View Full Version : [REL]ROW Special Effects for NSM4
DrBeast
02-09-08, 01:22 PM
I posted this in the main ROW thread, but I thought I should announce it in the main Workshop section as well.
Details here:
http://www.subsim.com/radioroom/showpost.php?p=770096&postcount=3009
eatmafish
02-09-08, 02:07 PM
:up:
I've got a question. I know this gets enabled after NSM, but I was just wondering if the exact "location" of the fix matters. In other words, dose this need to be enabled with the rest of the ROW mods, or could it just go on the end, as long as it's after NSM? Thanks.
DrBeast
02-12-08, 06:15 AM
I've got a question. I know this gets enabled after NSM, but I was just wondering if the exact "location" of the fix matters. In other words, dose this need to be enabled with the rest of the ROW mods, or could it just go on the end, as long as it's after NSM? Thanks.
As long as it's after NSM4, it doesnt matter. It doesn't overwrite any other ROW files. ;)
DavyJonesFootlocker
02-12-08, 07:58 AM
Damn IT Dept blocked access to your link!:damn:
DrBeast
02-12-08, 08:19 AM
Damn IT Dept blocked access to your link!:damn:
Bummer, that. You want them via email?
ReallyDedPoet
02-12-08, 08:20 AM
Damn IT Dept blocked access to your link!:damn:
Back to work DJFL :yep::lol:
RDP
DrBeast
02-12-08, 08:25 AM
Damn IT Dept blocked access to your link!:damn:
Back to work DJFL :yep::lol:
RDP
Uh...no, it's DrBeast ;)
DavyJonesFootlocker
02-12-08, 09:16 AM
Yeah, Doc could you please? I think the boss wants me to do another Safety Audit. Damn those airline pilots!
DavyJonesFootlocker
02-12-08, 10:25 AM
Awriight! Can't wait to get home and install it. Wonder if I go under a thermal layer I could dodge the boss and go home?:yep:
Can someone just clear something up for me?
The deck gun shell explosions, are they supposed to lack animation? I've not really used ROW much before but it seems like the explosions from shell hits is just a single sprite that expands and then shrinks, just seems a bit odd and I don't know if that's normal or not :hmm:
DavyJonesFootlocker
02-12-08, 12:50 PM
Look everybody it's a Nub!:lol:
If you're using armor-piercing shells they won't make much of a flash. Use explosive shells then you'll see it. I've seen armor-piercing shells go through ship's hulls like rice paper.:know:
I don't think I was very clear
I don't want a bigger flash, in fact i'd like it if the explosions were "stock" because the ones from ROW seem horrible, at least when I use it.
I've watched videos of SH4 with ROW running and the explosions look fine so i'm not sure what the problem is but they are very ugly at present and almost cartoonish.
Update: The explosion looks better the lower my graphics setting. I put the graphics to the lowest they can go and now the horrible unanimated sprite is kind of transparant and I can see an animation explosion.
castorp345
02-12-08, 11:00 PM
I don't want a bigger flash, in fact i'd like it if the explosions were "stock" because the ones from ROW seem horrible, at least when I use it.
I've watched videos of SH4 with ROW running and the explosions look fine so i'm not sure what the problem is but they are very ugly at present and almost cartoonish.
agreed.
at present there's defintely something 'funny' about the shell explosion animation...
:-?
DrBeast
02-13-08, 05:59 AM
Explosions look fine to me. Can you guys post this at the main ROW thread, along with a screenshot or two? I didn't touch the effects per se, only where and when they show up.
@DavyJonesFootlocker: either Hotmail screwed up, or I did. Resending!
ETA: Checked the mail I sent, the attachments are there. Weird...
castorp345
02-13-08, 09:02 AM
Explosions look fine to me. Can you guys post this at the main ROW thread, along with a screenshot or two? I didn't touch the effects per se, only where and when they show up.
see here ==> http://www.subsim.com/radioroom/showthread.php?p=776886#post776886
Galanti
02-13-08, 09:19 AM
Are those screams still in this version? If so, can they be easily hacked out?
