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TheDarkWraith
09-03-07, 07:26 PM
Since it seems that noone is getting the porting of the SH4 effects to SH3 correctly I took it upon myself to start doing this. Here is my first release of the port. It is an ALPHA version for I don't have the time to fully test it in every condition, situation, etc. I have tested it and the results are good thus far. I have currently ported just one of the many particle generators. It appears I did the oil fire one first. Here is a screenie:

http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/xornavwgjc.jpg

It's very time-consuming and tedious work but the results are worth it! It will be a continuous WIP and I'll keep updating as I port more and more.
I need feedback as to what works, doesn't work, etc. Being how I'm porting it there should be no missing materials, no white boxes, nothing but pure SH4 effects! :rock:

Current ALPHA version in use can be found here:

http://www.subsim.com/radioroom/showpost.php?p=643902&postcount=130

Racerboy :|\\

d@rk51d3
09-03-07, 07:49 PM
Very nice.:|\\

Reece
09-03-07, 09:29 PM
Great news RB, I'll download & give it a go.:yep: BTW, do you ever sleep?:roll:

madmike81
09-03-07, 09:45 PM
Man im happy someone with mod skills decided to do this!! I will D/L and test the blue kittins out if it as well.

lutzow
09-03-07, 09:45 PM
Probably he never sleeps.;)
Racerboy - just downloaded and installed in JSGME - now it will be tested.

ReallyDedPoet
09-03-07, 10:35 PM
Nice work :up:

Should be mentioned that Reece and a few others ( can't think of the
names ) did some nice stuff as well with this in the early days of SH4.


RDP

madmike81
09-03-07, 11:31 PM
HHMM...looks nice to me.

http://i94.photobucket.com/albums/l116/michaelchristmas/SH3Img4-9-2007_022.11_982.jpg

I didnt see any problems with it. But i will keep sinking things to make sure.

johnno74
09-03-07, 11:59 PM
HHMM...looks nice to me.

http://i94.photobucket.com/albums/l116/michaelchristmas/SH3Img4-9-2007_022.11_982.jpg

I didnt see any problems with it. But i will keep sinking things to make sure.

Thats a nice pic MadMike. Are you using any other environmental mods, like the SH4 scene.dat or anything?

madmike81
09-04-07, 12:53 AM
No i dont think so...lol....but i will have to look. Just GWX and a bunch of smaller mods like skins and damage.

Thanks for the compliment BTW...i have a huge battle mission i made to test mods...big german fleet vs the brits. Nothing too fancy...but alway nice to watch.

wildchild
09-04-07, 01:03 AM
you need to open the Materials.dat file in sh4 and port some of the tex file to tga that is here i got mine from for my mod :up:

Cezbor
09-04-07, 01:23 AM
I'll dowload your mod to see how it works. Keep on your work:up:

mic1184
09-04-07, 03:18 AM
hey reece,

i was following the thread about the water reflections thoroughly and i think this is the most underrated mod in this community as it really enhances the water graphics in SH3. i really loved your work there.

the happier i was to read you still work on porting stuff from SH4 to SH3 (i own both but went back to SH3+GWX quite soon) as SH3 is the better game and SH4 has the better visuals.

my question is how much this mod here influences your "old" environment mod. in the "feature log" of this mod is "water reflections" so does this include the environment mod, or replaces it, or can both mods be installed at the same time?

just altogether, thanks for your work!

TheDarkWraith
09-04-07, 03:30 AM
I'm doing a one for one port....I find the objects and IDs in the particles.dat file and port them over. I also take all the material references and object references in the particles.dat file and port them from the materials.dat file. VERY time consuming.

Reece
09-04-07, 04:08 AM
VERY time consuming. Yes RB!! that's why I made the remark:
do you ever sleep?:roll: @ mic1184, I had a swelled head before, now I stagger around top heavy finding it difficult to fit through doorways!:lol:
This mod won't effect the SH4 Scene mod just enhances the SH3 experience even further, like you I have both SH3 & 4 but no interest in SH4 whatsoever, so porting effects from there to SH3 is a way of getting some value out of SH4, it certainly cost plenty!:yep: The winners in the end ... The SHIII community!:up:

Shelton
09-04-07, 06:24 AM
thankyou very much racerboy - you are incredible with all those skills!

TheDarkWraith
09-04-07, 06:28 AM
I pulled an all-nighter tonight porting the Splinter_Explosion and Splinter_Explosion_halo from SH4's particles.dat and materials.dat to SH3's. I'm a little :doh: but very excited, no, overly excited with joy! :rock: I tested and here's the results:

http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/cdnmajjfhm.jpg

http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/mdqwfmlhgg.jpg

http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/fyrkvvphsw.jpg

http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/xphlbxlqgx.jpg

http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/xfmfitqyry.jpg

ooooh, that hurt! What an explosion! That was well worth pulling an all-nighter for :rock: :rock:
More porting to come. Here is version 1.01 ALPHA that will give you these explosions and effects:

http://dodownload.filefront.com/8476386//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

Racerboy

madmike81
09-04-07, 06:43 AM
Very nice work....very nice indeed.

Hitman
09-04-07, 07:19 AM
Looks great Racerboy :up: keep it coming but please don't risk your health for this :nope:

mountainmanUK
09-04-07, 07:23 AM
You'll get into some trouble with Berlin...if you keep blowing Neutrals to high heaven, RB!:D

Great work mate.....keep it going!;)

TheDarkWraith
09-04-07, 09:36 AM
You'll get into some trouble with Berlin...if you keep blowing Neutrals to high heaven, RB!:D

Great work mate.....keep it going!;)

that was, uh, a drone...yeah for target practice! It was the closest ship to me for testing purposes...:lol:

I've ported some more stuff:

Shell_fire_explosion
Shell_fire_explosion_ADD

These are the effects for the deck gun shells.

Here is an updated file:

http://dodownload.filefront.com/8477439//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

mic1184
09-04-07, 10:14 AM
wow this really seems to be my lucky day. first i discovered reece's environment mod (adds these wonderful sh4 reflections on the water) and now your SH4 explosion and smoke effects... thanks so much. i really got my sh3 maturely upgraded today thanks to both of you.

im out to play! mic

p.s.: okay maybe im going nuts but do you guys think anyone will ever get SH3 as to that visual quality of SH4 "living breathing ocean" it seems to be scene.dat file tweaking only. the water texture is just a little bit behind of reality i think.... if only sh4 was as good a game as sh3 :-(
http://img405.imageshack.us/img405/8043/krillersvisualupgradedayo2.jpg
from http://www.subsim.com/radioroom/showthread.php?t=121226&highlight=breathing+living

wildchild
09-04-07, 11:50 AM
hi raceboy these pic are from my mod that iv been working on for some time moving sh4 and sh3 file about. the file that lutzow got his hand on. they are from my mod you need the rest of my file to make it work better i was try to get the 3Dwake out of sh4 but i got told it cant be dont iam now trying to getting the Shaders to work in sh3 :hmm:

http://img402.imageshack.us/img402/8780/sh3img49200717343703ij7.png (http://imageshack.us)
dirt in the spray new torp hit

http://img210.imageshack.us/img210/7954/sh3img49200772757406di1.png (http://imageshack.us)
oil slik when you hit and sink a tanker


http://img260.imageshack.us/img260/696/sh3img4920077273793ga9.png (http://imageshack.us)and the lovely smoke that you get in sh4

http://img206.imageshack.us/img206/8268/sh3img292007121646156bk6.png (http://imageshack.us)
Sobers 3D waves and the peaks edited and inhanst
and this top flag mod i got ;) O yeah and its not gwx its running on
and the rest ov the stuf that lutzow showed you in his post :nope:

TheDarkWraith
09-04-07, 02:02 PM
p.s.: okay maybe im going nuts but do you guys think anyone will ever get SH3 as to that visual quality of SH4 "living breathing ocean" it seems to be scene.dat file tweaking only. the water texture is just a little bit behind of reality i think.... if only sh4 was as good a game as sh3 :-(

I'm working hard to make SH3 as good as, if not better than, SH4 in the visuals dept. The file structure is almost exactly the same as SH3's (as well as most of the IDs used!). The devs were a little lazy here but that's good for people like us. The texture of the waves and foam and all should be easy to do. I'm like a kid in a candy store right now. :|\\

Hitman
09-04-07, 02:07 PM
I'm working hard to make SH3 as good as, if not better than, SH4 in the visuals dept. The file structure is almost exactly the same as SH3's (as well as most of the IDs used!). The devs were a little lazy here but that's good for people like us. The texture of the waves and foam and all should be easy to do. I'm like a kid in a candy store right now. :|\\

Yeah I would say that the only things extra programmed in SH4 (And thus not portable to SH3) are transparent water and 3D wakes. Probably 99% of the rest can be copied and ported at least to a big extent.

I recently tried adding Leovampire's values for his Living Ocean Mod in the SH3 scene.dat, but it didn't look the same as in SH4. Not worser, not better, just different :hmm: Probably this is due to my inexperience in tweaking SH3 :88)

TheDarkWraith
09-04-07, 02:08 PM
hi raceboy these pic are from my mod that iv been working on for some time moving sh4 and sh3 file about. the file that lutzow got his hand on. they are from my mod you need the rest of my file to make it work better i was try to get the 3Dwake out of sh4 but i got told it cant be dont iam now trying to getting the Shaders to work in sh3 :hmm:

Don't take it personal but I would like to develop what I have started on my own currently. This is more of the challenge thing for me to see if I can do it. When I have fully ported the entire particles.dat and materials.dat from SH4 then I wouldn't mind collaborating with others to enhance what is there. I don't want to sound rude, stuffy, or anything like that. It's just a personal challenge thing for me here currently. :yep:

TheDarkWraith
09-04-07, 02:12 PM
Yeah I would say that the only things extra programmed in SH4 (And thus not portable to SH3) are transparent water and 3D wakes. Probably 99% of the rest can be copied and ported at least to a big extent.

Have you ever been going to periscope depth, changed to outside camera and looked up at your sub from under the water as it's gaining depth? It's 'transparent water' there but not from top looking down into the water. The key is to find out why from below looking up is ok but not from top looking down. I'm hoping to discover something from looking at the SH4 files.

wildchild
09-04-07, 02:20 PM
no probs raceboy hope it work like it did for me just wish i cud get that dam 3d wake in sh3 http://content.sweetim.com/sim/cpie/emoticons/0002007D.gif (http://www.sweetim.com/s.asp?im=gen&ref=10)

TheDarkWraith
09-04-07, 02:21 PM
no probs raceboy hope it work like it did for me just wish i cud get that dam 3d wake in sh3 http://content.sweetim.com/sim/cpie/emoticons/0002007D.gif (http://www.sweetim.com/s.asp?im=gen&ref=10)

The key most likely resides in the .val file.

wildchild
09-04-07, 02:46 PM
i keep playing with the Library files in sh4 moving them tweeking them put them in sh3 same with cfg mmmmm think i need to get it to no that the shader file out of sh4 is in sh3 once it see that its there i mite be on the right line :roll:

Adriatico
09-04-07, 07:13 PM
Great research, racerboy and wildchild, :know: subsim community is staring at your work...
Pls, keep this thread alive, with some further screens...tomorrow, next week or next month, but keep adding "Pacific beauty" to Atlantic history
:up:

TheDarkWraith
09-04-07, 11:35 PM
Great research, racerboy and wildchild, :know: subsim community is staring at your work...
Pls, keep this thread alive, with some further screens...tomorrow, next week or next month, but keep adding "Pacific beauty" to Atlantic history
:up:

More screenies you want? Sure. I just got done porting the torpedo_great_explosion and testing it:

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img4-9-2007_torpedo_great_explos.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img4-9-2007_torpedo_great_exp-3.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img4-9-2007_torpedo_great_exp-4.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img4-9-2007_torpedo_great_exp-1.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img4-9-2007_torpedo_great_exp-2.jpg

Here's a new file that includes this port:

http://rapidshare.com/files/53493337/RB_SH4_Effects_for_SH3_1_03_ALPHA.7z.html

Has anybody seen any white boxes or anything abnormal?? :hmm: So far I haven't but I haven't been able to play that much ;)

Adriatico
09-05-07, 03:43 AM
Rapidshare: "You have reached the download-limit for free-users!"Any other download link ?

TheDarkWraith
09-05-07, 06:50 AM
Rapidshare: "You have reached the download-limit for free-users!"Any other download link ?

filefront is acting up on me so I don't have another way to host it yet. When filefront calms down and comes back to reality I'll make it available through there.

JCWolf
09-05-07, 11:47 AM
Damn cool water splashes RB.........:rock:

onelifecrisis
09-05-07, 05:58 PM
p.s.: okay maybe im going nuts but do you guys think anyone will ever get SH3 as to that visual quality of SH4 "living breathing ocean" it seems to be scene.dat file tweaking only. the water texture is just a little bit behind of reality i think.... if only sh4 was as good a game as sh3 :-(

I'm working hard to make SH3 as good as, if not better than, SH4 in the visuals dept. The file structure is almost exactly the same as SH3's (as well as most of the IDs used!). The devs were a little lazy here but that's good for people like us. The texture of the waves and foam and all should be easy to do. I'm like a kid in a candy store right now. :|\\

Good point! And it looks great!

Can someone here give me that texture file as I don't (won't) own SH4... please??

BTW, this mod is lookin good Racerboy :) :up:

Mush Martin
09-05-07, 08:09 PM
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img4-9-2007_torpedo_great_exp-2.jpg



What dials mod is that?

TheDarkWraith
09-05-07, 08:17 PM
What dials mod is that?

Was the old 6 dials mod with a little customization by myself. You can download my entire HUD and try it out (JSGME ready). Check my filefront account for Racerboy's_custom_HUD_for_Milkman

Mush Martin
09-05-07, 08:18 PM
Thanks
M

3Jane
09-05-07, 08:53 PM
This is what I saw, it seems to be working with my 1.03 installation.

http://img187.imageshack.us/img187/9677/1mediumcargofw2.png

http://img503.imageshack.us/img503/7498/2vwca4.png

TheDarkWraith
09-05-07, 09:07 PM
This is what I saw, it seems to be working with my 1.03 installation.
Yep, it's working good!!! :rock:

ming
09-06-07, 11:30 AM
Nice! Keep this stuff comin!

onelifecrisis
09-06-07, 12:55 PM
Yeah I would say that the only things extra programmed in SH4 (And thus not portable to SH3) are transparent water and 3D wakes. Probably 99% of the rest can be copied and ported at least to a big extent.

Have you ever been going to periscope depth, changed to outside camera and looked up at your sub from under the water as it's gaining depth? It's 'transparent water' there but not from top looking down into the water. The key is to find out why from below looking up is ok but not from top looking down. I'm hoping to discover something from looking at the SH4 files.

