View Full Version : [REL] Water Stream for Uboats!(Updated:April 9, 2008)
Update april 9, 2008
Version 4 released!
http://rapidshare.com/files/106187402/Water_Stream_for_Uboats_V4.rar.html
http://www.mediafire.com/?zyhjd9dzxo1
From the readme:
==================================
April 9, 2008
Water Stream for Uboats! V4
================================================== =================
This mod is compatible with GWX 2.0 and probably also with GWX 1.03
================================================== =================
This mod contain in truth 3 mods:
1. Wake bug fix for all playable uboats and also to all german Ai uboats. Exception to the playable XXI that I yet needs to look in (it uses more than one Ship Wake node...). This little mod fix that annoying "since Sh3 release broken wake texture" that was noticiable when sailing or emerging/submerging. (See the compatibility FAQ below for more informations)
2. Adjusted .sim files draught to put the uboats a bit more into the water. I also adjusted a bit the range since these uboats will now sail a bit more deep as default what means a bit less velocity/range in the end.
3. The Water Stream mod itself for all playable and AI German uboats. Exception to type XXI that needs a completely new template (to make each new uboat I need more or less +8 hours of hard work) and the AIboats XIV and XXIII (that also needs an exclusive new template). I will made then in some moment in the near future.
================================================== ================================================== ===
How this mod work?
I started this mod porting the water stream from Sh4. A lot of hard work was made to adjust each water stream (average 54 per uboat!!) in behaviour and location for each uboat hull. Also some days were spent just to find a way to have a "over water controller" to get a better behaviour on the water streams nodes for Sh3. The final result is, IMHO, better than in SH4. Note also that the most wind/bad water you have, the most water draining you will see.
Is it compatible with others mods that also uses the same files?
Well, this is a huge question.
-OLCE and RB's Fx mod are already compatible. (materials.dat). Just install then Over this mod.
-RB's exaust mod also uses .val files. So, just open RB's files with S3D, locate the ShipWake section, Height section, and adjust the MaxHeight from 0,15 to 0,45 to all uboats (save the files obviously) and you now have fixed the wake bug! Then just install RB's exaust over Water Stream mod and you now have both compatible. Tanks to PT that already made a compatible version; look for it on the main thread.
-This mod isnīt compatible out of the box with the upcoming GWX2.1 neither NYGM (iīm not sure about WAC), but the mod is obviously open for them (big mods: just read below)
-If you yet use the stock game then will be need to use the complete GWX2.0 uboats over it and then install this mod. This is untested anyway.
Any bug or problem?
The mod have not any bug or fps hit that I have noticed. But it is not perfect. It have limitations on the overall waterstream behaviour due SH3 engine limitations. I tried to make it the more smooth possible, avoiding that water jets that you see on Sh4. I also provided another more transparent water stream texture (on texture folder). Just rename and use it if you want to have a yet more smooth effect.
How to install?
JSGME ready. Can be enable between patrols (saved game).
================================================== ===================
Tomi's VIIC/41 users: this mod also adds water stream to Tomi's VIIC/41. Look for the folder "Tomi_VIIC41_WaterSTream_Ready" that comes in this package and read the readme inside to enable it correctly. You need to install Water Stream main mod, then Tomi's original files (v17 and above) and then the "Tomi_VIIC41_WaterSTream_Ready" for last. I needed to put it on a separated folder because it replaces the "stock" VIIC.
================================================== ===================
Thanks to:
Skwas by the wonderful S3D. Without S3D this mod could be never made (at least by me! lol).
Sansal by the Pack3D; its cloned function is yet a must.
Also really a big thanks for a lot of great guys from subsim that helped me so much with important feedbacks/suggestions allowing this mod to really brings to life. (I will not nominate the guys because I could forget someone and this was not good :D )
Any feedback is always welcome and very important!
=============
Disclaimer
=============
This is a free mod. For individual use or for small new free mods, you can add or modify it for your taste without need to ask for permission. Just donīt forget to credit me by the idea and by the hard work that i had on the last past days.
Big mods: GWX, NYGM, WAC and others: if you want ANY of the features above on your mod (Water stream and Wake bug fix) please ask me first at subsim. Thanks.