DrBeast
02-13-08, 09:25 AM
Are those screams still in this version? If so, can they be easily hacked out?
That's in ROW Sounds. :yep:
DavyJonesFootlocker
02-14-08, 08:02 AM
I got no probs. In fact it looks damn fine to me. Good work, m8!:up:
DrBeast
02-14-08, 08:41 AM
I got no probs. In fact it looks damn fine to me. Good work, m8!:up:
Ah, so you got it? :)
Credit to where credit is due, mate. I had nothing to do with the special effects involved. Those are courtesy of the ROW crew :yep:
DavyJonesFootlocker
02-14-08, 12:01 PM
Oh, ok then kudos to all involved.:yep: And thanks for sending it to me.
McHibbins
04-08-08, 11:00 AM
Oh Boy, you saved my day :up: !
I tried this so often last night with NSM 3.3 and ROW but something didn´t work with my mixed Zone.Cfg.
Time for NSM4 now :D
letterboy1
04-08-08, 12:29 PM
Maybe the lesser explosion effects are a result of NSM decreasing the effectiveness of shells on ships?
McHibbins
04-08-08, 05:25 PM
After few hours of testing I must say.....sorry :cry:
Doesn´t work for me. Additional Explosions were there but nearly no fire or smoke effects, especially when you hit your target with the deckgun. A small "puff puff" appear, nothing else. Just try NSM 3.3 + ROW SE with stock Zones and you´ll see what I mean.
Tja.....must stay with NSM 3.3 (works fine with 1.4 so far) and ROW SE for stock and try to find a Combo of both Zones.Cfg. Goal is, to get the mechanics and additional fire from NSM 3.3 + explosions and smoke effects from ROW.
DrBeast
04-09-08, 08:09 AM
After few hours of testing I must say.....sorry :cry:
Doesn´t work for me. Additional Explosions were there but nearly no fire or smoke effects, especially when you hit your target with the deckgun. A small "puff puff" appear, nothing else. Just try NSM 3.3 + ROW SE with stock Zones and you´ll see what I mean.
Tja.....must stay with NSM 3.3 (works fine with 1.4 so far) and ROW SE for stock and try to find a Combo of both Zones.Cfg. Goal is, to get the mechanics and additional fire from NSM 3.3 + explosions and smoke effects from ROW.
That's really weird. What I actually did was copy over all the ROW Special Effects for stock into NSM4 zones.cfg files, along with the cargo loads of ROW Special Effects.
Letterboy1 may be right...but then again, shell effectiveness was reduced in NSM3.3 as well. Don't know if it was further reduced in 4.0 (I don't use the shells.zon file from NSM anyway) :hmm:
Hold on...I think I know what's going on. There's one parameter pertaining to special effects that I didn't port over from ROW SFX: the explosion range. It'd seriously mess with the keel zone that's the novelty of NSM4, resulting in MASSIVE explosions that would destroy any other vessel within 1000 meters of the target.
McHibbins
04-09-08, 09:21 AM
Ok...nearly got it with NSM 3.3 and ROW SE for Stock !
What I did was : Copy only the Lines from Row which included the Explosions to NSM.
Example :
Effect1=#Catastrofic_explosion, 10
Effect2=#Fire_big, 20
Effect3=#Oil_trace, 10
;Effect4=#dc_bubbles, 20
;Effect5=#Oil_trace, 20
or
Effect1=#oil_explosion, 10
Effect2=#Fire_big, 10
Effect3=#Oil_trace, 10
;Effect4=#dc_bubbles, 20
;Effect5=#Oil_trace, 20
All other things like cargo loads were left untouched. I made these Changes for all Ships or Sections of choice in the NSM Zone. Effect : A hit in the Engineroom or Fuelbunker for example often(not everytime) results in an big explosion (ROW SE Stock) and then a huge Fire(NSM) with thick smoke(ROW SE Stock). This works for Torps.
DG is a little different : If i hit any merchant larger than a fishing boat on critical Installations, "only" a huge fire will appear and no additional explosion. This is what i´m still working on.
But on RFB´s Arti-Training, i need nearly 15 Shells to sink a Fishing-boat with NSM4 and ROW SE.
