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08-14-17, 03:29 AM | #1 | ||
Weps
Join Date: Sep 2002
Location: SW France
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Quote:
Quote:
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 | #2 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
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Quote:
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 | #3 |
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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08-14-17, 04:25 PM | #4 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Quote:
BTW, this mod is slowly turning into a storm simulation mod lol |
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08-14-17, 05:32 PM | #5 |
Weps
Join Date: Sep 2002
Location: SW France
Posts: 361
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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 | #6 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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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 | #7 |
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 |
08-15-17, 04:24 AM | #8 | ||||
Weps
Join Date: Sep 2002
Location: SW France
Posts: 361
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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 Internet is not much help. Quote:
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Regards, MLF
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08-16-17, 10:05 AM | #9 |
Stowaway
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08-16-17, 11:49 AM | #10 |
Stowaway
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V12 - p11
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 ! |
08-16-17, 12:37 PM | #11 |
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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