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Old 11-15-16, 11:18 AM   #16
Niume
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FOUND A Discovery you see then i hit merchant with deck gun below water line. It lights up like the depth charges explodes . So its a bug. But I fought Could it be possible to make fire light up the ship? Lighting effect would be aweosme
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Old 11-15-16, 12:39 PM   #17
Kendras
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Quote:
Originally Posted by Niume View Post
FOUND A Discovery you see then i hit merchant with deck gun below water line. It lights up like the depth charges explodes . So its a bug.
Hi ! No, it's not a bug. I've added light for the underwater explosion effect. The same effect is used for all kind of underwater explosions. And it's not possible to have light only underwater, you have it also above.

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But I fought Could it be possible to make fire light up the ship? Lighting effect would be aweosme
Yes, that was my first idea, I will work on this soon.
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Old 11-19-16, 07:13 AM   #18
Kendras
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Mod with light effect for the fire is ready, it also contains the depth charge explosion new effect.

Enjoy!

http://www.mediafire.com/file/9sw1vn..._beta_test.zip
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Old 07-25-17, 06:51 PM   #19
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At the request of kyle9154,

Here is a quick fix which adds my fire light effect to the Rbs1_SH4_Effects_GWX_30_71 mod. I didn't add my depth charge explosion effect, as I don't like it enough.

Please try it in game, and report if any problems.

D/L link : http://www.mediafire.com/file/77z77r...s_GWX_30_71.7z
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Old 07-26-17, 02:41 AM   #20
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Oh awesome I wanted that too
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Old 07-26-17, 07:21 AM   #21
kyle9154
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Thanks Herr Kaulen, installing it to jsgme now.
My Mod List as follows:

Generic Mod Enabler - v2.6.0.157
[C:\Games\SilentHunterIII\MODS]
S3H-H.sie-Patch-V16B1
M.E.P v6
M.E.P v6 - VisualSensors for GWX3 with Anvart's FUMO mod- german uboats compilation overwrites but I believe I have right one to work in conjuction
Optional - FSF for MEP v6
Optional - ShipVanishingHull for MEP v6
KB's Diesel Sound Mod
OLC's Modified Searchlight Beams for GWX3
Realistic contacts with Sub icons
Rubini´s Chief Helsman stress behaviour fix
Rubini´s Underwater dust&plancton v1
Sh3_volumetric_clouds&fog_V2.2
TorpedoTubesFfireFinal vGW
WB's Mission Orders Lite v1.1
Rbs1_SH4_Effects_GWX_30_71
Additional Depth Charges v1.0 (GWX3)- overwrites Sh4 effects but only type of depth charges on escorts
TKSS18 German U-Boats Compilation
New U-Boat Guns Fixed Reworked (for German U-Boats Compilation)
FixAllSubGWX
GWX - Integrated Orders- I understand this overwrites some commands in relation to raising radar but I need messages coming in because I use wolfpack mod part of h.sie
MFM-Improved
Patch_compat_GWX_IntOrders- to get integrated orders to work with flag and shift-v command integrated in uboats compilation
Fire light fix for Rbs1_SH4_Effects_GWX_30_71

Do you guys see anything wrong with this order?

Last edited by kyle9154; 07-26-17 at 07:31 AM.
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Old 07-26-17, 07:25 AM   #22
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Quote:
Originally Posted by kyle9154 View Post
Thanks Herr Kaulen, installing it to jsgme now.
There are 3 folders inside. One for the basic mod, and 2 for 2 optional mods. If you install the Fire light fix for Rbs10-enhancedoilexplosion, first install Fire light fix for Rbs1_SH4_Effects_GWX_30_71 or Fire light fix for Rbs5-EffectsLITE.
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Old 07-26-17, 07:35 AM   #23
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Quote:
Originally Posted by Kendras View Post
There are 3 folders inside. One for the basic mod, and 2 for 2 optional mods. If you install the Fire light fix for Rbs10-enhancedoilexplosion, first install Fire light fix for Rbs1_SH4_Effects_GWX_30_71 or Fire light fix for Rbs5-EffectsLITE.
yeah I don't use those optionals just rubini's base sh4 effects so don't need them
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Old 07-26-17, 08:16 AM   #24
gap
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I have no idea how an actual DC explosion would look like, but from the following video we can make ourselves an idea of what an underwater explosion seen with the naked eye looks like, compared to what can be seen at slow motion:



The slow motion reveals an expansion phase followed by a compression phase, both accompanied by a "ball of fire"; the sequence ends with a second, smaller, expansion. Everything happens way too quickly for the human eye to register the full sequence though. At least for the type of explosion show in the video, all you can see at normal speed is a cloud of bubbles popping out from the center of the explosion and then disappearing
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Old 07-26-17, 08:28 AM   #25
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Quote:
Originally Posted by gap View Post
I have no idea how an actual DC explosion would look like, but from the following video we can make ourselves an idea of what an underwater explosion seen with the naked eye looks like, compared to what can be seen at slow motion:



The slow motion reveals an expansion phase followed by a compression phase, both accompanied by a "ball of fire"; the sequence ends with a second, smaller, expansion. Everything happens way too quickly for the human eye to register the full sequence though. At least for the type of explosion show in the video, all you can see at normal speed is a cloud of bubbles popping out from the center of the explosion and then disappearing
Amazing, that's ... beautiful ! And exactly the kind of info i was looking for !

And BTW, these guys are funny !
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Old 07-26-17, 08:42 AM   #26
gap
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Quote:
Originally Posted by Kendras View Post
Amazing, that's ... beautiful ! And exactly the kind of info i was looking for !
I am glad it helped

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And BTW, these guys are funny !
Those goggles and white coats kill me LMAO
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Old 07-26-17, 03:34 PM   #27
Kendras
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gear

Quote:
Originally Posted by LGN1
Hi Kendras,

would you mind telling me how you did the fire light effect? I would like to add it to my personal files because it's a great work!

Best, LGN1
1. In particles.dat, find the nodes #Fire_big and #Fire_small : for each there is a new child node called "light" which contains a ParticleGenerator controller and a WaterInteraction controller.

- the ParticleGenerator controller will create a light effect with a light node contained in Materials.dat

- the WaterInteraction controller is necessary to stop the light as soon as the fire is underwater.


2. In Materials.dat, find the light node called "Light - fire" : this is the "object" used as a particle by the ParticleGenerator in particles.dat


That's all !


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Old 07-27-17, 02:14 PM   #28
LGN1
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Hi Kendras,

thanks a lot for your help and the explanation
Do you have an idea what might be the problem here:

http://www.subsim.com/radioroom//sho...&postcount=164

Best, LGN1
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Old 07-27-17, 02:27 PM   #29
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Quote:
Originally Posted by LGN1 View Post
Do you have an idea what might be the problem here:

http://www.subsim.com/radioroom//sho...&postcount=164
Is the problem mentioned in this post still occuring in Rbs1_SH4_Effects_GWX_30_71 ?
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Old 07-27-17, 03:16 PM   #30
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Yes, somehow the additional DC particle generator modifies/influences the other particle generators

Best, LGN1
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