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TheDarkWraith
07-02-07, 02:57 PM
EDIT: I finally learned how to include images in the thread and thus have now included them.
Would you like to have ships with taller funnel smoke like this:

http://static.filefront.com/images/personal/t/TazmanianDevilR/98547/amiibavzly.thumb500.jpg

http://static.filefront.com/images/personal/t/TazmanianDevilR/98547/quccwefzwd.thumb500.jpg

http://static.filefront.com/images/personal/t/TazmanianDevilR/98547/gpppwvclpa.thumb500.jpg

http://static.filefront.com/images/personal/t/TazmanianDevilR/98547/swgwavlsoz.thumb500.jpg

For those of you who want to increase the height of the ship's funnel smoke in SHIII (any version) it can be done by the following: :huh:

- make a backup copy of \data\Library\particles.dat and name it \data\Library\particles(orig).dat

- open TimeTraveller's Mini-Tweaker
- press the 'Load Tweak File' button
- select folder 'particles'
- select tweak file '#funnel_smoke.txt'
- from the drop down menu select 'black_smoke#1'
- ensure 'Report' = 0
- ensure 'Blending' = 0
- ensure 'DepthTest' = 1
- ensure 'Direction' = 0
- ensure 'LocalMovement' = 0
- ensure 'Material' = DE6E9B8F8621FB6C
- change 'MaxParticles' to 700
- change 'Life' to 24
- change 'Rate' to 80
- ensure 'RateVariation' = 0
- change 'Size' to 0.28
- ensure 'SizeVariation' = 0.1
- ensure 'SpeedDirection' = 0
- change 'Velocity' to 3.5
- change 'VelocityVariation' to 0.075
- ensure 'Weight' = 0.5
- ensure 'WeightVariation' = 0.1
- ensure 'Opacity' = 0.2
- ensure 'OpacityVariation' = 0.2
- ensure 'WindCoef' = 1
- ensure 'InertiaCoef' = 0

- from the drop down menu select 'black_smoke#2'
- ensure 'Report' = 0
- ensure 'Blending' = 0
- ensure 'DepthTest' = 1
- ensure 'Direction' = 0
- ensure 'LocalMovement' = 0
- ensure 'Material' = DE6E9B8F8621FB6C
- change 'MaxParticles' to 700
- change 'Life' to 24
- change 'Rate' to 160
- ensure 'RateVariation' = 0
- change 'Size' to 0.4
- ensure 'SizeVariation' = 0.1
- ensure 'SpeedDirection' = 0
- change 'Velocity' to 5
- change 'VelocityVariation' to 0.075
- ensure 'Weight' = 0.5
- ensure 'WeightVariation' = 0.1
- ensure 'Opacity' = 0.4
- ensure 'OpacityVariation' = 0.2
- ensure 'WindCoef' = 1
- ensure 'InertiaCoef' = 0

- from the drop down menu select 'black_smoke#3'
- ensure 'Report' = 0
- ensure 'Blending' = 0
- ensure 'DepthTest' = 1
- ensure 'Direction' = 0
- ensure 'LocalMovement' = 0
- ensure 'Material' = DE6E9B8F8621FB6C
- change 'MaxParticles' to 700
- change 'Life' to 24
- change 'Rate' to 120
- ensure 'RateVariation' = 0
- change 'Size' to 0.6
- ensure 'SizeVariation' = 0.1
- ensure 'SpeedDirection' = 0
- change 'Velocity' to 4
- change 'VelocityVariation' to 0.075
- ensure 'Weight' = 0.5
- ensure 'WeightVariation' = 0.1
- ensure 'Opacity' = 0.05
- ensure 'OpacityVariation' = 0.1
- ensure 'WindCoef' = 1
- ensure 'InertiaCoef' = 0

