View Full Version : [REL] Smoke on the water
WilhelmTell
08-06-07, 06:54 PM
update from 14.08.2007
Smoke on the water -beta5-
(improved smoke mod)
What it does compared to vanilla SH4:
- higher and darker smoke for burning ships and higher funnel smoke as well
- slower spreading of smoke
- funnel smoke rendering distance increased
- more debris and splinter on explosions
******************************************
Changes in beta5:
- less density and fewer particles for better framerate
- better dissipation of smoke
- color slightly changed
- funnel smoke rendering distance further increased
- more debris and splinter on splinter explosions
******************************************
I was always annoyed about the light-colored smoke in the game. So I recently played around with the particles.dat and did a small mod for my personal use.
On request of WilhelmSchulz for darker smoke a few days ago, I uploaded this mod.
(http://www.subsim.com/radioroom/showthread.php?t=119803)
Now I just finished with improving this mod. It is still a beta because there is always room for making it better.
Recommendation:
To see the funnel smoke even further I recommend to use Krillers visual upgrade 1 mod
See this thread for download link --> http://www.subsim.com/radioroom/showthread.php?t=120036
Some Screenshots:
Old
Beta4
Darker funnel smoke
http://img148.imageshack.us/img148/4963/63447821ju1.th.jpg (http://img148.imageshack.us/my.php?image=63447821ju1.jpg)
Smoke with Post Process enabled (beta4)
http://img124.imageshack.us/img124/8487/1ppfd9.th.jpg (http://img124.imageshack.us/my.php?image=1ppfd9.jpg)http://img524.imageshack.us/img524/2349/2ppmw4.th.jpg (http://img524.imageshack.us/my.php?image=2ppmw4.jpg)
and
with disabled Post Process Filters (beta4)
http://img524.imageshack.us/img524/6941/1nonppmn3.th.jpg (http://img524.imageshack.us/my.php?image=1nonppmn3.jpg)http://img407.imageshack.us/img407/2784/2nonppqz7.th.jpg (http://img407.imageshack.us/my.php?image=2nonppqz7.jpg)
NEW
Beta5
low windspeed
http://img57.imageshack.us/img57/341/shlow1jh9.th.jpg (http://img57.imageshack.us/my.php?image=shlow1jh9.jpg)http://img53.imageshack.us/img53/3379/shlow2hz7.th.jpg (http://img53.imageshack.us/my.php?image=shlow2hz7.jpg)
a closer view
http://img254.imageshack.us/img254/3624/shlowzoomla2.th.jpg (http://img254.imageshack.us/my.php?image=shlowzoomla2.jpg)
stronger wind here
http://img89.imageshack.us/img89/7927/shstrong1wc5.th.jpg (http://img89.imageshack.us/my.php?image=shstrong1wc5.jpg)
a tad more splinter ?
http://img62.imageshack.us/img62/9705/shsplinterzc5.th.jpg (http://img62.imageshack.us/my.php?image=shsplinterzc5.jpg)
Download:
Beta4 --> http://www.speedyshare.com/699357984.html
Beta5--> http://www.speedyshare.com/398766784.html NEW!
Credits:
This mod was done with timetraveler's minitweaker fed with tweakfiles from Anvart and timetraveler ported to SH4 by Captain Cox.
For the funnel smoke rendering distance and splinter I used skwasjer's excellent Silent 3ditor.
Thank you guys !
Thanks to scoochy as well, who had the idea of slowing down the smoke a long time before.
Regards,
Tell
Fearless
08-06-07, 07:13 PM
Now that looks awesome also. I hope it's included in TM1.5 :yep:
ReallyDedPoet
08-06-07, 07:53 PM
Very nice work, screens look great:up:
RDP
Capt. Shark Bait
08-06-07, 07:53 PM
yeah, now we're talkin:cool:
Redwine
08-06-07, 07:55 PM
Great ! :up: and with the low speed smoke too...
Many thanks !
buzzinbill
08-07-07, 02:45 AM
Do one just to effect the funnel smoke , only .....? Or is it all tied in together .... Just wondering . I know, I have to be the odd ball :hmm:
chopped50ford
08-07-07, 03:07 AM
awesome, is this JSME ready?