=============
Have fun!
Rubini.
Youtube link :
http://br.youtube.com/watch?v=WYFoADeIS9A
A 4min clip from the beta of the mod.
http://br.youtube.com/watch?v=WYFoADeIS9A
New over water controllers in action.
================================================== ========================
They are much better than the ones on SH4, no?:D
http://img255.imageshack.us/img255/4515/lastwork1zl8.jpg
Here a close. This texture are from stock Sh4 but with some tweaks. In movement is really like water falling.
http://img148.imageshack.us/img148/674/lastwork2bc0.jpg
Each water stream have itīs own properties and slight different behaviours. So, the overall impression is really as in RL
http://img255.imageshack.us/img255/7173/lastwork3ny6.jpg
Another close look.
http://img148.imageshack.us/img148/4986/lastworkclose2mb5.jpg
Almost all the main holes will have itīs own water stream. I will use more or less 20 per side. The behaviour is very good in calm or heavy seas. Amazing when emerging!
http://img508.imageshack.us/img508/4222/lastwork4ca8.jpg
Type VIIC
http://img106.imageshack.us/img106/4291/wsviicaj4.jpg
Cheers,
Rubini.
Sailor Steve
03-21-08, 12:24 AM
Looks good so far!:sunny:
yamato9
03-21-08, 12:30 AM
:rock: :rock:
Ivan Putski
03-21-08, 12:53 AM
I like the effect, looking forward to it. Puts:rock:
Adriatico
03-21-08, 02:23 AM
Great mod Rubini :up: !!!
Can't wait for VIIIc :o :lol:
:ping: :ping: :ping:
HanSolo78
03-21-08, 05:47 AM
Great addition Rubini! :up:
Jimbuna
03-21-08, 08:30 AM
Looking really cool Rubini http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
love it, verry good work :rock:
bert8for3
03-21-08, 08:56 AM
Terrific! :up:
edit: BTW, the video of the French diesel boat here ... http://www.subsim.com/radioroom/showthread.php?t=133494 (at roughly 2-3 minutes) shows some live shots of water streaming from the casing holes ... I think you're right on.
Hey, the last reason for me to buy SH4, did just sink to the very deep Atlantic Ocean and will assumably never come back :D
If my messed up english distorted the sense of the sentence above: Great work so far ! :up:
Very nice. :up: I take there's no way to make the water sprites flat? I mean, they act like smoke right? They rotate to face the camera all the time? A flat sprite facing only straight ahead from the hole would make it look great.
rulle34
03-21-08, 09:14 AM
Great mod Rubini:up:
Kpt. Lehmann
03-21-08, 10:45 AM
Very nice. :up: I take there's no way to make the water sprites flat? I mean, they act like smoke right? They rotate to face the camera all the time? A flat sprite facing only straight ahead from the hole would make it look great.
Very good question. If it can be made to lay flat against the hull... this is good stuff.
(Unless there is an associated FPS hit, since it is a particle generation.)
LordNeuro"Serbia"
03-21-08, 11:44 AM
It gives the sh3 just a nice ton of reality. I cann hardly weit too see a VII series boats with u mod. Just a :up: for great work.
mkubani
03-21-08, 12:12 PM
Yeeeeeees, very nice work there. Much better than SH4. Please, if all goes good, squeeze it into GWX 2.1 please, Kaptain. Crash diiiiiiiiiiiive. :D
Wolfehunter
03-21-08, 01:07 PM
Great Idea Rubini.:rock: I'm going to suggest some things to you so you may use my advice according to your interest should you be interested that is.:hmm:
The exhaust also should spray hot steam after the water level drops. I've seen that in a few photos. I'm hoping you could add that with the smoke exhaust from RB's N-sync with yours.;)
There are a few mods here that uses Particles too.
examples,
OLC Enviroments mod By Onelifecrisis
Tomi_099 VIIC/41 uses particles with the help of Privateer. There also adding a similar mod idea to a VIIC model. With water draining from the holes.
http://www.subsim.com/radioroom/showthread.php?t=120420&page=37
GWX 2.0 and more.