I don't think it's really transparent - I think it's reversed reflections. The same method by which the sky and the sub are reflected when above water, is used (sort of reversed) to create the impression of transparency when below the water - I think. It's just a theory but I thought I'd mention it in case it helps / saves you time :)

Anvart
09-07-07, 06:34 AM
People have different tastes, therefore this subject is very ungrateful job ...
Already much modders did the same jobs ...

TheDarkWraith
09-07-07, 06:53 AM
People have different tastes, therefore this subject is very ungrateful job ...
Already much modders did the same jobs ...


Anvart, please explain what you mean. Are you talking about the reflections or the porting of the SH4 particles.dat and materials.dat? If you're talking about the reflections I agree somewhat as until the golden egg is found on how to make the water transparent it's just another 'reflection mod'. But the porting of SH4's particles.dat and materials.dat is a whole other story.

mkubani
09-07-07, 08:44 AM
Keep up the good work Racerboy. I do hope you will make a nice pack that can be installed on top of the upcoming GWX 1.04... :up:

Hitman
09-07-07, 09:00 AM
I don't think it's really transparent - I think it's reversed reflections. The same method by which the sky and the sub are reflected when above water, is used (sort of reversed) to create the impression of transparency when below the water - I think. It's just a theory but I thought I'd mention it in case it helps / saves you time :)

Could very well be, and was already tested by Flakmonkey (?) in another thread, though in the end it was dropped IIRC:hmm:

Hope you are right, but anyway water transparency is only interesting if you are on an airplane....from the surface you would need to be very close to the silhouette of a submerged submarine :88)

wildchild
09-07-07, 09:59 AM
got my hit spray right now and my peak

http://img527.imageshack.us/img527/568/sh3img49200717434328kn1.png (http://imageshack.us)


http://img130.imageshack.us/img130/3514/sh3img692007202831234wx3.png (http://imageshack.us)

working on platforme.dat in sh4 see what i can get out of that mmmm:doh:

onelifecrisis
09-07-07, 12:56 PM
People have different tastes, therefore this subject is very ungrateful job ...
Already much modders did the same jobs ...


You're right, but the people who's tastes the mod suits won't be ungrateful. I've tried various particle mods and for my two cents this one is shaping up to look really good, so don't be put off RB!

TheDarkWraith
09-07-07, 07:24 PM
OneLifeCrisis PM'd me with a challenge: make the splash that rises from the torpedo explosion on impact with a ship reflect on the water. Seeing that I love challenges I set out to make it happen. Well along the way (I got it to work) I thought to myself you know these torpedo explosions are rather bland. Water rises and falls but where's the damage fragments?? I mean a hole was just put in that ship, you'd think that there would be some debris flying wouldn't ya? So I had to fix that. I've added debris (and flaming debris) to the torpedo impacts and the fragments reflect and make splashes when they hit the water. Here's some screenies of a torpedo impact (and no the ship did not explode - it wasn't a splinter_explosion - this is just from the torpedo impact):

Note the reflections of the flying debris and of the rising water splash:

http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/josbitnvsh.jpg


http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/hbcrmqkpgz.jpg


http://static3.filefront.com/images/personal/t/TazmanianDevilR/109104/lbgfaigemz.jpg

More to come......

onelifecrisis
09-07-07, 07:52 PM
:rock:

That looks great! :D

I can't wait to try this with the SH4 scene.dat...

Reece
09-07-07, 08:49 PM
Wow, that's great RB, you really amaze me with your devotion to modding!:yep: Now about the download .... :D

TheDarkWraith
09-07-07, 08:54 PM
Wow, that's great RB, you really amaze me with your devotion to modding!:yep: Now about the download .... :D

I have to add debris to the deck gun explosions......I hope to have a download available here soon.....

TheDarkWraith
09-07-07, 11:28 PM
Sorry all. Had a finger fooboo while trying to add the debris to the deck gun explosions. Couldn't figure it out so I restored from my backup and thus here's the version that includes now the reflections of the water rising, the debris that flies when the torpedo impacts and explodes on the ship, and the reflections and water splashes from the falling debris:

http://rapidshare.com/files/54150464/RB_SH4_Effects_for_SH3_1_03_ALPHA.7z.html

Oh yeah I threw in a quick oil fire and smoke also right above the impact that fades out as the water is falling. Looks pretty darn cool! :|\\ :rock:

Reece
09-08-07, 12:07 AM
:up:

d@rk51d3
09-08-07, 01:03 AM
Ooooooohhh Yeaaahhhhh!:|\\

Reece
09-08-07, 05:44 AM
Got a bit of a glitch with this last version RB:
http://i66.photobucket.com/albums/h244/Reecehk/Glitch.jpg
This only seems to happen with torpedo hit, the previous version was only yesterday & was ok.:yep:

TheDarkWraith
09-08-07, 06:04 AM
Got a bit of a glitch with this last version RB:
http://i66.photobucket.com/albums/h244/Reecehk/Glitch.jpg
This only seems to happen with torpedo hit, the previous version was only yesterday & was ok.:yep:

Will look into it. Should be easy fix.

mkubani
09-08-07, 11:11 AM
Superb work.

iambecomelife
09-08-07, 11:58 AM
Great job Racerboy - I have a request for you. If you haven't already done it already, could you please slow down the speed of the smoke? The original smoke in SH4 blows so fast it feels like there's a gale, or something. I tried to slow it down myself but I ruined my particles.dat file and had to reinstall. :damn:

Adriatico
09-08-07, 05:58 PM
Well, shape, size and timing of impact splash are great!:yep:
But "fireworks" are sometimes - too dense, too bright... small ships seems to be carrying a bulk load of phospore - when hit (just personal preferences...)
Smoke a bit - too fast...
Real problem is light box with each hit:

http://img442.imageshack.us/img442/5165/sh11oi5.jpg

TheDarkWraith
09-08-07, 06:40 PM
The cause of this light box is a missing material. Sorry you all, it's a minor annoyance and it was added when I added the small oil fire and smoke to the torpedo explosion (an object was created when one wasn't visible anymore and I missed that one in the porting - it's an Alpha release so I expect to have some bugs to fix!). It will be fixed soon. I will also look into your recommendations. Thanks for the feedback and keep those comments and recommendations coming. What other 'effects' do you all think we need or need to be changed/modified? It would be much easier to incorporate these now than later.

onelifecrisis
09-08-07, 07:49 PM
On the subject, sortof... after seeing this picture:
http://img405.imageshack.us/img405/8043/krillersvisualupgradedayo2.jpg

...earlier in this thread, and after reading the comments, I decided to take it upon myself to try this bit (the wave textures) seeing as - like RB says - it's the easy bit :)

I don't have SH4 so I don't know what that foam looks like in motion, but even if I did I doubt I could replicate it exactly in SH3 (someone else might be able to though). Nevertheless, I've managed to get some wave and foam textures into SH3 which are (for my taste) a huge improvement over the stock ones.

RB, I hope you don't mind me putting this stuff here in your thread - just seems the best place cos the discussion started here :)

I captured this video (http://www.youtube.com/watch?v=aGcFhXClDCY) in a hurry (cos I need sleep now lol) which should give people an idea of how the new textures look. Unfortunately it seems that youtube limits the video resoulion :( so the new textures look a bit blocky in the video but in the game they're nice and crisp.

Jhereg
09-08-07, 07:57 PM
They look very good Onelifecrisis, awesome work:rock:

What did youcapture the video with?:hmm:

I especially like the textures apparent movement with the wind, it really almost looks like the real fine mist that skims across the real Ocean.

onelifecrisis
09-08-07, 08:00 PM
They look very good Onelifecrisis, awesome work:rock:

What did youcapture the video with?:hmm:

I especially like the textures apparent movement with the wind, it really almost looks like the real fine mist that skims across the real Ocean.

Thanks! You just made the last 48 hours worthwhile, lol. Neeed sleeep.

I used fraps (purchased version)

You should see it in full rez - I'm really pleased with it :D

Reece
09-08-07, 08:18 PM
Damn that's nice onelifecrisis, would certainly like to get a copy of that, also the video has a nice wind sound, could you point me to where I can get that please?:yep:
Thanks.

Shepelly
09-08-07, 08:23 PM
HOW DO WE GET THIS:o

JCWolf
09-08-07, 08:26 PM
The cause of this light box is a missing material. Sorry you all, it's a minor annoyance and it was added when I added the small oil fire and smoke to the torpedo explosion (an object was created when one wasn't visible anymore and I missed that one in the porting - it's an Alpha release so I expect to have some bugs to fix!). It will be fixed soon. I will also look into your recommendations. Thanks for the feedback and keep those comments and recommendations coming. What other 'effects' do you all think we need or need to be changed/modified? It would be much easier to incorporate these now than later.

Maybe add a reflection for the funnel smoke too? :hmm:

I agree with the other posters that the flaming bits of debris are a touch too bright.

On the subject, sortof... after seeing this picture:


...earlier in this thread, and after reading the comments, I decided to take it upon myself to try this bit (the wave textures) seeing as - like RB says - it's the easy bit :)

I don't have SH4 so I don't know what that foam looks like in motion, but even if I did I doubt I could replicate it exactly in SH3 (someone else might be able to though). Nevertheless, I've managed to get some wave and foam textures into SH3 which are (for my taste) a huge improvement over the stock ones.

RB, I hope you don't mind me putting this stuff here in your thread - just seems the best place cos the discussion started here :)

http://farm2.static.flickr.com/1223/1348784648_e3499d805f_o.jpg

http://farm2.static.flickr.com/1355/1348784588_5d459f7ceb_o.jpg

http://farm2.static.flickr.com/1082/1348784516_31bfd18c57_o.jpg

Of course the real test is how they look in motion, so I captured this video (http://www.youtube.com/watch?v=aGcFhXClDCY) in a hurry (cos I need sleep now lol) which should give people an idea. Unfortunately it seems that youtube limits the video resoulion :( so the new textures look a bit blocky in the video but in the game they're nice and crisp.

I can't host mods but I've already emailed JCWolf to see if he'll host it for me.

But in the meantime, does it look OK or crap to you guys?


Mate just sent you an E-mail and read it carefully...:yep: :up:

Shepelly
09-08-07, 08:27 PM
My 2 cents, Hit a convoy after adding the excellant sh4 to sh3 effects mod and had to show this as I couldn't believe the smoke drift....Awsome...http://s153.photobucket.com/albums/s237/Shepelly/?action=view&current=Torp1.jpg http://s153.photobucket.com/albums/s237/Shepelly/?action=view&current=Torp2.jpg http://s153.photobucket.com/albums/s237/Shepelly/?action=view&current=Torp3.jpg (http://s153.photobucket.com/albums/s237/Shepelly/?action=view&current=Torp3.jpg)
Now if we could just get that effect for the funnels

Slick Rick
09-08-07, 08:52 PM
Wow....that is the best looking water I have seen yet.....AWESOME.....Is this available for download?? Would love to get it if it is....:yep: :yep: :yep:

Jhereg
09-08-07, 09:04 PM
Yeah I have FRAPS also but it will not work with the resolution fix for SH3 as I run it at 2560x1600. Was hoping you used something new....heh!

I see you are in demand now, see what jcwolf wants, time for me to sleep too:dead:

Truly amazing work, get some well earned rest.:|\\

JCWolf
09-08-07, 09:28 PM
This Mod from Onelifecrisis

Its now available for download at my forum site!:rock:


Thanks for this one mate!:up:

onelifecrisis
09-08-07, 09:36 PM
Damn that's nice onelifecrisis, would certainly like to get a copy of that, also the video has a nice wind sound, could you point me to where I can get that please?:yep:
Thanks.

Thanks Reece, glad you like it. Works well with your scene.dat as you can see in the screenies and vid! :up:

I don't have any sound mods installed over GWX so I guess that's the GWX wind sound I'm hearing.

---

New thread posted with link (had to have my own thread! :lol:)

Thanks for the positive feedback peeps. I hope you like the mod.

OLC out :dead:

TheDarkWraith
09-09-07, 02:00 AM
Damn that's nice onelifecrisis, would certainly like to get a copy of that, also the video has a nice wind sound, could you point me to where I can get that please?:yep:
Thanks.

Thanks Reece, glad you like it. Works well with your scene.dat as you can see in the screenies and vid! :up:

I don't have any sound mods installed over GWX so I guess that's the GWX wind sound I'm hearing.

---

New thread posted with link (had to have my own thread! :lol:)

thanks for the positive feedback peeps. I hope you like the mod.

OLC out :dead:

OLC,

May I incorporate this into the SH4 effects for SH3 mod I'm working on? I haven't D/L'd it yet but I'm sold on the screenies. PM me if you would with details please.

TheDarkWraith
09-09-07, 02:02 AM
My 2 cents, Hit a convoy after adding the excellant sh4 to sh3 effects mod and had to show this as I couldn't believe the smoke drift....Awsome...http://s153.photobucket.com/albums/s237/Shepelly/?action=view&current=Torp1.jpg http://s153.photobucket.com/albums/s237/Shepelly/?action=view&current=Torp2.jpg http://s153.photobucket.com/albums/s237/Shepelly/?action=view&current=Torp3.jpg (http://s153.photobucket.com/albums/s237/Shepelly/?action=view&current=Torp3.jpg)
Now if we could just get that effect for the funnels

And I haven't even touched the fires yet.....oh this is going to be good!!!

I'll work on the funnels tomorrow. It's an easy thing to add to them.

Reece
09-09-07, 02:35 AM
Yes it's getting really exciting now!:yep::up:
Is there any way to reduce the flash or flash area without ruining the whole effect RB?
http://i66.photobucket.com/albums/h244/Reecehk/Brightflash.jpg
If not don't worry about it!:D

onelifecrisis
09-09-07, 05:31 PM
OLC,

May I incorporate this into the SH4 effects for SH3 mod I'm working on? I haven't D/L'd it yet but I'm sold on the screenies. PM me if you would with details please.

It'd be my honour ;)

PM sent...

Shepelly
09-09-07, 05:35 PM
Racerboy, that would be awsome:rock: thankyou very much:up:

TheDarkWraith
09-09-07, 08:42 PM
Yes it's getting really exciting now!:yep::up:
Is there any way to reduce the flash or flash area without ruining the whole effect RB?
http://i66.photobucket.com/albums/h244/Reecehk/Brightflash.jpg
If not don't worry about it!:D

Reece,

The cause of this huge cloud of bright blur is missing materials. I have since worked out all the missing materials. It took me the better part of the day to fix that and the really bright flaming debris. Now what you'll see is 4 flaming particles (normal flames and smoke) going in random directions, random bits of little debris (can be anywhere from 0-40 pieces of it) going in random directions and a brief flash of big oil fire and smoke (just after the torpedo impact). If you look under the water at the explosion I gave some eye candy there also. There are no more 'light boxes' or bugs that I have been able to find so far. I have to finish up the funnel smoke and reflections for it and then I'll release another version for you all to test and provide feedback on. :rock:

Reece
09-09-07, 08:49 PM
Awesome RB, you certainly have devotion to your work:yep: (though the pay sucks).
Haven't checked underwater, but certainly will, looking forward to the new version.:D
Cheers.