Thanks. This looks good. :up: :up:
Capt. Shark Bait
08-07-07, 05:41 AM
awesome, is this JSME ready?
yuppers. gotta love that lil proggie:rock:
FooFighters
08-07-07, 05:44 AM
Yeah.. more smoke :up:
WilhelmTell
08-07-07, 08:58 AM
Do one just to effect the funnel smoke , only .....? Or is it all tied in together .... Just wondering . I know, I have to be the odd ball :hmm:
Do you mean original 1.3 particles.dat with darker funnel smoke only ?
That should be no problem then.
Tell
*Hums Deep Purple*
:cool: Very nice work mate.
Weather-guesser
08-07-07, 09:35 AM
Great work! :yep:
buzzinbill
08-07-07, 10:10 AM
Do one just to effect the funnel smoke , only .....? Or is it all tied in together .... Just wondering . I know, I have to be the odd ball :hmm:
Do you mean original 1.3 particles.dat with darker funnel smoke only ?
That should be no problem then.
Tell
Yes.... Now my memory is as short as my....(well you know) ...these days .... But seemed like someone on here (Modder) talked about doing this awhile back, but it never happened (far as i know) Seems to me that would be make it more easy to spot them out at further distance. Borrowing a quote from someone on here "Like the old war movies" where you'd see the smoke from the funnel's before you ever saw the ship them selves ..... Also (I may be wrong in my thinking) but useing "Kosh's 9km Visibility", ... And your mod. One should be able to spot em' out way before they see you .... And thank you for your hard work at making a good game better ...
Looks good, :up: but can you see it over the horizon when your are distant?:hmm:
Sailor Steve
08-07-07, 10:42 AM
Looks great!:sunny:
Gunfighter
08-07-07, 01:18 PM
http://www3.mediafire.com/imgbnc.php/99f26064c8ca9302f3928849b6b23d0c6g.jpg (http://www.mediafire.com/imageview.php?quickkey=9zvqznldleq&thumb=4)
Awesome my friend Awesome
WilhelmTell
08-07-07, 01:24 PM
Yes.... Now my memory is as short as my....(well you know) ...these days .... But seemed like someone on here (Modder) talked about doing this awhile back, but it never happened (far as i know) Seems to me that would be make it more easy to spot them out at further distance. Borrowing a quote from someone on here "Like the old war movies" where you'd see the smoke from the funnel's before you ever saw the ship them selves ..... Also (I may be wrong in my thinking) but useing "Kosh's 9km Visibility", ... And your mod. One should be able to spot em' out way before they see you .... And thank you for your hard work at making a good game better ... Looks good, :up: but can you see it over the horizon when your are distant?:hmm:
No, the distance you can spot the smoke (of funnels and fires) hasn't changed. I haven't found the file yet which is responsible for the rendering distance of smoke.
It seems it can't be found in the particles.dat.
But I'll take a closer look to the files via the new Silent3ditor.
Spotting the ship's funnel smoke first would be soo great.
By the way, I am working on a new version that the smoke doesn't look so 'clinical'.
Regards,
Tell
Bluesub 6
08-07-07, 01:29 PM
Awesome mod:up:
But I feel me like "Umweltschwein"(Greenpeace):D
Thanks Wilhelm Tell !
WilhelmTell
08-07-07, 01:30 PM
http://www3.mediafire.com/imgbnc.php/99f26064c8ca9302f3928849b6b23d0c6g.jpg (http://www.mediafire.com/imageview.php?quickkey=9zvqznldleq&thumb=4)
Awesome my friend Awesome
Oh, this looks really dark. I think you have enabled PP Filters, haven't you ? I just realize I never tested it with PP Filters ticked on.
Should I make the smoke a bit brighter maybe ?
Tell
Awesome my friend Awesome
Oh, this looks really dark. I think you have enabled PP Filters, haven't you ? I just realize I never tested it with PP Filters ticked on.
Should I make the smoke a bit brighter maybe ?
Tell
May be first stage of smoke slightly brighter with red shade ... or ... only experiment ...
Gunfighter
08-07-07, 01:52 PM
Yes I thought is was slightly dark pehaps lighter and could you include a little Grey in to it I not sure what pp filters are ??
Lt. Staumeier
08-07-07, 01:53 PM
A tad perhaps. It looks slightly too dark actually.
