View Full Version : [REQ] smaller sub visual battle damage mod
Webster
06-19-07, 08:24 PM
has anyone made the visual battle damage for sub smaller?
seeing a 20 foot hole in the hull and looking in at the interior of my sub is a little overboard. i have been using the smaller sea floor rocks and smaller grass mods but i havent seen anyone with a simular mod for smaller sub visual damage.
ReallyDedPoet
06-19-07, 08:59 PM
Know what you are talking about, started this thread awhile back, not a lot of response. Check out the pics.
http://www.subsim.com/radioroom/showthread.php?t=115687&highlight=Damage+Textures
RDP
Redwine
06-20-07, 12:58 PM
Hole size are "linked" to the shell or weapon damage radius...
The only way to reduce the hole, is to reduce the bullet, shell, bomb, torpedo, DC radius.
To "unlink" the hole size from the shell radius may be not posible... may be it is hardcoded.... :hmm::hmm::hmm:
ReallyDedPoet
06-20-07, 01:00 PM
Hole size are "linked" to the shell or weapon damage radius...
The only way to reduce the hole, is to reduce the bullet, shell, bomb, torpedo, DC radius.
To "unlink" the hole size from the shell radius may be not posible... may be it is hardcoded.... :hmm::hmm::hmm:
Yeah, Captain Cox responded to this in the other link, he is going to give it a look over the next few days.
RDP
Redwine
06-20-07, 01:01 PM
Hole size are "linked" to the shell or weapon damage radius...
The only way to reduce the hole, is to reduce the bullet, shell, bomb, torpedo, DC radius.
To "unlink" the hole size from the shell radius may be not posible... may be it is hardcoded.... :hmm::hmm::hmm:
Yeah, Captain Cox responded to this in the other link, he is going to give it a look over the next few days.
RDP
Is there a solution on the horizon ?
If we reduce all radius to make smaller holes, we will need to rework all shells hitpoints.
ReallyDedPoet
06-20-07, 01:06 PM
Hole size are "linked" to the shell or weapon damage radius...
The only way to reduce the hole, is to reduce the bullet, shell, bomb, torpedo, DC radius.
To "unlink" the hole size from the shell radius may be not posible... may be it is hardcoded.... :hmm::hmm::hmm:
Yeah, Captain Cox responded to this in the other link, he is going to give it a look over the next few days.
RDP
Is there a solution on the horizon ?
If we reduce all radius to make smaller holes, we will need to rework all shells hitpoints.
No solution yet.
This is CCs' post:
I think if the 2 could be separated...SOMEHOW???:roll: Subs using one set of damage textures and the rest using the stock, this would indeed be possible. The question is only how to tie that new damage texture to only subs. I guess...stressing "GUESS" that it could be done with some hexediting etc.
This is the texture I am looking for:
http://www.bignotion.co.uk/%7Ekemble/u534/uboat41.jpg
RDP
A first-pass solution/work around would be to make it so that anythign capable of making a really big hole in a sub should SINK the sub so we don't have to look at it.
Torpedo? Dead sub.
500lb bomb HIT (not near miss), dead sub.
Another alternative is to tweak DC to make the holes unrepairable. If you survived a shelling from a CA with huge holes and stayed afloat, that's it. You have a big hole, and a sealed compartment till you get to PH. You shouldn't be back on patrol any time soon, either, PH was unlikely to do more than patch you up for a trip to Mare Island in that case.
tater
ReallyDedPoet
06-20-07, 01:17 PM
A first-pass solution/work around would be to make it so that anythign capable of making a really big hole in a sub should SINK the sub so we don't have to look at it.
Torpedo? Dead sub.
500lb bomb HIT (not near miss), dead sub.
Another alternative is to tweak DC to make the holes unrepairable. If you survived a shelling from a CA with huge holes and stayed afloat, that's it. You have a big hole, and a sealed compartment till you get to PH. You shouldn't be back on patrol any time soon, either, PH was unlikely to do more than patch you up for a trip to Mare Island in that case.
tater
Those are possible workarounds tater, some good ideas there. Be interesting to see what CC does with the textures, maybe nothing can be done, worth trying
though :yep:
RDP
Redwine
06-20-07, 01:17 PM
Hole size are "linked" to the shell or weapon damage radius...
The only way to reduce the hole, is to reduce the bullet, shell, bomb, torpedo, DC radius.
To "unlink" the hole size from the shell radius may be not posible... may be it is hardcoded.... :hmm::hmm::hmm:
Yeah, Captain Cox responded to this in the other link, he is going to give it a look over the next few days.
RDP
Is there a solution on the horizon ?
If we reduce all radius to make smaller holes, we will need to rework all shells hitpoints.
No solution yet.