Are you going to make your mod compatible with those other mods or will yours be standalone mod?
I like to hear your ideas on this great addition to SH3 world.:up:
Thanks
WH
danurve
03-21-08, 01:54 PM
Looks very interesting. Wondering if particle denisty set to 70-80 will diminish this effect as it does with watching d/c's surface texture. In any case something like this might tax my current system but to cool to not try :ping:
Sailor Steve
03-21-08, 01:59 PM
Everybody's cheering for the VIIs; I wanna see the type II.:sunny:
Redfox11
03-21-08, 04:07 PM
:o
:rock:
Kpt. Lehmann
03-21-08, 06:35 PM
Everybody's cheering for the VIIs; I wanna see the type II.:sunny:
I imagine that Rubini has plans to make it for all player U-boats.:yep: I don't think that he'd just do one and leave the others without.
Sailor Steve
03-21-08, 09:07 PM
Neither do I, but I had to say it.:yep:
The first complete work will be for a type IXd2. After that, after some feedback i will then complete the work for the others uboats.
So if he says so himself then MAYBE you're right :D
Jimbuna
03-22-08, 07:18 AM
The IXD2 first....will be just fine http://www.satellites.co.uk/satellite/images/smilies/a115[1].gif
iambecomelife
03-22-08, 08:41 AM
Very nice. If I'm not mistaken there are water streams in stock SH4, but they looked puffy - almost like clouds. This effect is much more water-like in my opinion.
CapZap1970
03-22-08, 09:41 AM
The IXD2 first....will be just fine http://www.satellites.co.uk/satellite/images/smilies/a115[1].gif
I agree with you, Jim :yep:
and also agree that it looks very good!! :rock:
Great job, Rubini... I am waiting for this...
CapZap
Phoenix3000
03-22-08, 09:47 AM
Great work Rubini, that looks cool! :up:
I used to play SH4, and for some reason the water running from the vents reminded me of cotton-wool....! This is much more realistic.
Another great addition to SH3!
Cheers
Px3000
yamato9
03-22-08, 05:35 PM
The IXD2 first....will be just fine http://www.satellites.co.uk/satellite/images/smilies/a115[1].gif
:rotfl: :rotfl:
Keep it on Rubini!:rock:
d@rk51d3
03-22-08, 05:46 PM
Absoluteley awesome. :rock:
wbpoole
03-22-08, 07:29 PM
Nice:rock: :rock: :rock:
When will it be ready?
Sailor Steve
03-22-08, 07:50 PM
SOON (tm)
Very, very impressing!!!
Looking forward to this!!
Keep it up Rubini!
/Bracer
Philipp_Thomsen
03-23-08, 03:57 PM
What's the status, kaleun Rubini?
Those clouds pumping out of the uboat are ready yet?
Steel_Tomb
03-23-08, 06:11 PM
Oh man, imagine this with Tomi's Type VIID!!! :o *drool*
What's the status, kaleun Rubini?
Those clouds pumping out of the uboat are ready yet?
Hi mates,
Hi PT,
I just returned from holidays and noticed that i have a lot of questions to reply here.
The first one: What is the status?
I guess that I will release the first finished type IXd2 (only with the water stream ready for now) in two days. After listen for feedbacks&suggestions I will then start the work for all others uboats.
Another questions: Will be a version for Tomi's type ViiD? I never had the time to look at Tomi's work until now. But I like the idea too and if Tomi's permit and also Privateer really donīt make the water stream for it before me then I will do it for sure.
Dowly question: Is the texture like smoke? no, it isnīt like smoke, it is already a almost flat texture in game as far I have noticed. Iīm not an expert on 3D work neither texture. So, after we see and "taste" the first version I will be very happy to have help from anyone more expert on these areas if needed! I just want a more RL feeling uboat to sail on!!:D
Great Idea Rubini.:rock: I'm going to suggest some things to you so you may use my advice according to your interest should you be interested that is.:hmm:
The exhaust also should spray hot steam after the water level drops. I've seen that in a few photos. I'm hoping you could add that with the smoke exhaust from RB's N-sync with yours.;)
There are a few mods here that uses Particles too.
examples,
OLC Enviroments mod By Onelifecrisis
Tomi_099 VIIC/41 uses particles with the help of Privateer. There also adding a similar mod idea to a VIIC model. With water draining from the holes.
http://www.subsim.com/radioroom/showthread.php?t=120420&page=37
GWX 2.0 and more.