TheDarkWraith
09-10-07, 12:25 AM
ok, bugs fixed and more new 'features' added. This is going to be an Alpha for a little while as it needs testing and more testing and more testing to ensure I ported what has been ported correctly. I have about 30% of the Particles.dat and Materials.dat ported over from SH4 now.
You all have to check out the deck gun explosions. Fire a couple of rounds at a ship. I think you'll be pleasantly surprised.
Torpedo impact explosions will be even better in next release. I have to port over the xxxxxx_halo's for them next.
Here is Alpha version 1.04. From the readme file:

*** Racerboy's SH4 effects and more for SH3
This mod will bring SH4 effects to SH3. It will also add more realistic items that were missing from SH3 and SH4. It will work on all versions and all supermods installed on your system. It is JSGME ready so simply unzip to MODS folder, enable, and enjoy. It will be a WIP until completion. I will have the entire Particles.dat and Materials.dat ported from SH4 when this is complete.
Please report all bugs, concerns, etc. to me (subsim name Racerboy). Feedback, comments, and suggestions greatly appreciated!

This is version 1.04 ALPHA. This version includes the following files:
- TGAs needed (ports from SH4)
- Materials.dat
- Particles.dat
- OneLifeCrisis's improved wave textures mod's files

Version History:
1.00 Initial ALPHA release
1.01 Ported the following:
Fully ported the Splinter_Explosion and Splinter_Explosion_Halo for the particles.dat and materials.dat
Ensure you do not delete the TGAs that are included (\data\Textures\TNormal\tex). They are needed for this mod to work correctly!
1.02 Added Shell_fire_explosion
Added Shell_fire_explosion_ADD
1.03 Added ref_Torpedo_great_explosion
added torpedo_great_explosion
added torpedo_splash_L
added torpedo_splash_L01
added torpedo_splash_R
added torpedo_splash_R01
1.04 Increased life for torpedo splashes
Added reflections to torpedo splashes
Added flying debris to torpedo impact explosions (4 flaming large debris pieces, 0-40 possible small debris pieces)
Gave flying debris reflections and splashes when hitting the water
Included OneLifeCrisis's new wave textures
Gave brief oil fire and smoke to torpedo impact explosion
Added funnel_smoke but then removed it because I didn't like it. So I have included my funnel smoke mod instead. I did port the TGAs used in SH4 though.
Added flying debris to shell fire explosions (max of 4 particles possible)
Added shell_fire_explosion_halo
Added shell_fire_explosion_halo_ADD
Added small_splinter_explosion
Added splash_water
added deep_water
Fixed bugs noted by forum members

This mod is fully JSGME compliant. Delete previous versions of this mod, unzip, and copy new folder version to mods folder, enable, and enjoy!
The explosions are truly spectacular! More to come.

I would like to give credit to:

- OneLifeCrisis for his improved Wave textures that I have included in this mod

Copyright notice:
This mod (Racerboy's SH4 effects for SH3) and all versions thereof and all corresponding files of said mod are freeware. The files, or parts thereof, may NOT be used in commercial products in any way and may NOT be included, in part or in whole, in commercial products without prior written permission by the author.

I have also implemented a means of detecting unauthorized copying of this mod in the files themselves. If you would like to use this mod in conjunction with other mods or inlcude it in a mod you already have just ask me for permission and give credit where credit is due if permission is granted.

Racerboy

http://rapidshare.com/files/54609175/RB_SH4_Effects_for_SH3_1_04_ALPHA.7z.html

:rock: :|\\

When Filefront decides to calm down and behave I'll move the link over to it.

sh3rules
09-10-07, 03:10 AM
Awesome mod!

:ping:

RB, your mod (like some other great mods) certainly makes the case for SHIV having been released as an expansion pack for SHIII. I cannot imagine how many hours of work you must've put into this.

Woof1701
09-10-07, 05:24 AM
Very nice. Thanks. Can't wait till you've ported everthing :) Keep the updates coming. It's nice to stay on top of your progress! :up:

mkubani
09-10-07, 05:33 AM
Lovely! So much looking forward to the final version. Great idea to put some debris to an torpedo impact.

Kar
09-10-07, 08:04 AM
I found a bug. Hight flying debris vanish before falling into water.

TheDarkWraith
09-10-07, 08:16 AM
I found a bug. Hight flying debris vanish before falling into water.

I confirmed that bug also. Will fix in next release. Thanks for the heads up on it. Any other problems or bugs?

onelifecrisis
09-10-07, 12:29 PM
I found a bug. Hight flying debris vanish before falling into water.

I confirmed that bug also. Will fix in next release. Thanks for the heads up on it. Any other problems or bugs?

Other than that I've spotted no bugs - looking good!

Funnel smoke is a tad excessive for my taste but that's just MHO. However I'd like to reiterate that I think funnel smoke should be reflected! When explosion smoke is reflected in the water and funnel smoke is not, it looks odd...

http://farm2.static.flickr.com/1386/1356282064_8197e8e340_o.jpg

TheDarkWraith
09-10-07, 12:56 PM
Funnel smoke is a tad excessive for my taste but that's just MHO. However I'd like to reiterate that I think funnel smoke should be reflected! When explosion smoke is reflected in the water and funnel smoke is not, it looks odd...

Because of the way the funnel smoke is made it can't be reflected. Even if I could work some magic and make it reflect do you know what the loading would be like on your system? Think of a convoy...the loading on the CPU doing the calculations on all the smoke particles for reflection purposes would make the FPS go WAY down and that's not even taking into account any damage smoke that it's already doing. I agree it would be nice to have but we have to think about game quality and performance also.
When the mod is officialy released you'll be able to tweak the funnel smoke to your tastes along with other areas.

onelifecrisis
09-10-07, 12:58 PM
Oh I didn't know it couldn't be done... I thought it'd just be an easy setting somewhere. :oops: No worries! :up:

Edit: More testing - it's looking really good! :D I almost feel sorry for those guys who were standing next to the depth charges. On second thought... burn you ******s!

http://farm2.static.flickr.com/1138/1356093433_1e90c5b246_o.jpg

urfisch
09-10-07, 05:17 PM
^^ which gui is that? the one you use...with the grey bar on the bottom.

TheDarkWraith
09-10-07, 05:21 PM
^^ which gui is that? the one you use...with the grey bar on the bottom.

Looks like my GUI that I custom made for myself and others.

That explosion looks fantastic above! Oh man, you just motivated me to port the smoke and oil fires right now.

onelifecrisis
09-10-07, 06:16 PM
It's my own gui made up of a mishmash of lots of stolen stuff (yes, including some stuff from yours RB :))

I probably spent more time messing around with menu_1024_768.ini and dials.cfg than any other SH3 files :roll:

3Jane
09-10-07, 06:59 PM
My smoke looks the same as before, I'm not sure this mod is working on my GWX 1.03 installation.
http://img208.imageshack.us/img208/5919/5whaletankercopymc3.png

Is there any combination of mods which might stop this one from working properly, or is there a particular order in which this mod must be activated in relation to other mods. These are the mods I have activated.
http://img517.imageshack.us/img517/277/untitledji9.png

TheDarkWraith
09-10-07, 07:39 PM
My smoke looks the same as before, I'm not sure this mod is working on my GWX 1.03 installation.

The mod is working, you just haven't arrived at one of the ported functions yet. What OLC posted was from a small_splinter_explosion.
Let me give you all an update. I ported the smokes and fires except for the oil ones which I will finish up today. I'll release another version after that. I have fixed the smoke problem that people report when someone tries to port the smoke from SH4. Let me know what you think about this (it includes small & large fires and small & large smokes in the screenie):

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img10-9-2007_FireSmoke_ported.jpg

:rock:

3Jane
09-10-07, 07:44 PM
My smoke looks the same as before, I'm not sure this mod is working on my GWX 1.03 installation.
The mod is working, you just haven't arrived at one of the ported functions yet. What OLC posted was from a small_splinter_explosion.
Let me give you all an update. I ported the smokes and fires except for the oil ones which I will finish up today. I'll release another version after that. I have fixed the smoke problem that people report when someone tries to port the smoke from SH4. Let me know what you think about this (it includes small & large fires and small & large smokes in the screenie):


:rock:

Thanks, I just wasn't sure. It all should look great, nice work.

TheDarkWraith
09-11-07, 12:25 AM
Much progress was made today. I would say I'm about 65% complete on the porting of the particles.dat and materials.dat from SH4. The results are incredible. Here is my deck gun attack on a small tanker:

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img10-9-2007_Oil_Explosion_1.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img10-9-2007_Oil_Explosion_2.jpg

and the nice oil slick left behind as it was sinking:

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img10-9-2007_Oil_Explosion_3_wit.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img10-9-2007_Oil_Explosion_3_-1.jpg

The best eye candy I'm saving for last and will come tomorrow.......

Here is version 1.05 Alpha.

from the readme file:

*** Racerboy's SH4 effects and more for SH3
This mod will bring SH4 effects to SH3. It will also add more realistic items that were missing from SH3 and SH4. It will work on all versions and all supermods installed on your system. It is JSGME ready so simply unzip to MODS folder, enable, and enjoy. It will be a WIP until completion. I will have the entire Particles.dat and Materials.dat ported from SH4 when this is complete.
Please report all bugs, concerns, etc. to me (subsim name Racerboy). Feedback, comments, and suggestions greatly appreciated!

This is version 1.05 ALPHA. This version includes the following files:
- TGAs needed (ports from SH4)
- Materials.dat
- Particles.dat
- OneLifeCrisis's improved wave textures mod's files

Version History:
1.00 Initial ALPHA release
1.01 Ported the following:
Fully ported the Splinter_Explosion and Splinter_Explosion_Halo for the particles.dat and materials.dat
Ensure you do not delete the TGAs that are included (\data\Textures\TNormal\tex). They are needed for this mod to work correctly!
1.02 Added Shell_fire_explosion
Added Shell_fire_explosion_ADD
1.03 Added ref_Torpedo_great_explosion
added torpedo_great_explosion
added torpedo_splash_L
added torpedo_splash_L01
added torpedo_splash_R
added torpedo_splash_R01
1.04 Increased life for torpedo splashes
Added reflections to torpedo splashes
Added flying debris to torpedo impact explosions (4 flaming large debris pieces, 0-40 possible small debris pieces)
Gave flying debris reflections and splashes when hitting the water
Included OneLifeCrisis's new wave textures
Gave brief oil fire and smoke to torpedo impact explosion
Added funnel_smoke but then removed it because I didn't like it. So I ahve included my funnel smoke mod instead. I did port the TGAs used in SH4 though.
Added flying debris to shell fire explosions (max of 4 particles possible)
Added shell_fire_explosion_halo
Added shell_fire_explosion_halo_ADD
Added small_splinter_explosion
Added splash_water
added deep_water
1.05 Unable to fix bug of deck gun debris disappearing after about 4 seconds. Appears that it's hard coded to the shell_fire_explosion event
Added Fire_small
Added Smoke_small
Added Smoke_small_scalable
Added Fire_big
Added Smoke_big
Added Smoke_big_scalable
Fixed wind problem with small and large smokes
Tweaked small and large smokes
Added Oil_trace
Added Burnning_oil
Added Burnning_oil_smoke
Tweaked Burnning_oil_smoke to mitigate wind problem
Added Oil_spot
Removed Burnning_oil_fire as not used in SH4
Added oil_explosion
Added oil_explosion_01
Added oil_floating_spot
Added Burnning_oil_small
Added Burnning_oil_smoke_small
Removed Burnning_oil_fire_small as not used in SH4
Added debris_water_explosion
Added debris_water_explosion_deep

This mod is fully JSGME compliant. Delete previous versions of this mod, unzip, and copy new folder version to mods folder, enable, and enjoy!
The explosions are truly spectacular! More to come.

I would like to give credit to:

- OneLifeCrisis for his improved Wave textures that I have included in this mod

Copyright notice:
This mod (Racerboy's SH4 effects for SH3) and all versions thereof and all corresponding files of said mod are freeware. The files, or parts thereof, may NOT be used in commercial products in any way and may NOT be included, in part or in whole, in commercial products without prior written permission by the author.

I have also implemented a means of detecting unauthorized copying of this mod in the files themselves. If you would like to use this mod in conjunction with other mods or inlcude it in a mod you already have just ask me for permission and give credit where credit is due if permission is granted.

Racerboy

http://dodownload.filefront.com/8526433//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

:rock: :rock: :|\\ :o

mkubani
09-11-07, 02:12 AM
:o :o :o

Reece
09-11-07, 05:35 AM
Thanks RB, will try it out when I get some time!;)

linerkiller
09-11-07, 07:14 AM
this mod is wonderful!:o :o :o :o ..someone knows if it is compatible with War Ace Campaign??

alamwuhk2a
09-11-07, 08:35 AM
It seems like an FPS killer...... anyone has tested it?:hmm:

TheDarkWraith
09-11-07, 08:47 AM
this mod is wonderful!:o :o :o :o ..someone knows if it is compatible with War Ace Campaign??

it's compatible with all versions of SH3. It's just the particles.dat and materials.dat ported from SH4 for SH3.
It's not an FPS killer either. It will cause the FPS to go down slightly but nothing that will cause the game to stutter at all.

Woof1701
09-11-07, 08:59 AM
Can't wait to get home to see the effects. Saved yesterday night while in the Med in good range ahead and 90° off a British attack group with two battleships. :arrgh!:

TheDarkWraith
09-11-07, 09:02 AM
Can't wait to get home to see the effects. Saved yesterday night while in the Med in good range ahead and 90° off a British attack group with two battleships. :arrgh!:

you can install this mid-game. You don't have to wait till you get to port. Send me some screenies if you don't mind of the carnage with this attack group. :yep:

JCWolf
09-11-07, 09:59 AM
Beautifull work mate...:rock: :up: :yep:

brotebjo
09-11-07, 10:03 AM
Keep up the good work!

mkubani
09-11-07, 10:26 AM
Can't wait to see the most impressive effect tomorrow. :rock:

lutzow
09-11-07, 10:49 AM
Effects like from Hollywood...:up:
Is this work in GWX?

TheDarkWraith
09-11-07, 10:52 AM
Effects like from Hollywood...:up:
Is this work in GWX?