This is CCs' post:
I think if the 2 could be separated...SOMEHOW???:roll: Subs using one set of damage textures and the rest using the stock, this would indeed be possible. The question is only how to tie that new damage texture to only subs. I guess...stressing "GUESS" that it could be done with some hexediting etc.
This is the texture I am looking for:
http://www.bignotion.co.uk/%7Ekemble/u534/uboat41.jpg
RDP
I was working on that many time ago... unsuccessfull (successless ?) not interested on sub damage hole, i was interested in to made an adaptation of my torpedo damage textures i made for SH III.
But sub and ship holes seems to be the same, the only diference into the damage holes is the radius of the weapon which cause it.
No way ... i was not able to found the texture mask used into the holes... :hmm::hmm::hmm:
http://img111.imageshack.us/img111/4783/sh3img2062007152949781ol8.th.jpg (http://img111.imageshack.us/my.php?image=sh3img2062007152949781ol8.jpg)http://img526.imageshack.us/img526/1159/sh3img2122006191939625kj9.th.jpg (http://img526.imageshack.us/my.php?image=sh3img2122006191939625kj9.jpg)
there is a texture called damage_sub01.dds and another called dmg_new01.dds
Does only one get used?
ReallyDedPoet
06-20-07, 04:16 PM
there is a texture called damage_sub01.dds and another called dmg_new01.dds
Does only one get used?
Good question. Can you open them up to see how they look?
RDP
Redwine
06-20-07, 04:48 PM
damage_sub01.dds seems to be not used :hmm:, may be ?
I think so another related textures are into Data\Mis folder
Damage_metal_a.dds
DamageNoise.dds
dmg_new01.dds
Expl_mask01_a.dds
Explosion mask seems to be important, it was used by SH III, but in SH IV, it looks so diferent than the mask finally used by the game. :hmm: :hmm:
I was not able to found it.
ReallyDedPoet
06-20-07, 04:56 PM
damage_sub01.dds seems to be not used :hmm:, may be ?
I think so the related textures are into Data\Mis folder
Damage_metal_a.dds
DamageNoise.dds
dmg_new01.dds
Expl_mask01_a.dds
I d\l a .dds converter today, did not bring it home though, figures :doh:
RDP
Webster
06-20-07, 06:42 PM
if the damage radius cant be tweaked then maybe blackout the hole so i cant see the lighted interior as though all lights still be lit in a flooded compartment with 20 foot hole in hull lol. if nothing else a blacked out hole would be a much better looking visual damage.
ReallyDedPoet
06-20-07, 07:14 PM
if the damage radius cant be tweaked then maybe blackout the hole so i cant see the lighted interior as though all lights still be lit in a flooded compartment with 20 foot hole in hull lol. if nothing else a blacked out hole would be a much better looking visual damage.
Another possibility perhaps:up:
RDP
ReallyDedPoet
06-22-07, 07:49 AM
Hole size are "linked" to the shell or weapon damage radius...
The only way to reduce the hole, is to reduce the bullet, shell, bomb, torpedo, DC radius.
To "unlink" the hole size from the shell radius may be not posible... may be it is hardcoded.... :hmm::hmm::hmm:
Yeah, Captain Cox responded to this in the other link, he is going to give it a look over the next few days.
RDP
Is there a solution on the horizon ?
If we reduce all radius to make smaller holes, we will need to rework all shells hitpoints.
No solution yet.
This is CCs' post:
I think if the 2 could be separated...SOMEHOW???:roll: Subs using one set of damage textures and the rest using the stock, this would indeed be possible. The question is only how to tie that new damage texture to only subs. I guess...stressing "GUESS" that it could be done with some hexediting etc.
This is the texture I am looking for:
http://www.bignotion.co.uk/%7Ekemble/u534/uboat41.jpg
RDP
To lazy to upload a pic, just found this on the screenshot thread :yep: This is what needs to be changed, if possible.
http://www1.mediafire.com/imgbnc.php/3ec85477a5902f8ab6f7115d8f56f7f86g.jpg
RDP
Redwine
06-22-07, 09:01 AM
The main problem is, after those kind of damage, the sub is able to dive "normally".
:up:
ReallyDedPoet
06-22-07, 09:04 AM
I am no rivet counter, not that there is anything wrong with that :D, but it just looks silly. Hopefully something can be accomplished here on this one.
RDP
Redwine
06-22-07, 09:26 AM
I am no rivet counter, not that there is anything wrong with that :D, but it just looks silly. Hopefully something can be accomplished here on this one.
RDP
:rotfl: Not to be a rivet counter, but if you look at the two holes at right, you can see the hull opened, you can see the hull ribbs...
The sub must to inmediatelly sink with those hole, the problem is, it is capabale to dive and survive with unrealistcally big holes.