- close Mini-Tweaker

This will give nice looking, tall smoke from the funnels on the ships. You'll see the smoke before you see the ship! I used urfisch's smoke textures for this since it was his smoke mod that gave me the idea. I'll be trying sobers smoke textures here soon. It may drop frate rates on some low-mid computers but I'm only speculating here since I don't have one to test on (I have ultra-high end system - I get framerates of 120-140 with this). Give me some feedback on this like framerate drop, size and height of smoke (too tall, not thick enough, etc.). I'm not sure which 'smoke_volumx.tga' file the 'Material' tag uses, does anyone know? :hmm:

This can be used in ANY version of SHIII (NYGM, GWX, RuB, vanilla, etc.) :up:

To get rid of the changes simply delete the \data\Library\particles.dat file and rename the \data\Library\particles(orig).dat file to \data\Library\particles.dat

To make it JSGME friendly make a folder called 'TDR's Funnel Smoke Mod' in the mods folder. Make a folder path of \data\Library in the folder 'TDR's Funnel Smoke Mod' and then cut your newly edited particles.dat file and paste to the \MODS\TDR's Funnel Smoke Mod\data\Library folder. Rename the backed up \data\Library\particles(orig).dat file to \data\Library\particles.dat. Enable the Funnel Smoke Mod in JSGME and enjoy! :|\\

I'm also working on a new mod enabler that will make modding files MUCH easier. For those of you like me who have a file that you changed and want to enable a mod that writes over that file you know how annoying and troublesome that can be to find the changes to make in the new file. I should have a solution to this problem here soon....... :|\\

EDIT: further posts down you can find a link to download pics and the modded file if you don't want to make the changes yourself.

JU_88
07-02-07, 05:22 PM
If this works then you are the man, Ive wanted this one for ages.... 5 stars for you then :rock:

dmlavan
07-02-07, 05:52 PM
Thanks - I'll give it a try tonight. After reading "Iron Coffins", where they often found convoys by their smoke, this should help. My watch team typically finds ships when I come to the bridge and point them out!

JScones
07-02-07, 07:46 PM
I'm also working on a new mod enabler that will make modding files MUCH easier. For those of you like me who have a file that you changed and want to enable a mod that writes over that file you know how annoying and troublesome that can be to find the changes to make in the new file. I should have a solution to this problem here soon....... :|\\
I use WinMerge. Makes it very easy to identify differences between two files and merge the parts you want. ;)

However, having said that, if there are any personalised settings that I want to keep *regardless* of modded files installed, then I apply them via SH3Cmdr. Simply add the changes to "Static settings.cfg" (or "Randomised events.cfg" if you want variable settings) and your preferences, be they text or binary, will be applied last before you launch SH3. No need to track enabled or disabled mods at all then as your preferences are guaranteed to *always* be applied (and cleaned up afterwards). So, in essence, SH3Cmdr already does what you want to achieve, plus more as the feature also supports variable settings and settings that change based on career date.

For SH3Cmdr users, following this approach is *much* easier than having another tool that will require some kind of rollback to return SH3 to its "clean" state (can players reasonably expect to be masters at rolling back SH3Cmdr, plus JSGME, plus another tool?). The thought of increased file version integrity problems was my first reaction upon reading your post, a valid concern especially with GWX 1.04 just around the corner (ie the need for a "clean" GWX install). Indeed, was this not a concern of mine then I would have released the Static and Randomised settings components of SH3Cmdr many months ago as a stand-alone tool for any player (of any game as it is totally dynamic - I've used it with SH3, SH4 and CFS3 myself) to use.

Now if your tool is an SH3-specific version of the principles of WinMerge and with a very easy mechanism to "rollback" any changes applied (in addition to working happily side-by-side with both SH3Cmdr AND JSGME without upsetting either or impacting on overall file integrity), then players may be happy...at least until the first time they rollback changes in the wrong order, LOL!

FYI, you may also want to talk to "Potoroo" who is building SH4 Skipper. I believe he is tackling the same issue.