ALL versions of SH3!

java`s revenge
09-11-07, 11:44 AM
Wow, awesome!! I will try it immediatly.

Yesterday i played sh3 with the latets wavetexture and your last mod i had already the feeling that i were real sailing.
I got a thunderstorm underway to my target area and i felt me real
lonesome.

urfisch
09-11-07, 12:47 PM
hey rb

got some weird effects with your mod...i know them from my own tryouts with the sh4 particles.dat, but have no explaination.

http://img338.imageshack.us/img338/6595/sh3img119200719317921xz6.jpg

http://img444.imageshack.us/img444/9089/sh3img1192007193237250yy5.jpg


and i asked myself: if there is no wind? even when theres wind, theres no effect on the smoke. i tried to change things with s3d and the mini-tweaker - no success. s3d crashes and mini-tweaker does show weird number-parameters.

i forgot: my fps drop drown absolut incredible, when oil starts burning.

suggestions?

ming
09-11-07, 01:56 PM
Thanks for this! Im running out of reasons to even think about that nightmare in the Pacific!

onelifecrisis
09-11-07, 02:13 PM
Works OK for me RB! :) A couple of things I've spotted so far with big oil smoke:

1) It doesn't seem to take any notice of wind speed / boat speed - it just rises in a straight line.
2) Is very... yellowish... is it supposed to be that colour? (remember I don't have SH4 so I don't know what it's supposed to look like). The colour of small oil smoke is superb!
3) It has quite a big hit on FPS.
4) When multiple big oil smokes appear on a single ship they jostle with one another for who is in the foreground and who is in the backround, sometimes resulting in a sort of flickering effect where they "swap places" every other frame. From what I've seen this is a general particle problem in SH3 but it is much more noticable with the new big oil smokes.

Edit: when I say big oil smoke what I mean is this one!
http://farm2.static.flickr.com/1188/1361778749_745601df5e_o.jpg

lutzow
09-11-07, 02:51 PM
Tell me Racerboy - what movie you saw last time..?
http://img211.imageshack.us/img211/3414/72938462gc4.png
http://img158.imageshack.us/img158/976/18214051dh5.png
Time of Apocalypse ? For me it work perfect!!!:up:

TheDarkWraith
09-11-07, 03:18 PM
hey rb

got some weird effects with your mod...i know them from my own tryouts with the sh4 particles.dat, but have no explaination.

http://img338.imageshack.us/img338/6595/sh3img119200719317921xz6.jpg

http://img444.imageshack.us/img444/9089/sh3img1192007193237250yy5.jpg


and i asked myself: if there is no wind? even when theres wind, theres no effect on the smoke. i tried to change things with s3d and the mini-tweaker - no success. s3d crashes and mini-tweaker does show weird number-parameters.

i forgot: my fps drop drown absolut incredible, when oil starts burning.

suggestions?

What ship was this that is on fire? Is this an oil fire or regular big fire (if you know)? did it start immediately or come to be after some time these white blobs in the screenies? Any information would be great to help me track down where it would be coming from.

mr chris
09-11-07, 03:22 PM
I like where this is going Racerboy:up:

TheDarkWraith
09-11-07, 03:22 PM
Tell me Racerboy - what movie you saw last time..?Time of Apocalypse ? For me it work perfect!!!:up:

Great screenies Lutzow! I take it you haven't seen anything abnormal as of yet? no rising white bodies or anything?

urfisch
09-11-07, 03:44 PM
hey rb

got some weird effects with your mod...i know them from my own tryouts with the sh4 particles.dat, but have no explaination.

http://img338.imageshack.us/img338/6595/sh3img119200719317921xz6.jpg

http://img444.imageshack.us/img444/9089/sh3img1192007193237250yy5.jpg


and i asked myself: if there is no wind? even when theres wind, theres no effect on the smoke. i tried to change things with s3d and the mini-tweaker - no success. s3d crashes and mini-tweaker does show weird number-parameters.

i forgot: my fps drop drown absolut incredible, when oil starts burning.

suggestions?
What ship was this that is on fire? Is this an oil fire or regular big fire (if you know)? did it start immediately or come to be after some time these white blobs in the screenies? Any information would be great to help me track down where it would be coming from.

it was the tanker mission. so its a tanker...the white stripes rise after the oil fire started to burn...after one emitter started the other follow til the whole ship is on fire (oil fire) at this moment the fps decrease immidiately to a laggy frameshow (and i have 2x 7900 gs @ sli-mode 640/860 - 4gb of ram and a dual core2 @ 2x 3,2ghz)

...

somethings wrong i guess

:doh:

lutzow
09-11-07, 03:45 PM
Tell me Racerboy - what movie you saw last time..?Time of Apocalypse ? For me it work perfect!!!:up:

Great screenies Lutzow! I take it you haven't seen anything abnormal as of yet? no rising white bodies or anything?

Nothing abnormal at now. Rising bodies? Oh yes, they was there -
and they are changed into steam:D :rotfl: !
No - everything is working fine. First mod enabled was Onelifecrisis's
new waves and after i'm enabled your effects. My config:
AMD Athlon 1700 [overclocked to 2000]
ATI Radeon 9800Pro
1,5 Gb RAM memory
and i have setted over 4 Gb virtual memory. 4 Gb of 120 Gb hd.[chlip:oops:]
http://img76.imageshack.us/img76/3310/41198968kk7.png
Above screens - Rowi's Passenger Cargo Freighter.
Below - Cargo Steamer:
http://img402.imageshack.us/img402/5499/41797021cq7.png

R48
09-11-07, 04:02 PM
Wow! This is stunning. Excellent work, RB. :up:

TheDarkWraith
09-11-07, 06:53 PM
Works OK for me RB! :) A couple of things I've spotted so far with big oil smoke:

1) It doesn't seem to take any notice of wind speed / boat speed - it just rises in a straight line.
2) Is very... yellowish... is it supposed to be that colour? (remember I don't have SH4 so I don't know what it's supposed to look like). The colour of small oil smoke is superb!
3) It has quite a big hit on FPS.
4) When multiple big oil smokes appear on a single ship they jostle with one another for who is in the foreground and who is in the backround, sometimes resulting in a sort of flickering effect where they "swap places" every other frame. From what I've seen this is a general particle problem in SH3 but it is much more noticable with the new big oil smokes.

Edit: when I say big oil smoke what I mean is this one!

1) I've tried and tried to get the smoke to be affected by wind but no matter what I do I can't get it to work. I loaded up stock SH3 with no mods enabled and gave the smoke a longer life in that and it isn't affected by wind either. I couldn't even make it be affected by wind. Does anyone know of anyone's attempts at porting these SH4 files where the smoke is affected by wind? If so I'd like to look at the files to see what they did.

2) The yellowish color is the reflection of the fire on the smoke! So yes, it's supposed to look like that. Look at the screenies Lutzow posted and you'll see this reflection happening.

3) Big oil smoke will put a strain on your graphics card. You should see (code wise) what is happening. IIRC there are 7-8 particle generators going and they have high rate's attached to them. Are you asking me to tone this down??

4) It is a particle problem with SH3. I will try staggering the FPS of each particle generator and see if that helps.

TheDarkWraith
09-11-07, 06:57 PM
got some weird effects with your mod...i know them from my own tryouts with the sh4 particles.dat, but have no explaination.
it was the tanker mission. so its a tanker...the white stripes rise after the oil fire started to burn...after one emitter started the other follow til the whole ship is on fire (oil fire) at this moment the fps decrease immidiately to a laggy frameshow (and i have 2x 7900 gs @ sli-mode 640/860 - 4gb of ram and a dual core2 @ 2x 3,2ghz)


I've ran test missions for the last 2 hours on blowing up tankers and watching the effects. I was unable to duplicate what you have seen. I'll wait and see if others report anything similar to what you've seen. I also went and double checked my work and all materials are there. Nothing is out of the ordinary. :hmm:

onelifecrisis
09-11-07, 07:19 PM
Damn that's a real shame about the wind effect!! :cry:

It's the kind of thing that I think to myself... there has to be way... other particles are affected by the wind, there must be a way to do this one...

Is there any way to, for example, replace big oil smoke with a copy of the small smoke which is wind affected, and then do things like change the colours and increase the life span etc until you get it looking the way you like?

3) Big oil smoke will put a strain on your graphics card. You should see (code wise) what is happening. IIRC there are 7-8 particle generators going and they have high rate's attached to them. Are you asking me to tone this down??

No I wasn't asking that, I was just reporting my results :)

TheDarkWraith
09-11-07, 07:47 PM
Is there any way to, for example, replace big oil smoke with a copy of the small smoke which is wind affected, and then do things like change the colours and increase the life span etc until you get it looking the way you like?

No I wasn't asking that, I was just reporting my results :)

Small smoke isn't wind affected either. Tried that. Keep on reporting results and feedback. This is all great information!

i_b_spectre
09-11-07, 07:52 PM
...Keep on reporting results and feedback. This is all great information!
Racerboy, you should receive two awards: one for your tireless work on first rate mods and another for your patience and cheerful optimism. Folks like you are what make the SH3 community a standout :up:

onelifecrisis
09-11-07, 08:09 PM
Small smoke isn't wind affected either.

*looks again at small smoke*

You're right! doh

Keep up the good work :rock:

TheDarkWraith
09-11-07, 08:13 PM
...Keep on reporting results and feedback. This is all great information!
Racerboy, you should receive two awards: one for your tireless work on first rate mods and another for your patience and cheerful optimism. Folks like you are what make the SH3 community a standout :up:

thank you! I do this for the challenge. It's the 'see if I can do it' part that drives me. I don't give up easily either.

TheDarkWraith
09-11-07, 09:44 PM
EDIT: deleted.

lutzow
09-11-07, 10:25 PM
http://img181.imageshack.us/img181/7414/60818944qd1.png
For me this yellowish smoke looks very very nice. I'm very curious what
i see after hitting a tanker...I can't start missions to test due they don't
work on my current mod configuration. This evening i will continue my
silent hunting...
Anyway - great job. SUBSIM forum should have a ranking with medals -
prizes for best modders.
Racerboy - from me you have brillants to your knight cross.:up: :up: :up:

linerkiller
09-12-07, 12:54 AM
Is there any way to, for example, replace big oil smoke with a copy of the small smoke which is wind affected, and then do things like change the colours and increase the life span etc until you get it looking the way you like?

No I wasn't asking that, I was just reporting my results :)

Small smoke isn't wind affected either. Tried that. Keep on reporting results and feedback. This is all great information!
Currently i am using WAC version 2.15...and in this version the smoke is correctly wind-oriented...if I owerwrite wit JSME this mod I will lost this feature?

onelifecrisis
09-12-07, 01:09 AM
^ he's right! Shot from WAC below. Come on RB, I know you can do it :up:

http://img266.imageshack.us/img266/7232/newsmokeeffect4nb2.jpg

TheDarkWraith
09-12-07, 01:23 AM
I have an idea for the wind problem. I will work on it over the next couple of days.

The splinter explosions, oil explosions, oil smoke, and effects for the oil fires just got better. It will probably bog your system some but not for much time. The effects are worth it. My high end system dropped to 43 FPS on one of the oil ones.

that being said here is Alpha version 1.06. From the readme file:

*** Racerboy's SH4 effects and more for SH3

This mod will bring SH4 effects to SH3. It will also add more realistic items that were missing from SH3 and SH4. It will work on all versions and all supermods installed on your system. It is JSGME ready so simply unzip to MODS folder, enable, and enjoy. It will be a WIP until completion. I will have the entire Particles.dat and Materials.dat ported from SH4 when this is complete.
Please report all bugs, concerns, etc. to me (subsim name Racerboy). Feedback, comments, and suggestions greatly appreciated!

This is version 1.06 ALPHA. This version includes the following files:
- TGAs needed (ports from SH4)
- Materials.dat
- Particles.dat
- OneLifeCrisis's improved wave textures mod's files

Version History:
1.00 Initial ALPHA release

1.01 Ported the following:
Fully ported the Splinter_Explosion and Splinter_Explosion_Halo for the particles.dat and materials.dat
Ensure you do not delete the TGAs that are included (\data\Textures\TNormal\tex). They are needed for this mod to work correctly!

1.02 Added Shell_fire_explosion
Added Shell_fire_explosion_ADD

1.03 Added ref_Torpedo_great_explosion
added torpedo_great_explosion
added torpedo_splash_L
added torpedo_splash_L01
added torpedo_splash_R
added torpedo_splash_R01

1.04 Increased life for torpedo splashes
Added reflections to torpedo splashes
Added flying debris to torpedo impact explosions (4 flaming large debris pieces, 0-40 possible small debris pieces)
Gave flying debris reflections and splashes when hitting the water
Included OneLifeCrisis's new wave textures
Gave brief oil fire and smoke to torpedo impact explosion
Added funnel_smoke but then removed it because I didn't like it. So I ahve included my funnel smoke mod instead. I did port the TGAs used in SH4 though.
Added flying debris to shell fire explosions (max of 4 particles possible)
Added shell_fire_explosion_halo
Added shell_fire_explosion_halo_ADD
Added small_splinter_explosion
Added splash_water
added deep_water

1.05 Unable to fix bug of deck gun debris disappearing after about 4 seconds. Appears that it's hard coded to the shell_fire_explosion event
Added Fire_small
Added Smoke_small
Added Smoke_small_scalable
Added Fire_big
Added Smoke_big
Added Smoke_big_scalable
Fixed wind problem with small and large smokes
Tweaked small and large smokes
Added Oil_trace
Added Burnning_oil
Added Burnning_oil_smoke
Tweaked Burnning_oil_smoke to mitigate wind problem
Added Oil_spot
Removed Burnning_oil_fire as not used in SH4
Added oil_explosion
Added oil_explosion_01
Added oil_floating_spot
Added Burnning_oil_small
Added Burnning_oil_smoke_small
Removed Burnning_oil_fire_small as not used in SH4
Added debris_water_explosion
Added debris_water_explosion_deep

1.06 Added Propeller_wake
Added Shell_water_explosion
Added Shell_water_explosion_deep
Added Small_splinter_explosion_no_halo
Added Depthcharge_explosion
Added Splinter_explosion
Added Splinter_explosion_halo
Added Small_splinter_explosion_halo
Added Oil_explosion_trail
Added Oil_explosion_halo

This mod is fully JSGME compliant. Delete previous versions of this mod, unzip, and copy new folder version to mods folder, enable, and enjoy!
The explosions are truly spectacular! More to come.