:up::up::up:
PD :
May be reworking the interior textures by some one oxid/custic one like i used on the screen shots in this page above into SH III ?
You will not see the interior structure, then you will see only ruined iron...
http://img526.imageshack.us/img526/1159/sh3img2122006191939625kj9.th.jpg (http://img526.imageshack.us/my.php?image=sh3img2122006191939625kj9.jpg)
The better way is to close the hole, but i am unable to found the mask used by the hole...
ReallyDedPoet
06-22-07, 09:41 AM
I am no rivet counter, not that there is anything wrong with that :D, but it just looks silly. Hopefully something can be accomplished here on this one.
RDP
:rotfl: Not to be a rivet counter, but if you look at the two holes at right, you can see the hull opened, you can see the hull ribbs...
The sub must to inmediatelly sink with those hole, the problem is, it is capabale to dive and survive with unrealistcally big holes.
:up::up::up:
PD :
May be reworking the interior textures by some one oxid/custic one like i used on the screen shots in this page above into SH III ?
You will not see the interior structure, then you will see only ruined iron...
http://img526.imageshack.us/img526/1159/sh3img2122006191939625kj9.th.jpg (http://img526.imageshack.us/my.php?image=sh3img2122006191939625kj9.jpg)
The better way is to close the hole, but i am unable to found the mask used by the hole...
Just noticed that :o Sounds good RW, what you are planning to do:up:
RDP
Mush Martin
06-22-07, 09:48 AM
You know ive been following this for a day guys and it occurs to me
that maybe youve overlooked working the other end of it anyway
inspite of impressions.
the blast effect visual damage radious is a visual effect
not the damage of power based on the Impulse.
Impulse equals force force equals damage radius equals visual effects
(I think)
if you reduce the radius in the torps you wont reduce the damage
as such just the appearance of it on the target model and the
size of the flash the poor example below is of the opposite direction
but its this experience with tweaking that makes me "SUSPECT"
that the above is true.
and by implication depth charges shells etc.
http://i43.photobucket.com/albums/e368/MartinPicfix/SH3Img9-3-2007_16.jpg
ReallyDedPoet
06-22-07, 10:03 AM
You know ive been following this for a day guys and it occurs to me
that maybe youve overlooked working the other end of it anyway
inspite of impressions.
the blast effect visual damage radious is a visual effect
not the damage of power based on the Impulse.
Impulse equals force force equals damage radius equals visual effects
(I think)
if you reduce the radius in the torps you wont reduce the damage
as such just the appearance of it on the target model and the
size of the flash the poor example below is of the opposite direction
but its this experience with tweaking that makes me "SUSPECT"
that the above is true.
and by implication depth charges shells etc.
http://i43.photobucket.com/albums/e368/MartinPicfix/SH3Img9-3-2007_16.jpg
hmmm:hmm: Never thought of it that way. This is what needs to be discussed here. Put some ideas on the table, try some stuff out and see where that takes this
topic :yep:
Thanks for the post M.
RDP
Mush Martin
06-22-07, 10:30 AM
When azn taught me how do do supertorps they didnt have a blast
radius they were Much smaller like the one above but would put a frigate into low earth orbit.
M
Phantom Mark
06-22-07, 10:44 AM
:rock: , low earth orbit :rotfl:
the_belgian
06-22-07, 12:11 PM
testing on dammage-pics ; this i'd like to have for depthcharge damage
http://img146.imageshack.us/img146/2679/nieuw2wf4.jpg (http://imageshack.us)
and something like this for impact
http://img508.imageshack.us/img508/4505/nieuw4kf1.jpg (http://imageshack.us)
:88)
ReallyDedPoet
06-22-07, 12:38 PM
testing on dammage-pics ; this i'd like to have for depthcharge damage
http://img146.imageshack.us/img146/2679/nieuw2wf4.jpg (http://imageshack.us)
:88)
Yeah, a much better look for DC attacks:up:
RDP
the_belgian
06-22-07, 01:08 PM
[quote=Redwine][quote=reallydedpoet][quote=Redwine]
RDP
http://img111.imageshack.us/img111/4783/sh3img2062007152949781ol8.th.jpg (http://img111.imageshack.us/my.php?image=sh3img2062007152949781ol8.jpg)
sorry,couldn't help to see the beast in the machine
http://img508.imageshack.us/img508/535/nieuw1ws9.jpg (http://imageshack.us)
ReallyDedPoet
06-22-07, 01:10 PM
http://imageshack.us/
Its alive :o:o
RDP
the_belgian
06-22-07, 03:43 PM
for those who know how to add a texture you can,perhaps,use parts of this
http://img515.imageshack.us/img515/9273/dammagetest04xn0.th.jpg (http://img515.imageshack.us/my.php?image=dammagetest04xn0.jpg)
or
http://img390.imageshack.us/img390/1589/dammagetest05ay7.th.jpg (http://img390.imageshack.us/my.php?image=dammagetest05ay7.jpg)
Redwine
06-22-07, 04:48 PM
You know ive been following this for a day guys and it occurs to me
that maybe youve overlooked working the other end of it anyway
inspite of impressions.
the blast effect visual damage radious is a visual effect
not the damage of power based on the Impulse.