Its so black :o got to give this a go. :up:
Capt. Shark Bait
08-07-07, 05:57 PM
i'm wondering, does the smoke follow wind direction/speed? also, and it ain't no big deal cuz this is a wicked mod:rock: , but i noticed that as the smoke rises it doesn't dissipate much at all by getting less dense, just kinda cuts off
WilhelmTell
08-07-07, 07:00 PM
May be first stage of smoke slightly brighter with red shade ... or ... only experiment ... A tad perhaps. It looks slightly too dark actually.
Okay, I am working on it. Next version will be lighter...
Yes I thought is was slightly dark pehaps lighter and could you include a little Grey in to it I not sure what pp filters are ??
PP=Post Process (An option in the graphics menu)
i'm wondering, does the smoke follow wind direction/speed? also, and it ain't no big deal cuz this is a wicked mod:rock: , but i noticed that as the smoke rises it doesn't dissipate much at all by getting less dense, just kinda cuts off Yes, smoke is influenced by wind. Regarding the cut off smoke, I don't know if I can solve it, but I am working on it.
Thanks for your feedback people :up:
Regards,
Tell
Capt. Shark Bait
08-07-07, 08:45 PM
i've found it does kinda dissipate, but a bit too quickly. not a big deal, tho
chopped50ford
08-08-07, 01:10 AM
for what it's worth, the smoke in pretty cool. Tried it and like.
thanks.
http://i26.photobucket.com/albums/c144/chopped50ford/SH4%20Patrol%20Picts/SH4Img7-8-2007_20.42.jpg
Rolf Eschke
08-08-07, 01:29 AM
Yes,it`s real Good !
Thank You,
Regards
Rolf
Gunfighter
08-08-07, 05:47 AM
Yes I thought is was slightly dark pehaps lighter and could you include a little Grey in to it I not sure what pp filters are ??
PP=Post Process (An option in the graphics menu)
Thanks for your feedback people :up:
Regards,
Tell[/quote]
Thanks for headsup on PPfilters unticked PP Filters and there is not a great difference in the Smoke glad you are working on it, It's getting to be a Great Sim
Thanks to all the Mod Guy's out there
I think I got a strange problem here, my smoke goes in the opposite direction now. :-?
http://i66.photobucket.com/albums/h254/RS42/Smoke.jpg
Killer-Carrot
08-08-07, 12:00 PM
You sure the wind was blowing the other way?:-? Looks right on the picture
Sulikate
08-08-07, 12:09 PM
Looks nice :arrgh!:
Smoke on the water, fire in the sky :rock:
There may be a conflict with the slower smoke mod I got, I will un-install that one and see how I go.
WilhelmTell
08-08-07, 12:28 PM
There may be a conflict with the slower smoke mod I got, I will un-install that one and see how I go.
There should be no conflict with slower smoke mod, simply because it would be overwritten. Both mods are only changing the particles.dat.
Concerning your picture I think this is due to very high windspeeds from behind. The wind just is quicker than the ship.
Regards,
Tell
Delusory
08-08-07, 12:46 PM
WilhelmTell, could you upload your particals.dat tweakfile? or maybe there's one to download?
WilhelmTell
08-08-07, 12:51 PM
New version up. Check first post of the thread.
Tell
ReallyDedPoet
08-08-07, 12:52 PM
Thanks:rock::rock:
RDP
WilhelmTell
08-08-07, 12:58 PM
WilhelmTell, could you upload your particals.dat tweakfile? or maybe there's one to download?
Just check Anvart's filefront page here ---> http://hosted.filefront.com/Anvart/1947276
Download SH4_1.2_Smoke_big.7z there.
Regards,
Tell
Delusory
08-08-07, 01:11 PM
WilhelmTell, could you upload your particals.dat tweakfile? or maybe there's one to download?
Just check Anvart's filefront page here ---> http://hosted.filefront.com/Anvart/1947276
Download SH4_1.2_Smoke_big.7z there.
Regards,
Tell
Thanks alot :up:
Everything looks OK now, strange. :-?
Great mod. :rock:
very nice !!!
just one thing
my game runs at about 12fps ... will this make it even worse ?
just one thing
my game runs at about 12fps ... will this make it even worse ?
You need to adjust your detail settings if you have framerates that low.
buzzinbill
08-08-07, 10:44 PM
I just tried it , and the pictures (that was posted) just don't do this mod justice.