I would like to give credit to:

- OneLifeCrisis for his improved Wave textures that I have included in this mod

Copyright notice:
This mod (Racerboy's SH4 effects for SH3) and all versions thereof and all corresponding files of said mod are freeware. The files, or parts thereof, may NOT be used in commercial products in any way and may NOT be included, in part or in whole, in commercial products without prior written permission by the author.

I have also implemented a means of detecting unauthorized copying of this mod in the files themselves. If you would like to use this mod in conjunction with other mods or inlcude it in a mod you already have just ask me for permission and give credit where credit is due if permission is granted.

Racerboy

http://dodownload.filefront.com/8535106//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

:rock: :|\\

denis_469
09-12-07, 02:29 AM
I think, that not worryed. So any new update need in new memory. Sich excellent mode also need in big memory. My comp have 2x3 ggz CPU, 512/256 mem and 5 Gig virtual memory. And I need up to 1 minuts when ship explosion and sunk near to see result. So all mods made game best and need in more powerful machine's.

urfisch
09-12-07, 03:10 AM
i think the wind is done by the wind-coef (icence) its a parameter you can change via the minitweaker in the generators. thats the way i changed the smoke in sh3. but as one cannot use the existing tools with the new particles.dat any more, i have no idea how to get this values changed. the frame decrease is caused due to too many particles. i know this problem from my modding with the sh3 smoke. the burning oil fire generator produces to many particles and the emitter rate is too high, thats why the fire looks nearly white.

another interesting thing: when i imported the sh4 particles.dat and just copied it over the existing one in sh3 i had wind. (look at my other thread) there you see wonderful wind driven smoke, without materials. thats why i quitted to mod this. even as i used the sh4 fx ajm files from d.kruger, i had smoke with wind effect, but no materials. now with your mod there are materials, but no wind.

:hmm:

Woof1701
09-12-07, 05:09 AM
Can't wait to get home to see the effects. Saved yesterday night while in the Med in good range ahead and 90° off a British attack group with two battleships. :arrgh!:

you can install this mid-game. You don't have to wait till you get to port. Send me some screenies if you don't mind of the carnage with this attack group. :yep:

Sorry. Something seems to be wrong with my SH3. Would've loved to make some pics. Encountered the most strange bug when I started up the save game. My uboat started sinking rapidly to 503 meters (and survived) but I couldn't surface or move and in the external view the boat wasn't there and all surface ships in the area suddenly were sunk too. :o
I then started a new mission from port and everything went well. Encountered the Task Force again and sank a King George but it sank with stern first. No fires :( So I tried to at least find something else to shoot up and suddenly when I encountered another freighter my boat plunged to 503 meters again, the freighter sank without any outer influence and I had to save and exit :-( Will Rollback SH3Commander and reinstall everything from scratch. Both careers are in port at the moment.

All I changed recently was the new German freighters by AOTD Mad Max and your mod. Don't think they're the culprits. Any ideas?

Hitman
09-12-07, 06:49 AM
Racerboy,

your work looks great and makes SH3 really shine out :sunny: however if I can add some constructive critizism to a minor part of it, I would say after having seen lots of pictures from WW2 ships at sea that the smoke from the funnels is a bit dark and tall for the average. Not bad for coal merchants, obviously exaggerated for diesel ships (A minority in WW2) so on average IMHO it would look better if toned a bit down :up:

JCWolf
09-12-07, 08:02 AM
Totaly agree with Hitman,
I love the smoke density and
texture, but its way to High,
Insted if you just at certain hight
make it like decipating more transparent it would
give a better Look and would certanly be more real!


Its a great work anyway, and better
then the actual one in any SHIII Mod,
toghether with Reece Mod it just turns the
visual impact of the game into a new level!:up:

danurve
09-12-07, 08:18 AM
I must admit to some of the fire & smoke effects being very eye-catching. :up:

The smoke looks a little narrow as it gets higher. Definatly watching progress, wondering if the current 256 AGP has enough nads.

ming
09-12-07, 09:55 AM
Im just glad this is being done! I also read in another post that you were going to work on the wakes soon...Thanks so much!

brotebjo
09-12-07, 11:57 AM
Nice job, been following the posts since alpha 1.0 and always excited to check back every day to see if there is any new information and a new download! Keep up the good work!

lutzow
09-12-07, 01:29 PM
Racerboy effects version 1.06 - Admiralty V&W Class Destroyer
http://img295.imageshack.us/img295/2239/76765341fd8.png
http://img406.imageshack.us/img406/6387/22460259da6.png
http://img130.imageshack.us/img130/3479/88401882gt9.png
http://img406.imageshack.us/img406/4519/75757748fe0.png
http://img209.imageshack.us/img209/7175/58002664cx5.png

mrbeast
09-12-07, 03:01 PM
I must admit to some of the fire & smoke effects being very eye-catching. :up:

The smoke looks a little narrow as it gets higher. Definatly watching progress, wondering if the current 256 AGP has enough nads.

Perhaps the 'Slow Smoke' mod from SH4 could be included? This slows the smoke down and causes it to spread out more than the stock smoke. You get a great column of realistic looking smoke.

IMO there is nothing wrong with the height of the smoke the higher the better. If you look at images of sinking, burning ships, the smoke builds into huge and very spectacular columns towering over the sea. So the bigger the better I think. :rock:

onelifecrisis
09-12-07, 03:55 PM
I must admit to some of the fire & smoke effects being very eye-catching. :up:

The smoke looks a little narrow as it gets higher. Definatly watching progress, wondering if the current 256 AGP has enough nads.

Perhaps the 'Slow Smoke' mod from SH4 could be included? This slows the smoke down and causes it to spread out more than the stock smoke. You get a great column of realistic looking smoke.

IMO there is nothing wrong with the height of the smoke the higher the better. If you look at images of sinking, burning ships, the smoke builds into huge and very spectacular columns towering over the sea. So the bigger the better I think. :rock:

Yes but Hitman (and I, earlier in the thread) was discussing funnel smoke, not fire smoke. IRL funnel smoke varied greatly by ship type and fuel type. From what I've read here, military ships produced hardly any visible smoke at all except when they were diliberately producing smoke screens.

In the WW2 photo's I've looked at, I've seen entire convoys of both merchant and military ships out at sea without one bit of visible funnel smoke anywhere.

mrbeast
09-12-07, 04:11 PM
I must admit to some of the fire & smoke effects being very eye-catching. :up:

The smoke looks a little narrow as it gets higher. Definatly watching progress, wondering if the current 256 AGP has enough nads.

Perhaps the 'Slow Smoke' mod from SH4 could be included? This slows the smoke down and causes it to spread out more than the stock smoke. You get a great column of realistic looking smoke.

IMO there is nothing wrong with the height of the smoke the higher the better. If you look at images of sinking, burning ships, the smoke builds into huge and very spectacular columns towering over the sea. So the bigger the better I think. :rock:



Yes but Hitman (and I, earlier in the thread) was discussing funnel smoke, not fire smoke. IRL funnel smoke varied greatly by ship type and fuel type. From what I've read here, military ships produced hardly any visible smoke at all except when they were diliberately producing smoke screens.

In the WW2 photo's I've looked at, I've seen entire convoys of both merchant and military ships out at sea without one bit of visible funnel smoke anywhere.

Sorry, my mistake! :oops:

You're right about the smoke by the way, oil fired ships don't give off much smoke at all :up:.

madmike81
09-12-07, 07:39 PM
Yeppers....the more smoke you made the easier it was for the enemy to find you.

lutzow
09-12-07, 10:49 PM
Bulker [by Rowi]
http://img245.imageshack.us/img245/3866/bulker2ss2.png
Crew asked about his impressions answered that they are little bored...
http://img245.imageshack.us/img245/6041/bulker3kg6.png

Myxale
09-13-07, 06:34 AM
Holy mommy! This will rock my Boot!

3Jane
09-13-07, 07:09 AM
Sea textures seem to be working.

http://img146.imageshack.us/img146/7669/seatexturesst8.png

ming
09-13-07, 09:58 AM
Are there supposed to be crew members on the decks like in IV or something? The above pic seems to show it...

danurve
09-13-07, 10:37 AM
Well I installed this mid patrol JSGME and took a few screens on a single T3 (empty) attack;

http://mysh3.info/danurve/four2three/20_45.jpg

http://mysh3.info/danurve/four2three/20_46.jpg

Got a convoy to sneak up on hoping to observe some effects from that attack!
Perhaps the seas will be choppy by then.
Installed under War Ace 2.15 using an AGP card, significantly less drop in frames then I expected. :up:
Well friggin done so far; Racerboy, you da Man :|\\

TheDarkWraith
09-13-07, 02:44 PM
Well I installed this mid patrol JSGME and took a few screens on a single T3 (empty) attack;
Installed under War Ace 2.15 using an AGP card, significantly less drop in frames then I expected. :up:
Well friggin done so far; Racerboy, you da Man :|\\

Thanks for the compliment. I'm glad you're enjoying it. Have you noticed any white boxes or anything abnormal denoting problems and/or bugs? I hope the answer is no. :yep:

TheDarkWraith
09-13-07, 03:33 PM
Racerboy,

your work looks great and makes SH3 really shine out :sunny: however if I can add some constructive critizism to a minor part of it, I would say after having seen lots of pictures from WW2 ships at sea that the smoke from the funnels is a bit dark and tall for the average. Not bad for coal merchants, obviously exaggerated for diesel ships (A minority in WW2) so on average IMHO it would look better if toned a bit down :up:

Hitman,

Thank you for the constructive criticism. it's always welcomed :up: Now to focus on the funnel smoke is my next version of this mod along with some others to be ported. I really don't have a clue what the funnel smoke should look like as I wasn't even born, much less thought about at the time, when this was going on. I can reinstate the SH4 port I did of it and see what you all think. I didn't think it looked realistic or 'good' but I'm not one to know. Then you all can give me feedback from this SH4 funnel smoke port. Sound like a plan?

danurve
09-13-07, 04:36 PM
I have gone through this thread and going by what others have posted I'll say no for now, nothing out of the ordinary (yet). ;)

If I might suggest; I think I have the current beta, but it's hard to tell. When you post a new release could you maybe anchor a link in the very first post?
Thanks for the work again!

iambecomelife
09-13-07, 06:09 PM
Bulker [by Rowi]

Crew asked about his impressions answered that they are little bored...



hmm...I wonder if my ship is supposed to be breaking in two and shooting fireballs.

JCWolf
09-13-07, 06:23 PM
Bulker [by Rowi]

Crew asked about his impressions answered that they are little bored...



hmm...I wonder if my ship is supposed to be breaking in two and shooting fireballs.


:o ................:rotfl: :rotfl: :rotfl: :rotfl:

rik007
09-14-07, 12:21 AM
Racerboy,

your work looks great and makes SH3 really shine out :sunny: however if I can add some constructive critizism to a minor part of it, I would say after having seen lots of pictures from WW2 ships at sea that the smoke from the funnels is a bit dark and tall for the average. Not bad for coal merchants, obviously exaggerated for diesel ships (A minority in WW2) so on average IMHO it would look better if toned a bit down :up:

Hitman,

Thank you for the constructive criticism. it's always welcomed :up: Now to focus on the funnel smoke is my next version of this mod along with some others to be ported. I really don't have a clue what the funnel smoke should look like as I wasn't even born, much less thought about at the time, when this was going on. I can reinstate the SH4 port I did of it and see what you all think. I didn't think it looked realistic or 'good' but I'm not one to know. Then you all can give me feedback from this SH4 funnel smoke port. Sound like a plan?

Just check YouTube for samples such "artic convoy", PQ 17 to see realistic smoke.

nautilus42
09-14-07, 06:22 AM
HI RACERBOY!!!!!!
:up: :up: :up: :up: :up: I like this exellent MOD

danurve
09-14-07, 08:19 AM
Observed an interesting explosion playing the game last night while spider attacking a huge convoy.
The first hit was on a celt tanker - just as the torpedo hit there looked to be a smaller fireball of sorts. Color was the same as the explosion-fire effects in this mod. And I could swear, it had a sound effect along with it. Everything else seemed to work. Happened fast, didn't get a screen.
Racerboy is this what you were talking about?

Reece
09-14-07, 09:32 AM
I took a break from work & tried this (also just upgraded from 1 to 2 gb memory), very impressive RB .... you are gonna find it hard to improve it now!:yep::up:

dmlavan
09-14-07, 10:10 AM
RB (and OLC for the sea textures) - awesome mod !:sunny: :sunny:

TheDarkWraith
09-14-07, 12:18 PM
Observed an interesting explosion playing the game last night while spider attacking a huge convoy.
The first hit was on a celt tanker - just as the torpedo hit there looked to be a smaller fireball of sorts. Color was the same as the explosion-fire effects in this mod. And I could swear, it had a sound effect along with it. Everything else seemed to work. Happened fast, didn't get a screen.
Racerboy is this what you were talking about?

What you probably saw was the small Oil fire and smoke that I added on torpedo impact. It lasts for only a very short time (1-1.5 seconds). What did you think about it? Look good or bad? I was trying to simulate the initial explosion by the torpedo. What depth did you have this torpedo at when it hit the ship? There is an effect choice added that below a certain depth it will do the depth charge explosion in place of the small oil fire and smoke on initial impact. You might have seen this depth charge explosion effect. Did you see debris flying through the air on torpedo impact? If not then the depth charge explosion effect was used by the game.

iambecomelife
09-14-07, 12:22 PM
Racerboy,

your work looks great and makes SH3 really shine out :sunny: however if I can add some constructive critizism to a minor part of it, I would say after having seen lots of pictures from WW2 ships at sea that the smoke from the funnels is a bit dark and tall for the average. Not bad for coal merchants, obviously exaggerated for diesel ships (A minority in WW2) so on average IMHO it would look better if toned a bit down :up:

Hitman,

Thank you for the constructive criticism. it's always welcomed :up: Now to focus on the funnel smoke is my next version of this mod along with some others to be ported. I really don't have a clue what the funnel smoke should look like as I wasn't even born, much less thought about at the time, when this was going on. I can reinstate the SH4 port I did of it and see what you all think. I didn't think it looked realistic or 'good' but I'm not one to know. Then you all can give me feedback from this SH4 funnel smoke port. Sound like a plan?

Just check YouTube for samples such "artic convoy", PQ 17 to see realistic smoke.

