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08-10-17, 08:03 AM | #511 | |||||
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No. The generator is not 'reactivated' when the height is again above 1,8 (18 meters above sea floor).
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Works very well, even if the 'stuttering' is still there. Oh, very cool sound to relax and sleep ! |
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08-10-17, 10:39 AM | #512 | |||||
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I am asking because I would like to create a second, smaller splash effect to be triggered by lower waves... Hats off to you Sir Quote:
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On the other hand can you please test the patch below (It replaces patch 3) and tell me how it scores in therms of eye-candy? Quote:
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08-11-17, 05:50 AM | #513 | |
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Mmh, i don't see any link. What did you change ? |
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08-11-17, 07:05 AM | #514 | |
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Sorry, my bad http://www.mediafire.com/file/1fpa9b...2_-_Patch_4.7z Randomized a bit the effect, and made it to be affected by wind force/direction I am currently working at another version of the effect having two splash particles: shorter splashes for waves higher than 1m asl, and higher ones for waves higher than 2m asl. It looks cool so far, I will post it later |
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08-11-17, 01:54 PM | #515 |
Weps
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Just had a chance to have a look at V12 Patched to 4 - what magic. The stuttering of the waves appear to be a switch-on , switch off and then resume where it left off - the waves splash, rise up, switch off, switch on with the splash still high and splash subsides. Is that how you see it? I have tried to keep up, but real life took over so excuse if I'm out of touch. Anything you need tested with screenshots?
Regards, MLF
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08-11-17, 03:35 PM | #516 | ||
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---- Back to the 'stuttering' problem. I knew it ! The problem comes from the second particle generator (the one with the object item attached to). If you delete it, my foam effect is perfectly smooth. So, we might find a solution by changing time parameters in this generator (although I have very few hope), or another solution would be to add this sound generator independently from the foam generator, with an own genheight controller, and even an own floatingobject controller if needed. I don't want to. Visual effect is more important for me than sound effect. I'm glad that you like it ! |
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08-11-17, 04:16 PM | #517 | ||
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I have also noticed that increasing the max number of particles makes the effect somehow smoother. My suspect is that the total count of particles spawned must be multiplied by the number of times the particle generator is linked to the object (8 times in our case). Anyway, here are two more versions of the effect: Tourelle de La Plate v12 - Patch 5 Tourelle de La Plate v12 - Patch 6 Both versions: max number of particles increased from 40 to 400 and two splash effects used: one for waves higher than 1 m and another effect for waves higher than 2 m. Patch 5: the lower particle effect uses the same waterspray bitmap particle as the high one, but squeezed vertically to look shorter. Patch 6: the lower particle effect use a new bitmap particle. Patch 3 to 6 are alternative to each other and shouldn't be enabled together. |
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08-11-17, 04:56 PM | #518 | |
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Here, it works very well : |
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08-11-17, 05:04 PM | #519 |
Weps
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IMO patch 5 is better - reduced stuttering but spray switches off too quickly. Patch 6 the splash is too reduced, you would expect some spray even in calmer weather. What about splash refection - possible? If you look at the lighthouse from above it's weird that the splash is there and then is immediately gone without any aftermath.
MLF
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08-11-17, 05:34 PM | #520 | ||
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Tourelle de La Plate v12 - Patch 7 Quote:
Do you mean water reflections (they should be already there) or what else? We are planning to add foam on the surface... |
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08-11-17, 07:17 PM | #521 | |
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Tourelle de La Plate v12 - Patch 8 Two versions included: Patch 8a: - Particles, wave height ≥ 1m: 'shortened' vertical spray particles and horizontal splash particles used in the same quantity
- Particles, wave height ≥ 2m: unchanged Patch 8b: - Particles, wave height ≥ 1m:
- Particles, wave height ≥ 2m: unchanged I recommend you to test both versions after setting wind speed of the test mission to 15 m/s, and to reload the mission several times (as it seems that sea conditions are slightly diffrent every time a single mission is loaded). Thanks to Kendras' intuition, the stuttering should be gone for good with no need of giving up the crashing wave sound effect |
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08-12-17, 03:59 AM | #522 |
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Hi Gap,
I've tested Patch 7, 8a and 8b. Patch 7 - (Screenshots 1 & 2) Splash very smooth - no stuttering . Origin of spray segments are very apparent from above, with straight edges. patch 8a - (Screenshots 3 & 4)Better spray effect, but edges still apparent when spray reduces/dissolves Patch 8b - (Screenshots 5 & 6) IMO the best. Spray impressive, and density,height better. No straight edges apparent from above Would it be be possible to have the spray go higher and be more wind blown after spawning (depending on wind speed). At the moment I feel there is a certain lack of fury in the spray. If the idea is to add foam then reflections of the spray would not be needed. The more the sensation of wetness in rough stormy weather, the better I edited the mission to increase wind speed to 15 m/sec, and I also set cloud cover to heavy with no changes. Unless the clouds are blue there didn't seem to be any change in the sky - have you noticed this? Regards, MLF
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08-12-17, 04:52 AM | #523 |
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I have attached a screenshot of Patch 8b in calmer conditions, and the reflection of the spray is apparent
Funny thing is I edited the mission and added precipitation. It now rains from a clear blue sky - but don't suppose this has anything to do with this work. regards, MLF
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08-12-17, 09:13 AM | #524 | |||||
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BTW: when referring to particles, you should specify if you are talking about the short ones that you always see when a splash effect is triggered, or the tall ones that you only see when waves are equal or higher than two meters. Quote:
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08-12-17, 11:12 AM | #525 | ||
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regards, MLF
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