Really nice work .... Pretty soon the dev guys at UBI isn't going to recognize this sim.
With each and every mod , it just gets more enjoyable.
Fearless
08-08-07, 11:47 PM
Awesome once more. :up:
Fearless
08-08-07, 11:50 PM
just one thing
my game runs at about 12fps ... will this make it even worse ?
You need to adjust your detail settings if you have framerates that low.
Any particular detail setting that needs adjusting LukeFF? Mine runs at 10fps. With most things turned off and fiddling with the other adjustments, it doesn't appear to make any difference on my system. I more like believe it's now cpu related.
Delusory
08-09-07, 02:16 AM
just one thing
my game runs at about 12fps ... will this make it even worse ?
You need to adjust your detail settings if you have framerates that low.
Any particular detail setting that needs adjusting LukeFF? Mine runs at 10fps. With most things turned off and fiddling with the other adjustments, it doesn't appear to make any difference on my system. I more like believe it's now cpu related.
You have the same CPU as I have, but mine runs at 2ghz (174fsb and multi 11.5), I also have 6800GS and get around 23-30fps with 1280x1024 rez. So you could try to overclock your CPU a bit, but the VGA isn't that powerfull for this game :(
GeoffBelding
08-09-07, 05:24 AM
Hi - Could you tell a rookie how to see my own framerate please?
Cheers
Geoff
Argus00
08-09-07, 05:26 AM
@ GeoffBelding = CTRL+F8 I believe, mate.
GeoffBelding
08-09-07, 05:34 AM
Thanks Argus00 for the quick reply - is there a list 'somewhere' of this and other key combinations?
(It sure isn't in the user manual)
Cheers
Geoff
Thanks Argus00 for the quick reply - is there a list 'somewhere' of this and other key combinations?
(It sure isn't in the user manual)
Cheers
Geoff
Press F1 in game.
Greetz!
GeoffBelding
08-09-07, 12:15 PM
Thanks Argus00 for the quick reply - is there a list 'somewhere' of this and other key combinations?
(It sure isn't in the user manual)
Cheers
Geoff
Press F1 in game.
Greetz!
Oh how embarassing - my cheeks are turning bright red!
I just tried to take a photo of 2 silly DDs - the first went over the top of me and dropped some depth charges, then reversed and the depth charges split him in two and consequently blew him (and not me) up, then a 2nd DD collided with the bow section of the 1st, and rolled it over, which killed the 2nd.
It would have been a great photo!
BTW - the smoke (beta 3) is just superb!
Cheers
Geoff
Bluesub 6
08-09-07, 01:46 PM
Beta 3 is much better:up:
Fearless
08-09-07, 08:23 PM
You have the same CPU as I have, but mine runs at 2ghz (174fsb and multi 11.5), I also have 6800GS and get around 23-30fps with 1280x1024 rez. So you could try to overclock your CPU a bit, but the VGA isn't that powerfull for this game :(
Thanks Delusory. What r your Computer specs? I don't know anything about overclocking as such either. What is 174fsb and multi 11.5?
WilhelmTell
08-10-07, 05:11 AM
New version beta4 up.
Nothing else so far changed, but the funnel smoke rendering distance has increased by 50%.
Regards,
Tell
Delusory
08-10-07, 07:36 AM
You have the same CPU as I have, but mine runs at 2ghz (174fsb and multi 11.5), I also have 6800GS and get around 23-30fps with 1280x1024 rez. So you could try to overclock your CPU a bit, but the VGA isn't that powerfull for this game :(
Thanks Delusory. What r your Computer specs? I don't know anything about overclocking as such either. What is 174fsb and multi 11.5?
well as for CPU runs at 133fsb (front side bus), my runs at 174 and the multi 11.5 is a multiplier when you multiplie the both (174 * 11.5) you get 2001 MHz actual speed of your CPU. You should look for sites and forums that are all about PC modding and overclocking, you'll get a lot more information.
My specs:
CPU AMD Athlon XP-A, 2001 MHz (11.5 x 174) 2600+
MB Biostar M7VIT Grand
VGA DAYTONA GF 6800GS AGP 256MB 256BIT DDR3
RAM 1gb
HDD SAMSUNG 120 GB, 7200 RPM
Ok, back on topic :oops:
WilhelmTell
08-11-07, 06:38 PM
I'll release a next version soon where an issue with the smoke direction is solved. Also there will be an alternative version with a lot more splinter and debris for exploding ships and planes.
