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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
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Lightning Flash Effect
I'm currently re-doing the lightning TGA's, adding a few extra branches etc to make it more dramatic when in a storm.
I am trying to find the file that governs the amount of light given off by each bolt, with no luck. I want to achieve a bigger flash when lightning strikes. Is it just determined by the effect in the TGA or is it somewhere else. Does anyone know?
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#2 | |
Admiral
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Location: Russia ®
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![]() Quote:
particlies.dat
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#3 | |
Eternal Patrol
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#4 |
Navy Seal
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Location: Cornwall, UK
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@ Anvart
Thank you for getting me on track ![]()
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#5 |
Ocean Warrior
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When this mod is done be sure you keep the watch crew below. Or someone might end up being renamed Sparky.
![]() Sounds like another good mod Dan, can't wait for the "new" lightshow. ![]()
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#6 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
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@ GT182 - It will be JSGME compatable.
To all, do I need to look into the scene.dat at all to accomplish what I'm after. I'm thinking along the lines of patrolling in heavy fog/low visablity and not actually seeing the BOLT of lightning but knowing it's there because the fog/clouds become illuminated.
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#7 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
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Ok, I need help
![]() This is what I have... ParticleGenerator IsDensityModifierActive EmissionArea LifeTime NoDeleteChildren RunMode Transparent DepthBias LocalWind GlobalWind LifeScale DensityScale VelocityScale WeightScale SizeScale BitmapParticles I'm guessing that 'EmissionArea' is the right one, but I am totally stuck on what value to enter. It is current 0. I also have.. unnamed effect Report Object Alignement Direction MaxParticles Life Rate RateVariation SpeedDirection Velocity VelocityVariation Weight WeightVariation InitialRot SpinAxis SpinAngle SpinAngleVariation WindCoef InertiaCoef Not sure on most of these. On the bright side the TGA's are finished, I just want to figure out the brightness of the bolt. Any help please ![]()
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#8 |
CINC Pacific Fleet
Join Date: Sep 2003
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Sorry I can't help, but would like to put in my 2 cents!
![]() ![]() Cheers, & don't give up, I'm watching this thread in anticipation of a release! ![]()
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Sub captains go down with their ship! |
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#9 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
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"Give me a BUMP Vasily, one BUMP only"
Enough of that. I have spent hours today trying to attribute a flash effect to the lightning strikes, with no luck. I have mananged, as a side effect of testing, to make lightning strikes last a little longer and give a flicker/multiple strike effect. As I could not attribute a flash of light to the strike, I thought about a workaround and this led me to investigate the fog settings/tga. I was thinking that as lightning only strikes in SH3 when you have medium/heavy fog etc, that I could edit the Fog.tga file and incorporate my 'flash' in there. I would leave the fog.tga as is but replace the 4 x lightning.tga, maybe 2 new bolts & 2 as flash effect fog. This would give the appearance of a lightning strike in the distance. Good thinking I thought......until I opened the fog.tga. It's bloody blank ![]() ![]() This is driving me insane. I hate to think what GW/NYGM modders go through.(I have new found appreciation ![]() I really need some explaination regarding this matter, either attributing light to a bolt of lightning or editing the fog.tga.(note I did try replacing fog.tga with a cloud render with no luck). I know SH3 uses colours in a weird way but I can't find anything specific to this problem in the forum. I may not be able to achieve what I set out to do but at the end of this, I will have new lightning graphics and a more realistic (in my opinion) strike setting. If anyone can help, please do. Edit @ Reece If I can't get this to work, then I will post the new Lightning bolts. I have taken into account what you said and have actually made 2 with your suggestions and 2 with more 'exotic' effects.(SH3 uses each randomly from what I can tell)
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![]() Last edited by danlisa; 10-21-06 at 04:35 PM. |
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#10 |
CINC Pacific Fleet
Join Date: Sep 2003
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Yes I hope someone reading this thread will offer some help/advise here, I think this mod idea has merit & would love to see a version released, but at the same time it's not worth spending (or wasting) more time on it if this problem can't be resolved, I keep my toes & fingers crossed.
![]() Thanks.
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Sub captains go down with their ship! |
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#11 |
Rear Admiral
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Ahh I wish I could help but I know nothing off that part
Its a great idea though and I wish you well Someone must be able to help in some way |
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#12 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
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Whether you have enough forces for this tough job? :hmm: Compare adjustment of particles generators of some objects: Light_House_flare (Harbor_kit.dat) and, for example, Halo_1 (NSS_Uboat7_CR.dat), lightning_omni01 (lightning_system01 of materials.dat), @lightning01 (particlies.dat), and you will see that you interests. ![]()
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 10-22-06 at 12:25 PM. |
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