With modified NSM 3.3 and ROW SE Stock it´ll began to burn after the second or third Shot and will explode after a few else ( more realistic imho).
I think letterboy1 is right. Shell effectiveness was further reduced in NSM4. The Holes in a target (if they appear) are much smaller ( more realistic imho) than in NSM 3.3. Same to the Torps.
I think there´s many work left to make an eyecandy and realistic combo of both mods an i asked myself very often : May the Ship.Zones have also something to do with it ?
@DrBeast: Let me know if i should send you my modified Zones.Cfg to have look on it, but it was made for NSM3.3.
DrBeast
04-09-08, 09:40 AM
*snip!*
@DrBeast: Let me know if i should send you my modified Zones.Cfg to have look on it, but it was made for NSM3.3.
Looks like you're on the right track. Try porting over Cargo types from ROW SFX too; it will make a difference, since various Cargo Types such as ammunition, airplanes, etc have their own effects reproduced when hit. Still, the biggest difference is this here line, at the very end of zones.cfg:
[Global Params]
CargoExplosionRange=25.0; The range of cargo explosion
This one is set to 5.0 in NSM4, to avoid the side-effect I mentioned in my previous post.
Sending me your work is a moot point right now, I'm afraid. I only have access to the internet from work, and I'm just about to leave. We can check it out tomorrow, if you'd like.
McHibbins
04-09-08, 10:46 AM
Looks like you're on the right track. Try porting over Cargo types from ROW SFX too; it will make a difference, since various Cargo Types such as ammunition, airplanes, etc have their own effects reproduced when hit.
I don´t believe that it is so easy. Just have a look at both Zone Lists. Werner´s is quite different from Row´s at the end.
If I´ll choose the CargoDef.Cfg from Row which Changes would be necessary to make in the Zones.Cfg ? Simply use the ROW-Cfg instead of NSM wouldn´t work since I´ve found out that NSM is the one to work with ( Reason why I decided to activate it AFTER ROW via JSGME).
Simply add the missing or additional Lines from ROW to NSM ? Hmmm...:hmm:
Once I´ve had first activate NSM then ROW, i had Probs in the Campaign with Ships simply dissapearing after the first Torp-hit. First I thought it was a Prob with 1.4 but after changing the JSMGE-activation the Probs were gone. So I think it must have something to do with the Zone´s and the CargoDef.Cfg.
DrBeast
04-10-08, 07:25 AM
Looks like you're on the right track. Try porting over Cargo types from ROW SFX too; it will make a difference, since various Cargo Types such as ammunition, airplanes, etc have their own effects reproduced when hit.
I don´t believe that it is so easy. Just have a look at both Zone Lists. Werner´s is quite different from Row´s at the end.
If I´ll choose the CargoDef.Cfg from Row which Changes would be necessary to make in the Zones.Cfg ? Simply use the ROW-Cfg instead of NSM wouldn´t work since I´ve found out that NSM is the one to work with ( Reason why I decided to activate it AFTER ROW via JSGME).
Simply add the missing or additional Lines from ROW to NSM ? Hmmm...:hmm:
Once I´ve had first activate NSM then ROW, i had Probs in the Campaign with Ships simply dissapearing after the first Torp-hit. First I thought it was a Prob with 1.4 but after changing the JSMGE-activation the Probs were gone. So I think it must have something to do with the Zone´s and the CargoDef.Cfg.
Ok...if you choose to activate CargoDef from ROW SFX, then you must port over ALL the Zones List entries from ROW's zones.cfg to NSM's (it's at the beginning of the file), and then port over the details of those zones as well.
Example: ROW SFX has a cargo type named CargoTroops.
So, you add that to the Zones List, then you scroll down and find this:
[CargoTroops]
Category=Troops
Multiplier=1.000000
Flotability=10.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=70
CargoType=None
Copy that over to the zones.cfg you're creating
And so on and so forth for all the entries in [Zones List]
As for the entries at the end of zones.cfg, I don't get you...do you mean [GlobalParams]? Only the CargoExplosionRange is different there. Try ROW (and stock, as it turns out) setting of 25 first, but if you notice that your sub is being blown to pieces when you're hitting a ship at close range (i.e. under 1000 meters or so), change it to 5.