Tell
kriller2
08-12-07, 04:05 PM
I'll release a next version soon where an issue with the smoke direction is solved. Also there will be an alternative version with a lot more splinter and debris for exploding ships and planes.
Tell
Im looking forward to that :up: nice work on the smoke!
I'll release a next version soon where an issue with the smoke direction is solved. Also there will be an alternative version with a lot more splinter and debris for exploding ships and planes.
If you would, please look into the spread of the smoke too as it drifts upwards. I like the density and the color of the smoke near its point of origin, but when you look at it from afar it looks as if it's being sucked up in a huge vacuum. Thanks, and keep up the good work!
Misfit138
08-13-07, 01:30 AM
Anyone else running this mod with Ati 1950XT? I'm experiencing a MAJOR fps drop with this
The funnel smoke doesn't seem to effect on my fps that much but it's completely different thing when I look at burning ships. Instead of that usual 40-60fps I get about 12-20fps
Fearless
08-13-07, 01:33 AM
Anyone else running this mod with Ati 1950XT? I'm experiencing a MAJOR fps drop with this
The funnel smoke doesn't seem to effect on my fps that much but it's completely different thing when I look at burning ships. Instead of that usual 40-60fps I get about 12-20fps
I'm having the same prob with my GeForce GFX card.
very nice !!!
just one thing
my game runs at about 12fps ... will this make it even worse ?
Turn off Volumetric Fog in graphic settings. It will double your FPS when viewing anything outside, without really upsetting graphical splendour.
Misfit138
08-13-07, 01:50 AM
Anyone else running this mod with Ati 1950XT? I'm experiencing a MAJOR fps drop with this
The funnel smoke doesn't seem to effect on my fps that much but it's completely different thing when I look at burning ships. Instead of that usual 40-60fps I get about 12-20fps
I'm having the same prob with my GeForce GFX card.
Lol, this Ati crap of mine seems to be equivalent to Nvidia GF 6200!
Capt. Shark Bait
08-13-07, 05:48 AM
Anyone else running this mod with Ati 1950XT? I'm experiencing a MAJOR fps drop with this
The funnel smoke doesn't seem to effect on my fps that much but it's completely different thing when I look at burning ships. Instead of that usual 40-60fps I get about 12-20fps
I'm having the same prob with my GeForce GFX card.
i've been getting up to about a 50 fps drop at times on my 2900XT when up close to a burning ship
WilhelmTell
08-13-07, 09:46 AM
To be honest, it's nearly unplayable for me when there are multiple ships burning.
I always tested with only one or two burning ships.:oops:
I think I have to make the smoke less dense with fewer particles. This means that I have to test several setups again. So I need a day or so before a better version is released.
Thanks for your patience ...
Tell
Yeah, I get a frame rate drop too on SLI'ed 8800GTXs with a Q6600 to about 10-20 FPS when I lit up a Mogami and 3 escorts all in the same area.
Love the extra height the smoke can reach.:up:
This is at 1920x1200 resolution.
Misfit138
08-13-07, 02:24 PM
@WilhelmTell
Which parts of that particles.dat file you've tweaked? There's so much info about everything! :doh:
THe giant smoke cloud does not look right to me. Should it not dissipate and spread out more towards the upper part? More like a funnel? It just seems to hang together very thick all the way up.
Trout
WilhelmTell
08-13-07, 05:25 PM
@WilhelmTell
Which parts of that particles.dat file you've tweaked? There's so much info about everything! :doh: I've tweaked nearly everything in FastParticleGenerator of the node #Smoke_big, #Burning_oil_smoke, #Burning_oil_smoke_small and #Funnel_smoke. Speaking of the Silent3ditor structure.
THe giant smoke cloud does not look right to me. Should it not dissipate and spread out more towards the upper part? More like a funnel? It just seems to hang together very thick all the way up.
Trout I think you are right, but it isn't too easy to find a balance of all the values to make it look really realistic. Changing one value means to change another and another ...
Though I think you will like the next version I release much better.