TheDarkWraith
07-02-07, 10:03 PM
I tried sobers smoke textures and by far they make the smoke from the funnels look the most realistic with my changes. BUT it requires a few changes to my original changes to particles.dat. Those are:

- for black_smoke#1
change MaxParticles to 900
change Size to 0.21

- for black_smoke#2
change MaxParticles to 900
change Size to 0.3

- for black_smoke#3
change MaxParticles to 900
change Size to 0.45

This makes sobers smoke textures look amazing coming out of the funnels! The smoke collects, swirls up, and then slowly fades out randomly. A truly visually appealing sight!

I also tried these changes to the particles.dat file on my production computer which is about a mid range system with an ATI X800XL video card and using the Artillery training mission standing on the bridge looking at the ships gave me 80-90fps. On my high end gaming system I got 130-140fps. So the change to the particles.dat file I proposed shouldn't drop frame rates that much, if at all.
I also tried these changes on the Convoy training mission and framerates were still 80-90fps even with the freecam zooming out to see all the ships. :rock:

Once again feedback is greatly appreciated!

Someone please tell me how to include pics with these posts! I want to include some pics to show. :damn:

Kaleu_Mihoo
07-03-07, 01:15 AM
post some screenshots please!

Hadrys
07-04-07, 02:42 AM
For those of you who want to increase the height of the ship's funnel smoke in SHIII (any version) it can be done by the following: :huh:

Could you post a screen and a changed particle file? I need much higher smoke as a huge cargo passes in front of me and I can't see him because of tiny smoke behind the wave.

I'm trying hard to keep away from mini tweaker as already I mod to much instead of hunting... If I download minitweaker I'll be changing everything... eh ;)

ichso
07-04-07, 02:47 AM
Lol. Same with me, Adam. And most mods are just eyecandy too ;).
But before I change anything related to gameplay or physics I will rather wait for GWX 1.04 and see what gets already changed there ;)

Hadrys
07-04-07, 03:06 AM
Lol. Same with me, Adam. And most mods are just eyecandy too ;).
But before I change anything related to gameplay or physics I will rather wait for GWX 1.04 and see what gets already changed there ;)

Hi Tomas, I'm currently trying to adapt longer repair times to work with gwx without killing you, as this want be implemented for sure and that smoke is not an eye candy but a must have :arrgh!:

Maraz
07-04-07, 01:57 PM
Excellent! :up:
This mod really makes a difference, both in gameplay and eye-candy!
Maraz

TheDarkWraith
07-04-07, 03:24 PM
alright I setup an account on FileFront to post pictures and for file downloads. I'm uploading stock GWX 1.03 ship smoke pics and my mod's ship smoke pictures. Can someone get me in touch with sobers or get permission on my part to bundle his smoke textures with my files?

As soon as I have the pics uploaded I will let you know. Stay tuned......

TheDarkWraith
07-04-07, 03:51 PM
pics of TDR's Smoke mod available for viewing! Click on below and then go to Images --> TDR's smoke mod. There are pics of stock GWX 1.03 included to show the difference.

You can also download the modded particles.dat file. You want TDR's funnel smoke.zip. This does not include sobers smoke textures though. Once I get permission to bundle those with my mod I will include them. I have included them on my FF page for download though (sobers_real_smoke_darker_1.rar). Unpack to MODS folder for JSGME use.

I included a particles.dat file download which is the as installed GWX 1.03 particles.dat file in case anyone ever needs it.

I hope you all enjoy this! :|\\

http://hosted.filefront.com/TazmanianDevilR/

Maraz
04-18-08, 03:50 PM
Hi, after using this excellent mod with GWX1.3, I tried to apply it to GWX2.0, but it apparently has no effect. The starting values read by Mini-Tweaker were completely different from those shown here (and apparently senseless).

Maybe the particles.dat has changed from GWX1.3 so that tweak files are no longer valid?

Is there any other mod with taller, better funnel smoke?

Maraz

Laffertytig
04-18-08, 05:42 PM
i havent played the latest gwx update yet but have they incorporated these changes into it?

bein able to see the smoke stacks before the ships is somethin ive always missed in sh3

Maraz
04-19-08, 07:07 AM
i havent played the latest gwx update yet but have they incorporated these changes into it?


Apparently, they did not...

Maraz