So, to sum it up: from NSM you keep all the entries except Effects and Cargo (optional).
From ROW SFX you keep: Effects, Cargo (again, optional), Zones List and all the individual Zone entries for the ones that don't appear in NSM.
McHibbins
04-10-08, 09:14 AM
The Problem I personally have with Werner´s Zone is, that he has totally different categories there for ships and cargo.
Let me show you parts of it to see, what I mean :
NSM :
.
.
.
.
198=FltDeckGunStern
199=FltTorpRmFront
200=FltTorpRmStern
201=FltEngineRoom
202=FltComRoom
203=FlakFore
204=SMEngineRoom
206=SMFloodF
207=SMFloodB
208=SMCargoFuel
209=LMFlotMain
210=LMFlotEmpty
211=LMFlotShow
212=LMFloodF
213=LMFloodB
214=LMFlotUpper
215=LMKeel
216=LMEngineRoom
217=LMFuelBunker
218=LMCargoFuel
219=CLFlotShow
220=DmgContEffect
;================================================= =
; SMALL MERCHANTS (Werner Sobe)
;
; NKSSS_Kasagisan
; NKSCS_Taihosan
; NPS_Tyohei
; NOS_Haruna
;================================================= =
[SMKeel]
.
.
.
ROW :
.
.
.
.
204=UbtTorpRmFront
205=UbtTorpRmStern
206=UbtEngineRoom
207=UbtComRoom
208=UbtRadioRoom
209=UKDBReceivers
210=BowPlanesPort
211=WeaponsMedium
212=CargoOil
213=CargoExtOil
214=CargoAmmoCrates
215=CargoAmmoContainers
216=CargoFreightContainers
217=CargoFreightCrates
218=CargoAircraft
219=CargoTanks
220=CargoTrucks
221=CargoTrapContainer
222=CargoEngineFuel
223=CargoEngineOil
224=CargoAmmo
225=NCargoOil
;************************************************* ******
;NEW SMALL MERCHANT
;************************************************* ******
[NSKeel]
Category=Keel
Multiplier=5.0
.
.
.
My question is : How can i combo these parts for expl. to get both work together without any conflicts ?
Simply overwriting NSM-files with ROW´s will not work I think because of NSM´s different ship-categories and possible entries for his ships in the SEA Folder
DrBeast
04-10-08, 09:26 AM
Oooooh...I can see now...damn, that's a pickle. In NSM4 and the latest ROW Special Effects, there's no such thing. Wait a minute...Is NSM3.3 certified 1.4 compatible? I don't think so. Just because it SEEMS to work, it doesn't mean it will work.
How about this: get ROW SFX for NSM4, search for any Cargo=Ammo entries under Keel (there's a couple or three different Keel types), change that to Cargo=None, and then raise CargoExplosionRange to default 25 and see how it goes.
McHibbins
04-10-08, 10:36 AM
Ok...tried it and must say : NOPE:down:
Still missing the additional fire effects of NSM 3.3 for each ship-class.
These effects, missing in NSM4, i think were the reason for Werner to make different ship and compartment categories in NSM 3.3 Zone.Cfg.
Also the reason for me to copy ROW SE-files over to NSM Zone.Cfg and and load it AFTER ROW.
Sure, NSM3.3 only SEEMS to be 1.4 compatible, but if it works so far.....:smug:
DrBeast
04-11-08, 05:37 AM
Tell you what, try PMing Digital_Trucker. I remember him saying he had merged ROW Special Effects with NSM3.3. Sorry I can't be of any more help :oops:
McHibbins
04-11-08, 05:52 AM
No prob m8. Without any secrets left, life´s getting boring. :D:D:D
DrBeast
04-11-08, 06:09 AM
No prob m8. Without any secrets left, life´s getting boring. :D:D:D
Yeah, well, ever since the answer to Life, the Universe and Everything got out in the open, life has become rather boring! :rotfl:
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