Regards,
Tell
Misfit138
08-13-07, 05:42 PM
@WilhelmTell
Which parts of that particles.dat file you've tweaked? There's so much info about everything! :doh: I've tweaked nearly everything in FastParticleGenerator of the node #Smoke_big, #Burning_oil_smoke, #Burning_oil_smoke_small and #Funnel_smoke. Speaking of the Silent3ditor structure.
Ok, thanks! I'll see what kind of tweaking I can come up. Haven't done this kind of modding ever before but with Silent 3ditor it's so ridiculously easy :p
WilhelmTell
08-13-07, 06:33 PM
Smoke On The Water -beta5-
ready to download ! :)
(See the first post of the thread for further info and screenshots)
The smoke isn't that gigantic anymore but looks in my opinion more realistic. And you should have much better framerates now. So give it a try ...
The previous version beta4 can still be downloaded though if you like it better.
Regards,
WilhelmTell
Misfit138
08-13-07, 07:36 PM
Did some quick testing with the latest version and it's much better now. No AA or AF and lowest fps I got was 28 and the smoke itself looked much, much better. Nice job! :up:
And did this running with stock clocks of my GPU. All the other test were when I had overclocked it to core@682Mhz, Mem@992Mhz and once again, with Ati X1950XT 256Mb
WilhelmTell
08-14-07, 11:40 AM
Did some quick testing with the latest version and it's much better now. No AA or AF and lowest fps I got was 28 and the smoke itself looked much, much better. Nice job! :up:
And did this running with stock clocks of my GPU. All the other test were when I had overclocked it to core@682Mhz, Mem@992Mhz and once again, with Ati X1950XT 256Mb
Thanks alot !
The consequence is that the smoke isn't as voluminous than before, but I think it's a lot better than the vanilla smoke.
Maybe I continue working on the smoke mod later this weak but for now I play the game with all the other great mods that recently have been released.
Thank you all for your constructive criticism and adulation :D
Regards,
WilhelmTell
Fearless
08-14-07, 10:20 PM
Awesome, Thanks WT :up:
leovampire
08-21-07, 11:55 PM
I know that changing things and checking them is a total pain so the effert you put into this is great and totaly apreciated.
Sorry it took me so long to say anything been busy!
WilhelmTell
08-22-07, 04:31 AM
:sunny: I can imagine roughly the work you have. Must be a fulltime job to get this all to work well what you have done. But the outcome it's worth it, isn't it ?
Now get back to work ....:rotfl:
leovampire
08-22-07, 10:49 PM
Can you apply your work with the smoke to the files I gave you for the lightning for me?! I am asking because I am just so burried right now it isn't funny.
Plus I will admit this! I got pissed off at all the files on my desk top and not finding things I am looking for when I want them that I deleted a lot of stuff and UM UM well UM I accidently deleted your stuff too UM I am sorry UM!
:cry: :oops: :damn:
I feel like Golum right now looking for the ring only problem it isn't the ring I lost it's my mind LOL!!!
I also feel like a school kid going up to hand in the home work asignment to the teacher and telling her the dog ate it!
WilhelmTell
08-23-07, 01:10 PM
:rotfl:
No problem that you've deleted the data, I would send you a copy of that.
As you asked me to apply the smokeOnTheWater data to your (lightning-)particles.dat you sent me, I was into doing that of course.
But I met a problem:
I need to tweak some values via the minitweaker. The tweakfile #Smoke_big.txt offers some editable values that you can't do with the Silent3ditor. (OverlifeScale + Colors...)
Now the problem: Minitweaker shows strange values in all categories with your file. Even when I overwrite them with the accordant values of my mod, no smoke shows up when i testplay it. I noticed that those strange numbers must be due to some kind of incompatibility between minitweaker and Silent3ditor. Silent3ditor can read and edit files that were tweaked via minitweaker. But unfortunately not vice versa.
Since there are about 120 values I need to change just to apply the new smoke values to properties of #Smoke_Big node via minitweaker, I think it would be easier to apply the required values of your (lightning-)particles.dat to the smoke mod, though I don't know how many values are changed for the new lightning. This works of course only, if the values you changed in it can be applied via Silent3ditor.
So these are the options:
You send me the required data for the lightning and I will incorporate it into my particles.dat (+ I apply CC's funnel smoke work) and I'll send it back to you
You do the above on your own
You don't incorporate my mod at all :cry:
leovampire
08-23-07, 03:22 PM
I beleve. Because S3D editor has been repaired so it dosn't do that to the particles file anymore but sometimes still dose it for the materials file.