Are you going to make your mod compatible with those other mods or will yours be standalone mod?
I like to hear your ideas on this great addition to SH3 world.:up:
Thanks
WH
Hi mate,
Thanks to point to me that thread. I never look at Tomi's work before (absolutely lack of free time - these mods eats all my few free time LOL). Iīm now also a bit confuse because i noticed in there that Privateer is also working on the same issue. I'm not a hex/3D/Texture expert so will be ok to me if Privateer that have a lot of skills on these areas could go ahead and make this mod. I will be happy to help him with any info, etc. Letīs wait his reply.:yep:
For now i will continues to finish my Type IXd2 to, after this, continue to play my career with it.:up:
Wolfehunter
03-23-08, 08:33 PM
Great Idea Rubini.:rock: I'm going to suggest some things to you so you may use my advice according to your interest should you be interested that is.:hmm:
The exhaust also should spray hot steam after the water level drops. I've seen that in a few photos. I'm hoping you could add that with the smoke exhaust from RB's N-sync with yours.;)
There are a few mods here that uses Particles too.
examples,
OLC Enviroments mod By Onelifecrisis
Tomi_099 VIIC/41 uses particles with the help of Privateer. There also adding a similar mod idea to a VIIC model. With water draining from the holes.
http://www.subsim.com/radioroom/showthread.php?t=120420&page=37
GWX 2.0 and more.
Are you going to make your mod compatible with those other mods or will yours be standalone mod?
I like to hear your ideas on this great addition to SH3 world.:up:
Thanks
WH
Hi mate,
Thanks to point to me that thread. I never look at Tomi's work before (absolutely lack of free time - these mods eats all my few free time LOL). Iīm now also a bit confuse because i noticed in there that Privateer is also working on the same issue. I'm not a hex/3D/Texture expert so will be ok to me if Privateer that have a lot of skills on these areas could go ahead and make this mod. I will be happy to help him with any info, etc. Letīs wait his reply.:yep:
For now i will continues to finish my Type IXd2 to, after this, continue to play my career with it.:up:I understand Rubini.
There are a few helping tomi with his project. Privateer is working on the VIIC/41 water drains.
Since your working on IXD2 are you also going to correct and add proper details to the model?
Anyhow if you have questions ask the tomi's team on that link. If you guys share information we all can benefit each others wisdom.:up:
I can't wait to see your finished product Rubini.:rock:
Kpt. Lehmann
03-24-08, 12:45 AM
Really good stuff Rubini.:up: :up: :up:
Mr.Fleck
03-24-08, 10:15 AM
Nice mod you have in the making, Rubini! :up:
I like these immersion enhancing mods!
Cheers!
Mr.Fleck
Einsman
03-24-08, 11:19 AM
In a single word: ĄĄĄAwesome!!!:up::up::up:
Adriatico
03-24-08, 12:53 PM
Hey Rubini,
after you release Type IXD2, it would be "reasonable" to make some candy for a classic VIIC...
:yep: :up: :yep:
So we have something for testing till you revert to IX series...
:ping: :ping: :ping:
Sailor Steve
03-24-08, 12:56 PM
it would be "reasonable" to make some candy for a classic VIIC...
:yep: :up: :yep:
NO! Me first! Me first! Type II! Type II!:rotfl:
No, I agree; the VII is the next logical choice. Of course the only real next choice is whatever turns Rubini on.:sunny:
LordNeuro"Serbia"
03-24-08, 12:58 PM
it would be "reasonable" to make some candy for a classic VIIC...