Impulse equals force force equals damage radius equals visual effects
(I think)
Sorry, not agree... :up:
The radius is a value at wich the damage will have effect.
The Impuslse is a force wich moves the target, and makes no damage, i increased extremelly the impuslse of depth charges and torps in my mods, the efect is only a strong force moving the sub or the ships, but causing no kind of damage.
The damage is caused by a determined hit point value.
Radius and damage has max and min value.
Here there are two theories.
Some people ensure, those values on radius and damage are random, between the max and min values, so you never can know wich vales they will have.
The second theory is the damage will decrease its hitpoints value along the increasing value of the radius.
It is a long discusion from SH III, and up today, i am not sure at all wich of both is correct.
Disregarding this theory conflict, the impuslse is an unofensive and uselles for damage, it is only for visual effect.
You can multiply it by 10 or 20, and nothing happens, only your sub will be shaked a lot of... :up:
if you reduce the radius in the torps you wont reduce the damage
That is correct... if you reduce the radius, you still having same damage.
The diference is if you reduce the radius, the damage is contained into a samll zone and DO NOT spread too much to the adyacent compartements, so, even with the same damage power, it can cause a small damage, almost diferent.
Imagine you have a 15m radius... the impact will damage that compartement and the adyacent too... but imagine you have a smaller radius of 1m, then the impact will add same hitpoints, but the damage will be concentrated into a single compartement, flooding will be only in a single comaprtement, instead 2 or 3 of them.
as such just the appearance of it on the target model and the size of the flash the poor example below is of the opposite direction but its this experience with tweaking that makes me "SUSPECT" that the above is true.
and by implication depth charges shells etc.
Not sure if i understand well due to my bad english....
The apperence of the hole is directly related to the radius of the wepon... if you increase the radius the hole is bigger.
The probelm is not to reduce the radius or not, or to reduce the hole size or not...
We can do it...
The main problem is... the sub is capable to sail, dive, back home with a tremendus holes or even holes in the hull, with a cristal clear look of the inside of the sub rooms... !!!
The secondary problem is... if we touch the allied weapon radius, this will affect the damage model on enemy ships...
We can touch shells, and torps radius... to ensure a small hole in allied subs, but this will change the damage model, may be... it can need a complete rework...
In my Die Slowly mod i reduced all allied torps radius, at first to not spread too much the torp damage, and at second, to have not tremendus holes with the ships sailing as nothing happens.
The Dev Team introduce a great improvement with this new kind of damage textures, but it is not perfect, we always must to pay som price for to have it.
Sure the comunity research will reach to some thing better...
Still working ! :up:
Redwine
06-22-07, 04:52 PM
Just noticed that :o Sounds good RW, what you are planning to do:up:
RDP
Not sure... i expend lot of time with this time ago and was unable to found the mask used by the program to make the transparent hole into the ships hull....
I tweaked many files, and notheing happens, seems to not have effect.
I am dedicated to Die Slowly now, Leovampire have some good ideas and it take much time.
But i still giving atention to this research... :up::up:
ReallyDedPoet
06-22-07, 05:02 PM
Just noticed that :o Sounds good RW, what you are planning to do:up:
RDP
Not sure... i expend lot of time with this time ago and was unable to found the mask used by the program to make the transparent hole into the ships hull....
I tweaked many files, and notheing happens, seems to not have effect.
I am dedicated to Die Slowly now, Leovampire have some good ideas and it take much time.
But i still giving atention to this research... :up::up:
Yeah, thanks for your work on Die Slowly:up: Captain Cox is taking a look at this as are others, hopefully we can pull something out of the hat :yep:
RDP
Webster
06-23-07, 06:32 PM
Know what you are talking about, started this thread awhile back, not a lot of response. Check out the pics.
http://www.subsim.com/radioroom/showthread.php?t=115687&highlight=Damage+Textures
RDP
looks like this has been on the minds of many of us.
i hope we end up with a nice solution that is tweakable to make ev1 happy.
ReallyDedPoet
06-24-07, 04:27 PM
Know what you are talking about, started this thread awhile back, not a lot of response. Check out the pics.
http://www.subsim.com/radioroom/showthread.php?t=115687&highlight=Damage+Textures
RDP
looks like this has been on the minds of many of us.
i hope we end up with a nice solution that is tweakable to make ev1 happy.
Agreed, be nice to replace what is there :yep:
RDP
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