I second that; I would like a little less smoke. As it stands now it is about right for old coal-burning ships but it doesn't seem right on modern vessels. Less smoke would be a decent average value, I think.

iambecomelife
09-14-07, 12:35 PM
Well, I tested this on a freighter loaded with ammunition and I was blown away (pun intended). I have a request - Racerboy, can we please have a lot of secondary explosions after you hit a ship? One of the things I liked about Silent Hunter 2 was that you would randomly hear several explosions minutes or even hours after you torpedoed a ship. These explosion effects simply put the original graphics to shame, so I'd like to see a nice big fireball pop up from time to time as a ship goes down - maybe it could represent different tank sections or ammo lockers detonating in sequence. I understand it's a lot of work, and if you could spend time on this (or point me in the right direction) I'd be grateful.
http://i33.photobucket.com/albums/d54/iambecomelife/Boom2.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/Boom3.jpg

3Jane
09-14-07, 01:16 PM
Well, I have seen the sea textures and flaming debris so far. I have been stuck in either stormy seas or rain/fog for the last week (game time) and have only found two small freighters. So I have yet to see the rest of the effects :-?

TheDarkWraith
09-14-07, 04:27 PM
Well, I tested this on a freighter loaded with ammunition and I was blown away (pun intended). I have a request - Racerboy, can we please have a lot of secondary explosions after you hit a ship? One of the things I liked about Silent Hunter 2 was that you would randomly hear several explosions minutes or even hours after you torpedoed a ship. These explosion effects simply put the original graphics to shame, so I'd like to see a nice big fireball pop up from time to time as a ship goes down - maybe it could represent different tank sections or ammo lockers detonating in sequence. I understand it's a lot of work, and if you could spend time on this (or point me in the right direction) I'd be grateful.

A most brilliant idea! Plus it gives me an excuse to play with an effects controller I haven't used yet. I will see what I can do.

d@rk51d3
09-14-07, 05:15 PM
Well, I have seen the sea textures and flaming debris so far. I have been stuck in either stormy seas or rain/fog for the last week (game time) and have only found two small freighters. So I have yet to see the rest of the effects :-?


:rotfl:
I've had the opposite problem. Dead flat sea and sunny skies for 2 whole patrols, and big unescorted convoys shadowed and damaged by wolfpacks.

It does wonders for your renown score.:D

i_b_spectre
09-14-07, 07:02 PM
I've been following this thread since it began and I'm a little confused about latest version and download link. The first post says "Version 1.00 ALPHA", but the download link takes you to the filefront.com's homepage rather than to the file. Post #130 in this thread indicates the latest version is 1.06, but the download link is the same as for Version 1.00 ALPHA shown in the first post of the thread.

Reece
09-14-07, 08:36 PM
Hi RB, just wondering if & when you are going to experiment with the zones file?:D

TheDarkWraith
09-14-07, 08:37 PM
Hi RB, just wondering if & when you are going to experiment with the zones file?:D

What would you like for me to try and do with it?

Reece
09-14-07, 11:21 PM
Since a lot of the damage model is there including hollywood mod I asumed you would have tweaked this for your effects mod, twas just a thought though!:yep:

skookum
09-15-07, 01:15 AM
Racerboy

I've been following the progress of this mod and I have a couple of questions:

1. It isn't entirely clear to me if this mod upgrades the water reflections of the boats themselves in the water (as opposed to just the explosions and smoke) or if boat reflections are enabled by a separate mod (someone mentioned Reece's environment mod. Are they compatable? And where can I find it?).

2. When do you sleep?:smug:

Thanks for the phenomenal eye candy!!!

TheDarkWraith
09-15-07, 02:12 AM
Well I just figured out how to use a controller that I found in one of the .act files in the \Ubisoft\SilentHunterIII folder. This controller lets me add time delays to events. I have since added time delayed events to the fire_small event. They are:

these time delays start accruing time as soon as the fire_small is visible (and these apply to EACH fire_small that pops up :rock: )

- a time delay of 15 seconds that when expired causes a Small_crewmans_splinter_explosion01 event (bodies and debris in the air - morbid yes but great eye-candy!!). Thinking here is first responders to the fire and explosion happens right after fire starts
- a time delay of 45 seconds that when expired causes a Splinter_crewmans_explosion01 (more bodies and debris in the air). My thinking on this was that the crew is trying to fight the fire and while doing so a seconday explosion happens.
- a time delay of 120 seconds that when expired causes a Splinter_crewmans_explosion01 event and then 1 second after that a Small_splinter_explosion event. Thinking here is fire has been raging for 2 minutes and combustibles got hot and exploded for a terciary explosion while crew was fighting fire.

I had to add new sounds to the Small_crewmans_splinter_explosion01 (tied bomb_explosion to it) and Splinter_crewmans_explosion01 (tied splinter_explosion) to it as no sounds existed for them.
This mod is shaping up rather nicely now!! :rock: :rock:

Will work on others tomorrow and specifically new time delayed events to torpedo explosion.

TheDarkWraith
09-15-07, 02:15 AM
Racerboy

I've been following the progress of this mod and I have a couple of questions:

1. It isn't entirely clear to me if this mod upgrades the water reflections of the boats themselves in the water (as opposed to just the explosions and smoke) or if boat reflections are enabled by a separate mod (someone mentioned Reece's environment mod. Are they compatable? And where can I find it?).

2. When do you sleep?:smug:

Thanks for the phenomenal eye candy!!!

1) Ship and sub reflections are handled in their respective .dat files (normally)
2) I get 8-12 hours sleep everyday!

Glad you're enjoying this new eye candy. I know I sure am. It's only going to get better.......

Adriatico
09-15-07, 02:50 AM
Well, I tested this on a freighter loaded with ammunition and I was blown away (pun intended). I have a request - Racerboy, can we please have a lot of secondary explosions after you hit a ship? One of the things I liked about Silent Hunter 2 was that you would randomly hear several explosions minutes or even hours after you torpedoed a ship. These explosion effects simply put the original graphics to shame, so I'd like to see a nice big fireball pop up from time to time as a ship goes down - maybe it could represent different tank sections or ammo lockers detonating in sequence. I understand it's a lot of work, and if you could spend time on this (or point me in the right direction) I'd be grateful.

A most brilliant idea! Plus it gives me an excuse to play with an effects controller I haven't used yet. I will see what I can do.

Hey boys, don't get too trigger happy!
There should be clear distinction between simulator and eye candy...at least in GWX.
Secondary explosions need:
- reasonable distribution
- reasonable intensity

Pls, keep in mind:
- Most of the "war effort" ship-loads did not have any explosive cargo
- Even within warships, most of the "ammo" was professionally stored in special chambers
- Some of war ammo and explosives need special ignition to explode, not just rising temperature next door or below deck
- Heavy flooding and temeperature&fire - are opposing effects...

These are realy nice visuals, but within real convoy warfare secondary explosions where quite a rare case...

JCWolf
09-15-07, 06:57 AM
Well, I tested this on a freighter loaded with ammunition and I was blown away (pun intended). I have a request - Racerboy, can we please have a lot of secondary explosions after you hit a ship? One of the things I liked about Silent Hunter 2 was that you would randomly hear several explosions minutes or even hours after you torpedoed a ship. These explosion effects simply put the original graphics to shame, so I'd like to see a nice big fireball pop up from time to time as a ship goes down - maybe it could represent different tank sections or ammo lockers detonating in sequence. I understand it's a lot of work, and if you could spend time on this (or point me in the right direction) I'd be grateful.

A most brilliant idea! Plus it gives me an excuse to play with an effects controller I haven't used yet. I will see what I can do.

Hey boys, don't get too trigger happy!
There should be clear distinction between simulator and eye candy...at least in GWX.
Secondary explosions need:
- reasonable distribution
- reasonable intensity

Pls, keep in mind:
- Most of the "war effort" ship-loads did not have any explosive cargo
- Even within warships, most of the "ammo" was professionally stored in special chambers
- Some of war ammo and explosives need special ignition to explode, not just rising temperature next door or below deck
- Heavy flooding and temeperature&fire - are opposing effects...

These are realy nice visuals, but within real convoy warfare secondary explosions where quite a rare case...

There it is guys...

Someone finaly had this small detail cleared,
and explained...:yep: :up:

Secondary explos. yes but please not everytime and with every ship!
Anyway like Reece said a post above, RB I think it's gona be dificult
to improve your last version!

Also a small note, is there any chance to adapte the small Particules
tweacked file that Urfishe released and make it work toghether with
your Mod, I think is wind effect on the smoke is very cool, if it's not
possible for the forced wind isue you have mentioned please
forget this ...

This is a great improvement on the so called eye candy, for me is just
getting the SHII perfect and more real....

Beautifull work RB and we should thank you with our hartes , brilliant
job Mate!

We need guys like you brother!:up:

TheDarkWraith
09-15-07, 12:10 PM
As there is no random controller (that I'm aware of) for adding any kind of randomness and time delayed events I add will always come to be, let me ask you all then what should we have for time delayed events? Given these events, what would you like to see added to them:

- torpedo_great_explosion (torpedo impact explosion)
- Fire_small (the small fires and smoke)
- Fire_big (the big fires and smoke)
- Shell_fire_explosion (deck gun shell impact)
- Oil_explosion (oil explosion, fire and smoke)
- Oil_spot (the oil slick left behind by a sinking ship)

Use S3D editor to view particles.dat file for all the events available if there's one you would like to see something added to that I didn't mention above.

TheDarkWraith
09-15-07, 12:16 PM
Also a small note, is there any chance to adapte the small Particules
tweacked file that Urfishe released and make it work toghether with
your Mod, I think is wind effect on the smoke is very cool, if it's not
possible for the forced wind isue you have mentioned please
forget this ...

Adding 'fake' wind is easy to do. The problem lies with it not being realistic by any means. You could have a ship on a heading of 90 with a wind direction from 00 @ 12 knots (blowing south) and if I forced fake wind that always blew to the port side of the ship then you'd still have smoke blowing to the port side even though we have winds from 00 @ 12 knots. How realistic would that be? Currently the 'straight up' is the best compromise for realism. I have not abandoned trying to make it wind affected.

JCWolf
09-15-07, 12:41 PM
All you have mentioned of the FX above , and if possible
cause do know if it is, some waves movement around the sinking ships!


As for the wind I was calling on your expertise to get that done,
cause I understood a previouse post from you about the fake wind
and unrealistic aproach of it!


I trust your hands!:up:

skookum
09-15-07, 01:10 PM
1) Ship and sub reflections are handled in their respective .dat files (normally)

Sorry, I don't have much experience with the SH3/4 file structure (I am a consumate JSGMEer). I also apologize if this is slightly off topic, but you seem like a knowlegable bunch and I figured it would be an easy answer. I guess what I'm asking is this:

What mod do I need to get those killer player U-boat reflections (what's the most popular mod?) and is it compatable with the SH4 effects porting that Raceyboy is developing here?

3Jane
09-15-07, 02:49 PM
Well, after four more days of storms, I see a C&D which I thought would make a nice bang. It did and I think I have seen some of the new effects. Unfortunately all my good sinkings were before I installed the mod. Think I will have to wait until the next tour as I only have three torpedos left. Ah well, ah well.

C&D
http://img159.imageshack.us/img159/4903/11cdkg7.png

TheDarkWraith
09-15-07, 04:10 PM
What mod do I need to get those killer player U-boat reflections (what's the most popular mod?) and is it compatable with the SH4 effects porting that Raceyboy is developing here?

What you're probably looking for is Reece's SHIV scene for SH3:

http://www.subsim.com/radioroom/showthread.php?t=117628

This will enhance the reflections and all. It is fully compatible with what I am developing here.

wildchild
09-15-07, 04:32 PM
not the place to ask this but @RB are you doing any more flag mod for the IX are the duck :up:

TheDarkWraith
09-15-07, 04:35 PM
not the place to ask this but @RB are you doing any more flag mod for the IX are the duck :up:

Yes sir! I'm juggling like 10 projects at one time so although it seems I have abandoned them that is not the case!! I've got a lot to do this weekend.

wildchild
09-15-07, 04:40 PM
yeah man top stuf did you get your wind sorted out think i mite of sorted mine out just doing so test :hmm:

iambecomelife
09-15-07, 06:02 PM
As there is no random controller (that I'm aware of) for adding any kind of randomness and time delayed events I add will always come to be, let me ask you all then what should we have for time delayed events? Given these events, what would you like to see added to them:

- torpedo_great_explosion (torpedo impact explosion)
- Fire_small (the small fires and smoke)
- Fire_big (the big fires and smoke)
- Shell_fire_explosion (deck gun shell impact)
- Oil_explosion (oil explosion, fire and smoke)
- Oil_spot (the oil slick left behind by a sinking ship)

Use S3D editor to view particles.dat file for all the events available if there's one you would like to see something added to that I didn't mention above.

I've got a couple of suggestions although they're not necessarily related to time delays:

-Making fire/smoke clouds last longer for shellfire. Often in paintings & movies of battleships you can see a cloud of smoke from an earlier salvo hanging in the air as the ship fires its guns. Apparently the smoke took a long time to dissipate.

-Can the colors of the smoke, especially for fire_small, be inverted? I noticed that in most real fires there is black, thick smoke close to the fire source, with lighter smoke billowing higher up in the column. Currently, the opposite is the case (light near the flames, dark further away).

-Can you modify the color and opacity of the oil slicks? I would prefer brown or solid black/grey instead of the default, purplish color. I think if you could increase the opacity of the slicks then we wouldn't always get that huge performance hit whenever there is a slick visible ingame.

-One good feature would be distress flares that launch when there is a torpedo impact. When I was using one of the first versions of the Sh4 effects for Sh3 (created by someone else) I noticed that above each oil explosion there was a patch of bubbles slowly rising, due to a glitch in the particles file. Although it was really annoying I noticed that with a little editing it could have been made to look like a rocket burst, and would not look out of place. Having red flares bursting over torpedoed ships would DEFINITELY hit the spot. I have not seen this feature since "Aces of the Deep". :smug: I don't know if these could be made from scratch or if you would need to use the star shell animation but I hope it is possible.

Thanks, and feel free to let me know if anything is impossible.

JCWolf
09-15-07, 07:38 PM
Reporting a wierd isue...

This can be a single random effect, but
I add installed Reece SHIV to SHIII 16 KM for gwx and difrent GWX sea,
after instal your mod latest version I add this wierd thing on the screen...

http://img523.imageshack.us/img523/2045/sh3img169200721558828se2.png

http://img523.imageshack.us/img523/1254/sh3img16920072173131gf0.png

aparently everythings apears to be ok but, its not,
cause its a stormy day lightenings are flashing from time to time, and the
sky is just clean as a sumer day!

No clouds of what so ever...:doh: :yep:

I can advance a run another day just to check if this
goes on...
and will report back the results soon...

But I think that your mod add a oposite visual effect apon the weather conditions...:-? :hmm:

TheDarkWraith
09-15-07, 08:03 PM
Reporting a wierd isue...

This can be a single random effect, but
I add installed Reece SHIV to SHIII 16 KM for gwx and difrent GWX sea,
after instal your mod latest version I add this wierd thing on the screen...aparently everythings apears to be ok but, its not,
cause its a stormy day lightenings are flashing from time to time, and the
sky is just clean as a sumer day!