:yep: :up: :yep: NO! Me first! Me first! Type II! Type II!:rotfl:
No, I agree; the VII is the next logical choice. Of course the only real next choice is whatever turns Rubini on.:sunny:
I hope Rubini theat u r turning on VIIc and b series of subs. Plz say it is so.:rock::up:
Hi mates,
Expect the first Type IXd2 beta (only the new water stream) for tomorrow afternoon. I finished all two sides an hour ago (44 holes with water stream - a lot of manual work), all is working as intend. Your feedback will be very important to me, to really continues the mod or not (if we really like it or not). Any comments will be welcome as always.:up:
Now about the next uboat...humm...Sailor Steve is our guru and the most aged here (:D :ping: :arrgh!: ) - or am I wrong? So, the type II will be the next. Sailor Steve, what type II are you running? A or D?
LordNeuro"Serbia"
03-24-08, 01:24 PM
U lucky Sailor Steve. Well longer u weit the sweetr it gets. So no problem. Its werth the weit. Keep up the good work.:up:
Sailor Steve
03-24-08, 01:32 PM
Hi
Now about the next uboat...humm...Sailor Steve is our guru and the most aged here (:D :ping: :arrgh!: ) - or am I wrong? So, the type II will be the next. Sailor Steve, what type II are you running? A or D?
Well, I'm honored that you think that way, but I was just joking. I'm not really playing myself right now, just testing new mods to see what I like and spending most of my time collecting ship names for SH3 Commander.
I think the Type VIIc is far and away the most used boat, and probably deserves first consideration.
LordNeuro"Serbia"
03-24-08, 01:38 PM
Hi
Now about the next uboat...humm...Sailor Steve is our guru and the most aged here (:D :ping: :arrgh!: ) - or am I wrong? So, the type II will be the next. Sailor Steve, what type II are you running? A or D? Well, I'm honored that you think that way, but I was just joking. I'm not really playing myself right now, just testing new mods to see what I like and spending most of my time collecting ship names for SH3 Commander.
I think the Type VIIc is far and away the most used boat, and probably deserves first consideration.
How do u add a ships names in the sh commander. I will liek too add same names too but dont have a slaytes idea.:hmm:
Sailor Steve
03-24-08, 01:48 PM
How do u add a ships names in the sh commander. I will liek too add same names too but dont have a slaytes idea.:hmm:
SH3 Commander gives names to ships you sink, including merchants. To add names, look in the Program Files/SH3 Commander/Cfg folder and you'll see the 'Ship Names' file. There are many different lists, such as Liberty and Victory ships, and all the game's warship classes, but the biggest list is the first one 'GenericMerchantsAndTankers'. It already has almost 4000 names on it. To add your own go to the bottom of the list and add them. With that many names already, though, don't expect them to come up much on the names of ships you sink
What I'm doing is a big research project, the goal of which is to classify every single merchant according to type and size, and do away with the 'Generic' list altogether. It's taking time, but I have recieved help and encouragement from different people, and it's coming along nicely.
Jimbuna
03-24-08, 02:16 PM
How do u add a ships names in the sh commander. I will liek too add same names too but dont have a slaytes idea.:hmm:
SH3 Commander gives names to ships you sink, including merchants. To add names, look in the Program Files/SH3 Commander/Cfg folder and you'll see the 'Ship Names' file. There are many different lists, such as Liberty and Victory ships, and all the game's warship classes, but the biggest list is the first one 'GenericMerchantsAndTankers'. It already has almost 4000 names on it. To add your own go to the bottom of the list and add them. With that many names already, though, don't expect them to come up much on the names of ships you sink
What I'm doing is a big research project, the goal of which is to classify every single merchant according to type and size, and do away with the 'Generic' list altogether. It's taking time, but I have recieved help and encouragement from different people, and it's coming along nicely.
I have a site that lists every merchantman that was lost in WWII (def every British, not 100% sure of other nations) in datal order and includes: Date, Name, Type, Gross Tons, Cause of loss, How Lost and remarks.
Merchant vessels 29,180
Fishing vessels 814
Total vessels lost 29,994
Hi
Now about the next uboat...humm...Sailor Steve is our guru and the most aged here (:D :ping: :arrgh!: ) - or am I wrong? So, the type II will be the next. Sailor Steve, what type II are you running? A or D?
Well, I'm honored that you think that way, but I was just joking. I'm not really playing myself right now, just testing new mods to see what I like and spending most of my time collecting ship names for SH3 Commander.