For example when C.C. made a tweek file for lightning his tweek file ajusted properties in both the particles file and materials file at the same time.
And there is no reason why a value would be in mini tweeker and not able to see it in S3D seeing nothing has to even be created to make values visable in the first place so my conclusion is who ever made the files for the smoke values for mini tweeker made a value use that is wrong just like the scene tweeker file originaly was wrong and adjusted things improperly.
BTW overlife scale and colors are materials handled files.
WilhelmTell
08-23-07, 04:54 PM
I've got the newest S3D version installed but i have no idea where to find a node which is responsible for smoke effects in the materials file. Apart from that my smoke mod only consists of a modified particles.dat.
And with S3D I cannot find the Overlife/scale values for certain parts in the particles.dat
Now I show you the difference between those two programs regarding the particles.dat.
Look here, this is what i get with minitweaker and anvart's #smoke_big.txt:
http://img214.imageshack.us/img214/3039/minitwqy7.th.jpg (http://img214.imageshack.us/my.php?image=minitwqy7.jpg)
Here is what S3D shows:
http://img403.imageshack.us/img403/4865/s3dtweakdb4.th.jpg (http://img403.imageshack.us/my.php?image=s3dtweakdb4.jpg)
I need to change those OverLife LifeTime/Scale values as they change the size (scale) of the smoke particles after a certain lifetime. As you can see I can do it only with minitweaker. As you changed some lightning values in the particles.dat with S3D I think, I can not apply those relevant values of my smoke mod to your particles.dat you sent me.
When I open it with minitweaker and #Smoke_big.txt i get this here:
http://img112.imageshack.us/img112/2176/mintweak2mp2.th.jpg (http://img112.imageshack.us/my.php?image=mintweak2mp2.jpg)
I don't know why there are such strange numbers, but I think this is due the mentioned incompatiblity!??? Even when I overwrite those numbers with the values of my smoke mod, I get no smoke in the game. Just an explosion, but no smoke.
That is why I used the minitweaker first (for colors and overlife/scale) and then went on to some additional tweaking with S3D (for oil smoke, small smoke, splinters and funnel smoke rendering distance), which can read the minitweaked files just fine, though it doesn't offer those overlife/scale thing I need.
So what do you think is the best way to go now ?
Any help is appreciated !!!
leovampire
08-23-07, 05:13 PM
Do you have the particles file seperate from the materials file?
If so can you fins those same figures in the mini tweeker without the materials file being near by.
WilhelmTell
08-23-07, 05:40 PM
Do you have the particles file seperate from the materials file?
If so can you fins those same figures in the mini tweeker without the materials file being near by.
:o
To be honest, I don't get what you mean. I think it's too late for me, need some sleep ...
leovampire
08-23-07, 06:52 PM
on fresh particles and materials files and then I will apply Captain Cox's funnel smoke work and then all of the lightning work on them as well. Maybe that will be the easiest way to do this.
leovampire
08-24-07, 04:47 AM
for doing all of that for me it is truly apreciated. I swear it is backed up in triplicates now!
Capt. Shark Bait
08-31-07, 07:29 AM
finally took it, BETA5, for a spin:rock: . one thing occurred to me as i was surfacing with the external cam. shouldn't there be some hint of diesel exhaust/smoke from the stern/engine compartment? just a thought:-?. oh, and the frame rates a bit better too, real closeup like:cool:
WilhelmTell
09-01-07, 09:46 AM
finally took it, BETA5, for a spin:rock: . one thing occurred to me as i was surfacing with the external cam. shouldn't there be some hint of diesel exhaust/smoke from the stern/engine compartment? just a thought:-?. oh, and the frame rates a bit better too, real closeup like:cool:
If I would be able to mod that I would have done this already.:yep:
But I think one had to change all sub's .dat files for the exhaust smoke effects.
Maybe some day ...
USS_Trigger
01-27-08, 01:55 PM
im having a hard time getting beta5 downloaded, go to the link and it says the files is deleted, anyone else having this problem?
miner1436
01-27-08, 02:13 PM
yes
Will-Rommel
01-27-08, 03:42 PM
File is deleted. :x
(Love this smiley, feel's like a f*t ass)
:x
I believe this became part of ROW
No go, file deleted. :cry:
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