No clouds of what so ever...:doh: :yep:

I can advance a run another day just to check if this
goes on...
and will report back the results soon...

But I think that your mod add a oposite visual effect apon the weather conditions...:-? :hmm:

JC,

Try this with only my SH4 effects for SH3 mod enabled and nothing else. I don't think my mod is the cause because I don't change anything with the environment. The lightning hasn't been ported yet either so it's stock SH3 1.4b lightning. Let me know what you find.

onelifecrisis
09-15-07, 11:08 PM
I add installed Reece SHIV to SHIII 16 KM for gwx and difrent GWX sea

IIRC Reece stopped working on the 16km version of his mod because there were bugs with it which were not possible to fix.

dmlavan
09-16-07, 12:58 AM
RB,
Apologize if this was already covered and I missed it. This is an awesome mod - I really appreciated it tonight when I got to watch a Sunderland blow up in a huge fireball.
When I try to activate this AND your exhaust smoke mod (w/ ADM) for the VIIC I get a warning that some of the smoke.tga's have already been modified: smoke_vol.tga and smoke02_vol.tga. Is it safe to copy over those smoke.tga files? Thanks.

TheDarkWraith
09-16-07, 01:07 AM
RB,
Apologize if this was already covered and I missed it. This is an awesome mod - I really appreciated it tonight when I got to watch a Sunderland blow up in a huge fireball.
When I try to activate this AND your exhaust smoke mod (w/ ADM) for the VIIC I get a warning that some of the smoke.tga's have already been modified: smoke_vol.tga and smoke02_vol.tga. Is it safe to copy over those smoke.tga files? Thanks.

You're getting this warning from JSGME not from my exhaust smoke mod but rather from something else in your mods that has altered the smoke_vol.tga and smoke02_vol.tga. The exhaust smoke mod has it's own TGAs that are packed into the .val file (currently - new version just released) and if you want to override them then you have to use a particular filename that is governed in the readme file. The SH4 effects and more for SH3 mod does overwrite the two files mentioned and HAS to be enabled to overwrite them or the mod will not function correctly.

JCWolf
09-16-07, 06:54 AM
I add installed Reece SHIV to SHIII 16 KM for gwx and difrent GWX sea

IIRC Reece stopped working on the 16km version of his mod because there were bugs with it which were not possible to fix.

Can be,
but I have a version from him, that I'm using for allready
a month and it works like a clock mate !

Beside, before instaling this I add the normal cloudy stormy day
with his 16 km mod....

I am trying today the RB Sujestion...
and will give the results soon to day...:up:

3Jane
09-16-07, 07:16 AM
Next up, an empire freighter. A newly added mod and the first time seen by me. Ah, this should make a nice spectacular flaming bang I thought. Now I can see what this mod can really do on my installation. Two megnetic-set torpedos, and the damn thing went straight down with barely a fire. Well a little one anyway. Maybe next time, I still have one torpedo left.
Ah well, ah well...................................


http://img513.imageshack.us/img513/4451/12empirefreightersq6.png

JCWolf
09-16-07, 07:56 AM
Made the changes over my Mod installs with the JSGME,

Uninstalled both Reece's Mods and left only your's RB ,
and this was the result !


http://img179.imageshack.us/img179/1408/sh3img169200714408312kh4.png

http://img179.imageshack.us/img179/7978/sh3img1692007144016109zr2.png


Now it looks like a stormy day at sea!:up: :rock:


Conclusions

For reazons that you and Reece have to know
Both your mods can not be installed at the same time !:hmm: :yep:

jaxa
09-16-07, 10:15 AM
Racerboy, very good work :up:
I'm waiting for final release and I'm sure it will be "must have" for all players.
Looks awesome.

dmlavan
09-16-07, 11:49 AM
RB,
Apologize if this was already covered and I missed it. This is an awesome mod - I really appreciated it tonight when I got to watch a Sunderland blow up in a huge fireball.
When I try to activate this AND your exhaust smoke mod (w/ ADM) for the VIIC I get a warning that some of the smoke.tga's have already been modified: smoke_vol.tga and smoke02_vol.tga. Is it safe to copy over those smoke.tga files? Thanks.

You're getting this warning from JSGME not from my exhaust smoke mod but rather from something else in your mods that has altered the smoke_vol.tga and smoke02_vol.tga. The exhaust smoke mod has it's own TGAs that are packed into the .val file (currently - new version just released) and if you want to override them then you have to use a particular filename that is governed in the readme file. The SH4 effects and more for SH3 mod does overwrite the two files mentioned and HAS to be enabled to overwrite them or the mod will not function correctly.

RB - thanks for the quick reply! Will give it a shot.

3Jane
09-16-07, 12:15 PM
http://img129.imageshack.us/img129/9721/13mediummerchantxr7.png

Well, the last shot in the box. A medium merchant. It went down nicely, but as expected did nothing spectacular. Those things rarely do. So, it's back to Willhelmshaven and a break before the next tour and a chance to see the enhanced fireworks. Ah well, ah well.............:roll:

coronas
09-16-07, 12:16 PM
Some snapshots (water mod: Nautilus 42+Improved Waves Textures)
http://img118.imageshack.us/img118/3306/efectos19do3.jpg (http://imageshack.us)
http://img118.imageshack.us/img118/2281/efectos10vo0.jpg (http://imageshack.us)
http://img118.imageshack.us/img118/9158/efectos14ni6.jpg (http://imageshack.us)



Is it possible white smoke and little explosions from steam?

TheDarkWraith
09-16-07, 01:26 PM
Well, the last shot in the box. A medium merchant. It went down nicely, but as expected did nothing spectacular. Those things rarely do. So, it's back to Willhelmshaven and a break before the next tour and a chance to see the enhanced fireworks. Ah well, ah well.............:roll:

3Jane,

It doesn't appear that you have the mod installed correctly. From looking at the screenie the funnel smoke from the ship is incorrect which would denote the mod not installed correctly. Check and ensure that you have the folder beginning with 'Racerboy_' in the mods folder and not the folder beginning with 'RB_'.

TheDarkWraith
09-16-07, 01:29 PM
Some snapshots (water mod: Nautilus 42+Improved Waves Textures)
Is it possible white smoke and little explosions from steam?

I don't understand what you're asking about the white smoke and little explosions from steam. Can you try to explain this more?

3Jane
09-16-07, 02:09 PM
Well, the last shot in the box. A medium merchant. It went down nicely, but as expected did nothing spectacular. Those things rarely do. So, it's back to Willhelmshaven and a break before the next tour and a chance to see the enhanced fireworks. Ah well, ah well.............:roll:
3Jane,

It doesn't appear that you have the mod installed correctly. From looking at the screenie the funnel smoke from the ship is incorrect which would denote the mod not installed correctly. Check and ensure that you have the folder beginning with 'Racerboy_' in the mods folder and not the folder beginning with 'RB_'.


The mod folder I have in JSGME is named: RB_SH4_Effects_for_SH3_1_06_ALPHA, It seems I have the wrong one.
The only two download links I can find are for versions of the file name 'RB_' Which is the right link for the 'Racerboy_' mod file. Thank you very much for your help, I just thought it was because I wasn't hitting the right kind of ships.

TheDarkWraith
09-16-07, 02:42 PM
The mod folder I have in JSGME is named: RB_SH4_Effects_for_SH3_1_06_ALPHA, It seems I have the wrong one.
The only two download links I can find are for versions of the file name 'RB_' Which is the right link for the 'Racerboy_' mod file. Thank you very much for your help, I just thought it was because I wasn't hitting the right kind of ships.

I'll update my readme files to say to extract the folder beginning with 'Racerboy_' to the mods folder in order to help mitigate this problem from happening to others.

mic1184
09-16-07, 03:07 PM
Conclusions

For reazons that you and Reece have to know
Both your mods can not be installed at the same time !:hmm: :yep:

hmm sorry to contradict you jcwolf, but i have both RB's SH4 effects and Reece's SH4 scene file installed and it works like a charm for me, wonderful fire/smoke effects and perfect reflections...

TheDarkWraith
09-16-07, 03:13 PM
Conclusions

For reazons that you and Reece have to know
Both your mods can not be installed at the same time !:hmm: :yep:

hmm sorry to contradict you jcwolf, but i have both RB's SH4 effects and Reece's SH4 scene file installed and it works like a charm for me, wonderful fire/smoke effects and perfect reflections...

I too am using both (the 16km version of Reece's) and have experienced no problems.

coronas
09-16-07, 04:51 PM
Some snapshots (water mod: Nautilus 42+Improved Waves Textures)
Is it possible white smoke and little explosions from steam?

I don't understand what you're asking about the white smoke and little explosions from steam. Can you try to explain this more?

Sorry! My English is not good. When a steam machine is broken, steam get away like white smoke. The machines, very hot, explodes (little secuenced explosions) in contact with cold water.
http://en.wikipedia.org/wiki/Steam_explosion
Flares are great idea (thanks, Iambecomelife)
I agree with jcwolf: Funnel smoke is very dense.
Your mod is excelent. Keep up good work!
Greetings!

iambecomelife
09-16-07, 04:57 PM
Some snapshots (water mod: Nautilus 42+Improved Waves Textures)
Is it possible white smoke and little explosions from steam?

I don't understand what you're asking about the white smoke and little explosions from steam. Can you try to explain this more?

Sorry! My English is not good. When a steam machine is broken, steam get away like white smoke. The machines, very hot, explodes (very little secuenced explosions) in contact with cold water.
Flares are great idea (thanks, Iacombelife)
I agree with jcwolf: Funnel smoke is very dense.
Your mod is excelent. Keep up good work!
Greetings!

That's another thing I would like to see. When a ship was torpedoed (especially a steamship) it wasn't uncommon to have boilers exploding & ruptured steam pipes. The end result would be white steam coming from various openings, like the ventilators & funnels. I once saw a picture of a ship that had been damaged by German bombers, and the steam column was jetting hundreds of feet in the air.

3Jane
09-16-07, 06:19 PM
The mod folder I have in JSGME is named: RB_SH4_Effects_for_SH3_1_06_ALPHA, It seems I have the wrong one.
The only two download links I can find are for versions of the file name 'RB_' Which is the right link for the 'Racerboy_' mod file. Thank you very much for your help, I just thought it was because I wasn't hitting the right kind of ships.
I'll update my readme files to say to extract the folder beginning with 'Racerboy_' to the mods folder in order to help mitigate this problem from happening to others.

This is the 'Racerboy_' folder inside the 'RB_' main folder.

TheDarkWraith
09-16-07, 06:30 PM
The mod folder I have in JSGME is named: RB_SH4_Effects_for_SH3_1_06_ALPHA, It seems I have the wrong one.
The only two download links I can find are for versions of the file name 'RB_' Which is the right link for the 'Racerboy_' mod file. Thank you very much for your help, I just thought it was because I wasn't hitting the right kind of ships.
I'll update my readme files to say to extract the folder beginning with 'Racerboy_' to the mods folder in order to help mitigate this problem from happening to others.

This is the 'Racerboy_' folder inside the 'RB_' main folder.

correct. Take that folder beginning with 'Racerboy_' and place it in the mods folder. Then enable and enjoy.

Shepelly
09-16-07, 07:21 PM
OK...small problem, I've seen it mentioned previously but cant find if it was addressed or upcomming release.:hmm:

White box arond explosion?

eg.http://i153.photobucket.com/albums/s237/Shepelly/Image2.jpg

http://i153.photobucket.com/albums/s237/Shepelly/Image1.jpg

Thanks , and sorry if already addressed:oops:

Yes swapped attack and Obs scopes to reflect outer view of scopes.

TheDarkWraith
09-16-07, 11:22 PM
OK...small problem, I've seen it mentioned previously but cant find if it was addressed or upcomming release.:hmm:Thanks , and sorry if already addressed:oops:

Yes swapped attack and Obs scopes to reflect outer view of scopes.

You were using the current Alpha version? Currently it's at 1.06. This was an explosion..hmm..do you happen to know what kind of explosion? Was it a tanker? Cargo was freight, munitions, etc.? Any information will help me track down what could possibly be a problem. Did these white boxes happen during the explosion, after, or before?

Shepelly
09-17-07, 01:25 AM
Yes I was using the current Alpha version 1.06.:D
This was an explosion..it was on a Cargo and Merchant.:-?
The white boxes occure withthe initial Torp explosion.:hmm:

Thanks for the intrest RB:up:

3Jane
09-17-07, 05:10 AM
Installed the mod properly this time. And as luck would have it with only two external torpedos left and stormy weather, so no reloads and no deck gun. I encounter a tanker :stare:. Decided to take the slightly historically doubtful move and detour from just above Stornaway to a Nowegian fjord and reload the two externals.

http://img300.imageshack.us/img300/3423/tankerou9.png

urfisch
09-17-07, 05:16 AM
OK...small problem, I've seen it mentioned previously but cant find if it was addressed or upcomming release.:hmm:

White box arond explosion?

eg.http://i153.photobucket.com/albums/s237/Shepelly/Image2.jpg

http://i153.photobucket.com/albums/s237/Shepelly/Image1.jpg

Thanks , and sorry if already addressed:oops:

Yes swapped attack and Obs scopes to reflect outer view of scopes.

do i really see wind here?

JCWolf
09-17-07, 05:27 AM
OK...small problem, I've seen it mentioned previously but cant find if it was addressed or upcomming release.:hmm:

White box arond explosion?

eg.http://i153.photobucket.com/albums/s237/Shepelly/Image2.jpg

http://i153.photobucket.com/albums/s237/Shepelly/Image1.jpg

Thanks , and sorry if already addressed:oops:

Yes swapped attack and Obs scopes to reflect outer view of scopes.

do i really see wind here?

Yep there is wind ...:yep:

and that anoying square around the ship....:yep:

if you can fix that it would be a good optional add for Racerboy Scene mod...:up:

urfisch
09-17-07, 05:32 AM
which particles.dat do you use? cause in racerboys mod there is no wind. only in d.krugers ajm-mod particles.dat...therefore i wonder!

white boxes are missing materials. in the last version of racerboys mod, there are no white boxes any more. i modified this version and added forced wind, realistic fire and burning oil on the sea.

and can you tell me what kind of gui this is i see there? which mod?

JCWolf
09-17-07, 05:38 AM
Conclusions

For reazons that you and Reece have to know
Both your mods can not be installed at the same time !:hmm: :yep:

hmm sorry to contradict you jcwolf, but i have both RB's SH4 effects and Reece's SH4 scene file installed and it works like a charm for me, wonderful fire/smoke effects and perfect reflections...