I think the Type VIIc is far and away the most used boat, and probably deserves first consideration.
Ok! Type ViiC/B users are fortunate then!:D
Philipp_Thomsen
03-24-08, 03:14 PM
Hi
Now about the next uboat...humm...Sailor Steve is our guru and the most aged here (:D :ping: :arrgh!: ) - or am I wrong? So, the type II will be the next. Sailor Steve, what type II are you running? A or D?
Well, I'm honored that you think that way, but I was just joking. I'm not really playing myself right now, just testing new mods to see what I like and spending most of my time collecting ship names for SH3 Commander.
I think the Type VIIc is far and away the most used boat, and probably deserves first consideration.
Ok! Type ViiC/B users are fortunate then!:D
Now that you made all the hard work on the IXD2, to make it on the VII uboats are way easier, right? Just a copy/paste job and check if the leaks are in the right position?
Hi
Now about the next uboat...humm...Sailor Steve is our guru and the most aged here (:D :ping: :arrgh!: ) - or am I wrong? So, the type II will be the next. Sailor Steve, what type II are you running? A or D?
Well, I'm honored that you think that way, but I was just joking. I'm not really playing myself right now, just testing new mods to see what I like and spending most of my time collecting ship names for SH3 Commander.
I think the Type VIIc is far and away the most used boat, and probably deserves first consideration.
Ok! Type ViiC/B users are fortunate then!:D
Now that you made all the hard work on the IXD2, to make it on the VII uboats are way easier, right? Just a copy/paste job and check if the leaks are in the right position?
Exactly! (mainly the manual adjustment to mach the holes). Anyway after we degust the first Type IXd2 and after the feedbacks, I wish to add RB exaust and some others minor tweaks to the files. Then the mod will be finished. A lot of work indeed.:damn: :D
Jimbuna
03-24-08, 04:43 PM
Hi
Now about the next uboat...humm...Sailor Steve is our guru and the most aged here (:D :ping: :arrgh!: ) - or am I wrong? So, the type II will be the next. Sailor Steve, what type II are you running? A or D?
Well, I'm honored that you think that way, but I was just joking. I'm not really playing myself right now, just testing new mods to see what I like and spending most of my time collecting ship names for SH3 Commander.
I think the Type VIIc is far and away the most used boat, and probably deserves first consideration.
Ok! Type ViiC/B users are fortunate then!:D
Now that you made all the hard work on the IXD2, to make it on the VII uboats are way easier, right? Just a copy/paste job and check if the leaks are in the right position?
Exactly! (mainly the manual adjustment to mach the holes). Anyway after we degust the first Type IXd2 and after the feedbacks, I wish to add RB exaust and some others minor tweaks to the files. Then the mod will be finished. A lot of work indeed.:damn: :D
Will the added files such as the exhaust mod be optional for those who don't consider them realistic http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gif
Madox58
03-24-08, 05:14 PM
Iīm now also a bit confuse because i noticed in there that Privateer is also working on the same issue. I'm not a hex/3D/Texture expert so will be ok to me if Privateer that have a lot of skills on these areas could go ahead and make this mod. I will be happy to help him with any info, etc. Letīs wait his reply.:yep:
For now i will continues to finish my Type IXd2 to, after this, continue to play my career with it.:up:
I'm only doing the work for Tomi.
I never planned on doing a full blown mod for release so go for it!
:up:
I'd be happy to see your work and share info and such.
The original version for SH4 resembles the action performed by
a vacuum cleaner, if you know what I mean.
:lol:
Changeing and adjusting the positions, tga's, and generators is the easy part.
Adding the controllers so it blows water at surfaceing and when it dips down
is the hard part.
They MUST delete themselves.
They can not be set to run all the time,
then use the visibleunderwater controller to hide them
cause then you have 40+ generators running all the time.
That's sloppy.
Add smoke, flames, convoy, and more?
Major FPS hit.
