&D ![]()
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![]() Fate opposes me in vitality and morality, forced ever onward, burdened, always in shackles. So this very moment, without tarrying, pluck the quivering strings. Because fate punishes the one who plays, all lament with me. (http://hosted.filefront.com/KatherineRowan) |
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#179 | |
Black Magic
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http://www.subsim.com/radioroom/showthread.php?t=117628 This will enhance the reflections and all. It is fully compatible with what I am developing here. |
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#180 |
Chief
![]() Join Date: Aug 2006
Location: some where in the deep blue sea
Posts: 318
Downloads: 0
Uploads: 0
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not the place to ask this but @RB are you doing any more flag mod for the IX are the duck
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