I too am using both (the 16km version of Reece's) and have experienced no problems.

so it can be a older version that I have,

Can you post a link for the Reece version you have...:yep:

urfisch
09-17-07, 05:41 AM
i do not use the reece scene.dat - i use my own particles.dat, based on racerboys mod. you simply install the latest racerboy fx mod and replace the particles.dat with this one you can get here:

http://www.subsim.com/radioroom/showthread.php?t=122096

JCWolf
09-17-07, 05:48 AM
i do not use the reece scene.dat - i use my own particles.dat, based on racerboys mod. you simply install the latest racerboy fx mod and replace the particles.dat with this one you can get here:

http://www.subsim.com/radioroom/showthread.php?t=122096


Brother,
maybe I explained me badly...:yep:


I just need the Reece's latest 16k mod that RacerB. is using mate,
cause obviousely the one I have must be a oldie...:yep:

Cezbor
09-17-07, 05:53 AM
i do not use the reece scene.dat - i use my own particles.dat, based on racerboys mod. you simply install the latest racerboy fx mod and replace the particles.dat with this one you can get here:

http://www.subsim.com/radioroom/showthread.php?t=122096


One question, You have written, cit: "just replace the old particles.dat in your silenthunteriii/data/library/". What will happen if I replace Racerboy's 1.06 mod /data/library/particle.dat with your file? :hmm: Will it do the trick, or .. do nothing...:ping:

urfisch
09-17-07, 06:06 AM
i do not use the reece scene.dat - i use my own particles.dat, based on racerboys mod. you simply install the latest racerboy fx mod and replace the particles.dat with this one you can get here:

http://www.subsim.com/radioroom/showthread.php?t=122096

One question, You have written, cit: "just replace the old particles.dat in your silenthunteriii/data/library/". What will happen if I replace Racerboy's 1.06 mod /data/library/particle.dat with your file? :hmm: Will it do the trick, or .. do nothing...:ping:

it will do the trick ;)

@jcwolf
ok, understand. in that one i would also be interested!!! cause the old scene.dat from reece causes many bugs...

:shifty:

JCWolf
09-17-07, 06:15 AM
@jcwolf
ok, understand. in that one i would also be interested!!! cause the old scene.dat from reece causes many bugs...

:shifty:


Yep that must be the one I have...:yep:

Cezbor
09-17-07, 06:34 AM
i do not use the reece scene.dat - i use my own particles.dat, based on racerboys mod. you simply install the latest racerboy fx mod and replace the particles.dat with this one you can get here:

http://www.subsim.com/radioroom/showthread.php?t=122096

One question, You have written, cit: "just replace the old particles.dat in your silenthunteriii/data/library/". What will happen if I replace Racerboy's 1.06 mod /data/library/particle.dat with your file? :hmm: Will it do the trick, or .. do nothing...:ping:

it will do the trick ;)

@jcwolf
ok, understand. in that one i would also be interested!!! cause the old scene.dat from reece causes many bugs...

:shifty:

Sorry I'm afraid it won't do the trick. I replaced that few days ago, ... and no go:nope:
It was a provocative question, The way I thought it should do the trick, resonable from logical point of view, is a dead end in practice:hmm: It's tempting but I don't want to mess with my core GWX files (data/library etc.):shifty:

urfisch
09-17-07, 07:58 AM
@jcwolf
ok, understand. in that one i would also be interested!!! cause the old scene.dat from reece causes many bugs...

:shifty:

Yep that must be the one I have...:yep:


anyway. could you please tell me, what gui you use? it looks very promising...

Reece
09-17-07, 08:47 AM
Not to highjack this thread but the 16k SH4 Scene.dat was removed long ago as there were too many unresolvable issues, the 8k is actually higher than 9k (some have complained that it is closer to 16k), if installing this mod you have to set your current version to 8k first.:yep:
Sorry RB.:oops:

3Jane
09-17-07, 08:48 AM
I keep seeing green flashes on parts of the sea surface. Is this an issue with the mod or is it just related to heavy graphic loads like rough sea states.

http://img214.imageshack.us/img214/8973/greenflashesfp5.png

TheDarkWraith
09-17-07, 09:06 AM
I keep seeing green flashes on parts of the sea surface. Is this an issue with the mod or is it just related to heavy graphic loads like rough sea states.

http://img214.imageshack.us/img214/8973/greenflashesfp5.png

Haven't added anything to cause green flashes. Nice effect though!

JCWolf
09-17-07, 09:09 AM
@jcwolf
ok, understand. in that one i would also be interested!!! cause the old scene.dat from reece causes many bugs...

:shifty:

Yep that must be the one I have...:yep:


anyway. could you please tell me, what gui you use? it looks very promising...

What do you mean with gui????????:huh: :doh:

urfisch
09-17-07, 09:22 AM
the graphical user interface...in other words your interface. the way your instruments are arranged on the screen looks nice. i also want this "gui"...

:up:

TheDarkWraith
09-17-07, 09:56 AM
Yes I was using the current Alpha version 1.06.:D
This was an explosion..it was on a Cargo and Merchant.:-?
The white boxes occure withthe initial Torp explosion.:hmm:

Thanks for the intrest RB:up:

as mine doesn't have wind affected smoke, or forced smoke for that matter, the screenies you have posted can't be my mod in action. Are you sure that my SH4 effects for SH3 is the only mod that has changed your materials.dat and particles.dat?

urfisch
09-17-07, 10:02 AM
I keep seeing green flashes on parts of the sea surface. Is this an issue with the mod or is it just related to heavy graphic loads like rough sea states.

http://img214.imageshack.us/img214/8973/greenflashesfp5.png

green flickering flashes, are always a graphic-card issue - to my opinion. i always had them when overclocking my card too hard, or when it got too hot.

JCWolf
09-17-07, 10:12 AM
the graphical user interface...in other words your interface. the way your instruments are arranged on the screen looks nice. i also want this "gui"...

:up:


I'm not sure you're talking about my interface,
cause I didn't post in any screenshot my interface,
but to get the clear screen without any
interface or console showing you just have to
on the bloq num key on your numpad keyboard and the
" . " on the num pad so this way everyinterface
object will be desactivated on the screen, to get
everything back to normal just hit the " . " again....

If you mean My Tools & Dials Mood it's available
for GWX 1.03 here:

http://www.freepowerboards.com/jcwolf/jcwolf-about23.html (http://www.freepowerboards.com/jcwolf/jcwolf-about23.html)

JCWolf
09-17-07, 10:54 AM
Problem solved, installed
Reece scene file GWX new sea!

http://img126.imageshack.us/img126/3953/sh3img1792007163231234we2.png (http://imageshack.us)


Found the right combination finaly!:rock:

TheDarkWraith
09-17-07, 10:58 AM
green flickering flashes, are always a graphic-card issue - to my opinion. i always had them when overclocking my card too hard, or when it got too hot.

You need an 8800 GTX.....I haven't found anything that can make this baby break a sweat yet.

urfisch
09-17-07, 10:59 AM
please give me a log of your installation routine...how did you manage to get it work? which files did you use?

Myxale
09-17-07, 11:10 AM
Damn that looks so good, wann have that too, but i don'T get all the scenes and particle dats i need to get. And what not.:hmm:

There is a new particle dat and a new scene dat right...


Can someone:shifty: point me there!

JCWolf
09-17-07, 11:11 AM
please give me a log of your installation routine...how did you manage to get it work? which files did you use?


:roll:

Urfish mate, you have to quote someone, or add the name of the persone
you are talking to, otherwise we don't know who you are talking to...:lol:

Was that to me««««????? :hmm: :yep:

urfisch
09-17-07, 11:22 AM
please give me a log of your installation routine...how did you manage to get it work? which files did you use?

:roll:

Urfish mate, you have to quote someone, or add the name of the persone
you are talking to, otherwise we don't know who you are talking to...:lol:

Was that to me««««????? :hmm: :yep:

sure, its you

:arrgh!:

JCWolf
09-17-07, 11:33 AM
Ok This what I manage from merging
Files from both Reece and RB Mods !

And using also GWX - 16km Atmosphere Env data files!

http://img529.imageshack.us/img529/8210/sh3img1792007163211453th6.png

http://img529.imageshack.us/img529/7932/sh3img1792007163145859wg4.png

http://img262.imageshack.us/img262/8146/sh3img1792007163231234fi7.png

I got a better looking sea and as far as for me the best combination
of mods untill now!

If anyone is intrested I can upload the file combination I have with
the permision from the original creators sure just for Racer B and
the rest check it ...:hmm:

Rememver that this is not my Mods just a file merging that I got
after testing a lot of variations!:yep:

TheDarkWraith
09-17-07, 11:36 AM
the 16km scene I use (tweaked by moi) can be found here:

http://www.subsim.com/radioroom/showpost.php?p=647168&postcount=1

under members mods tweaked by me.

TheDarkWraith
09-17-07, 11:38 AM
Ok This what I manage from merging
Files from both Reece and RB Mods !

And using also GWX - 16km Atmosphere Env data files!I got a better looking sea and as far as for me the best combination
of mods untill now!

If anyone is intrested I can upload the file combination I have with
the permision from the original creators sure just for Racer B and
the rest check it ...:hmm:

Rememver that this is not my Mods just a file merging that I got
after testing a lot of variations!:yep:

I'll try and test it out. Can you PM me with a link to the files?

rulle34
09-17-07, 11:53 AM
Ok This what I manage from merging
Files from both Reece and RB Mods !

And using also GWX - 16km Atmosphere Env data files!

http://img529.imageshack.us/img529/8210/sh3img1792007163211453th6.png

http://img529.imageshack.us/img529/7932/sh3img1792007163145859wg4.png

http://img262.imageshack.us/img262/8146/sh3img1792007163231234fi7.png

I got a better looking sea and as far as for me the best combination
of mods untill now!

If anyone is intrested I can upload the file combination I have with
the permision from the original creators sure just for Racer B and
the rest check it ...:hmm:

Rememver that this is not my Mods just a file merging that I got
after testing a lot of variations!:yep:
Hello jcwolf!
Great work!
I am for sure interested in an upload of your merged mod
Best :up:

JCWolf
09-17-07, 11:58 AM
Please note that this is a Mod merging,
not made by myself, the only work I had
was really testing variouse files untill
I get this Mod...

The base is RB new RB_SH4_Effects_for_SH3_1_06_ALPHA
and from there tryed to find a combination that worked better for me,

here is the Link for the Merged Mod for you guys to give it a try...

http://www.megaupload.com/?d=38BMC7IZ (http://www.megaupload.com/?d=38BMC7IZ)

Remember this is for GWX , I don't have the idea if it works for
stock 1.4b version but I guess it will work fine!

3Jane
09-17-07, 01:39 PM
Thanks. I removed the auto-overclocking from my card and the issue went away.

http://www.subsim.com/radioroom/images/icons/icon1.gif
Quote:
Originally Posted by 3Jane
I keep seeing green flashes on parts of the sea surface. Is this an issue with the mod or is it just related to heavy graphic loads like rough sea states.





green flickering flashes, are always a graphic-card issue - to my opinion. i always had them when overclocking my card too hard, or when it got too hot.

Myxale
09-17-07, 01:39 PM
Great!

Thanx for the merging. I just toook my boot an i gotta say its quite the eyecandy!

Planes on fire, DC's, Fire and smoke debris that flys when boot hit...cool!:rock:

3Jane
09-17-07, 01:49 PM
It works!!

http://img76.imageshack.us/img76/6481/14smallfreighterra6.png


I had to compete for this one though, againsed two Jukers 88.
http://img127.imageshack.us/img127/2721/2junkers88kl5.png

http://img411.imageshack.us/img411/6348/competitionax7.png

java`s revenge
09-17-07, 02:02 PM
OK...small problem, I've seen it mentioned previously but cant find if it was addressed or upcomming release.:hmm:

White box arond explosion?

eg.http://i153.photobucket.com/albums/s237/Shepelly/Image2.jpg

http://i153.photobucket.com/albums/s237/Shepelly/Image1.jpg

Thanks , and sorry if already addressed:oops:

Yes swapped attack and Obs scopes to reflect outer view of scopes.

Shepelly,
Which mod is this. Figures are readable.

java`s revenge
09-17-07, 03:53 PM
Thanks for let me looking for it but i have found the great mod of you.

http://www.subsim.com/radioroom/showthread.php?t=106127

All is well readable.

JCWolf
09-17-07, 04:38 PM
Thanks for let me looking for it but i have found the great mod of you.

http://www.subsim.com/radioroom/showthread.php?t=106127

All is well readable.

That version is for GWX 1.02,
the version for GWX 1.03 is at my site for download!:up:


Click on my sig.:arrgh!:

Myxale
09-17-07, 05:17 PM
Thanks for let me looking for it but i have found the great mod of you.

http://www.subsim.com/radioroom/showthread.php?t=106127

All is well readable.
That version is for GWX 1.02,
the version for GWX 1.03 is at my site for download!:up:


Click on my sig.:arrgh!:

Speaking of your site!..

It's bloody great just needed to vent that!

BTW...like the Stab movie!:up:

JCWolf
09-17-07, 05:37 PM
Thanks for let me looking for it but i have found the great mod of you.

http://www.subsim.com/radioroom/showthread.php?t=106127

All is well readable.
That version is for GWX 1.02,
the version for GWX 1.03 is at my site for download!:up:


Click on my sig.:arrgh!:

Speaking of your site!..

It's bloody great just needed to vent that!

BTW...like the Stab movie!:up:

Thanks,
I am preparing some stuff that will give a new life
over the forums, when I finishe the release of the U-Boat 1.2
I am geting into my site's improving!:up:

rulle34
09-18-07, 08:05 AM
Great jcjowolf!

Thanx for the merging. Have DL and will try it out.

lutzow
09-18-07, 11:47 AM
Here is seven large images - sorry - i couldn't resist...

Swordfish
http://img403.imageshack.us/img403/30/sw1kp5.png
http://img210.imageshack.us/img210/315/sw2hn6.png
http://img146.imageshack.us/img146/7296/sw3mb2.png
http://img146.imageshack.us/img146/2641/sw4rn8.png
http://img209.imageshack.us/img209/6690/sw5ix6.png
http://img146.imageshack.us/img146/9074/sw6hl1.png
http://img146.imageshack.us/img146/5954/sw7fd2.png
:up:

brotebjo
09-18-07, 11:50 AM
These ports (effects & scene) of SH4 to SH3 are looking so beautiful and adding so much to the game. I have a quick question, as I'm at work right now and can't test it until late tonight, does anybody force anisotropic filtering through either the ATI or the Nivida control panel? I know forcing AA will work (as I have mine set to 16Q). Is there any graphics glitches or incompatibility? I'm just trying to get the most out of the SH3 graphics engine.

Thanks in advance!