Will the added files such as the exhaust mod be optional for those who don't consider them realistic http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gif
Out of curiosity, why would you consider diesel exhaust to be unrealistic?
sabretwo
03-24-08, 05:29 PM
Looks great! I wonder how difficult it would be to modify that for use with an IXB? :hmm:
Iīm now also a bit confuse because i noticed in there that Privateer is also working on the same issue. I'm not a hex/3D/Texture expert so will be ok to me if Privateer that have a lot of skills on these areas could go ahead and make this mod. I will be happy to help him with any info, etc. Letīs wait his reply.:yep:
For now i will continues to finish my Type IXd2 to, after this, continue to play my career with it.:up:
I'm only doing the work for Tomi.
I never planned on doing a full blown mod for release so go for it!
:up:
I'd be happy to see your work and share info and such.
The original version for SH4 resembles the action performed by
a vacuum cleaner, if you know what I mean.
:lol:
Changeing and adjusting the positions, tga's, and generators is the easy part.
Adding the controllers so it blows water at surfaceing and when it dips down
is the hard part.
They MUST delete themselves.
They can not be set to run all the time,
then use the visibleunderwater controller to hide them
cause then you have 40+ generators running all the time.
That's sloppy.
Add smoke, flames, convoy, and more?
Major FPS hit.
Hi Privateer,
Nice to talk with you. You know, my english isnīt good and you always write as a Poet. Then sometimes is a bit difficult to me understand all that you means.:D
And ok, I will try to finish the mod...lol
The visible under water controller is already ok, but they run all the time, just hiding when the water pass over them. I obviously tried a lot to make them random (not all and always) and I also tried without success to put a controller to put them off after some seconds, just becoming active again after a wave/water pass over them. I canīt find a away to make this, what should be the best scenario for this mod. Anyway, even with these limitations, I didnīt noticed any FPS hit and the final effect is really very good (after some small tricks).
I will like so much to have your help on the random and/or on-off controller to make the mod yet better. Any idea?:hmm:
Thanks for any advice mate!
Madox58
03-24-08, 06:48 PM
No problems Mate.
I have a few tricks up my sleeve that may pull off the deed.
;)
You may see no FPS hit, but many may depending on system specs.
I tend to build for the lower end for several reasons.
My systems are not top of the line,
It forces me to be that much better at learning how things work,
I hate massive user support issues.
:rotfl:
And if the generators are running all the time?
Watch the boat at dead stop, calm seas.
Talk about realism?
Not happening there.
;)
Madox58
03-24-08, 07:47 PM
the time for SH4 effects is roughly 9 seconds.
To long I think.
And the end of the effect is crap.
Screen shots are worthless here.
Just as screen shots of your torp doors would have been.
Seeing vids is the key.
what about the controller for the conning tower spray that only occurs when the tower is momentarily submerged.....if there is a way to utilise this controller trigger for the water streams then they would only appear after the holes were submerged and would stop after a second or two and would not show whilst stopped or in flat calm??? any good?:hmm:
Madox58
03-24-08, 08:06 PM
The con tower is a node effect, linked to a controller, linked to speed.
That's where I was going.
Since the water drain off is nothing more then placement nodes
with generators in the dat?
We use the nodes and move the generators to the val file.
Then attach the speed controllers for one.
;)
I will post a link for a small movie that I'm trying to make with Fraps. Just a minute (or minutes?) LOL
As I said even with this big limitation - the absence of a on-off controller linked to the moment when the water go over the holes (notice that Sh4 also donīt have this controller on water stream) - the general effect is very, very good. You will see.:up:
Madox58
03-24-08, 09:22 PM
Actually, SH4 has the controller for this.
It's just not set right.
:damn:
Wolfehunter
03-24-08, 09:33 PM
These mods are going to be soo cool guys. Great teamwork.:rock:
After 2 hours with Fraps, video compressing soft and youtube Iīm finally uploading the video. 80MB compressed on youtube!:D
Here the link:
http://br.youtube.com/watch?v=WYFoADeIS9A
I will put it also on the first post.
what about the controller for the conning tower spray that only occurs when the tower is momentarily submerged.....if there is a way to utilise this controller trigger for the water streams then they would only appear after the holes were submerged and would stop after a second or two and would not show whilst stopped or in flat calm??? any good?:hmm:
Quote:
Originally Posted by privateer
The con tower is a node effect, linked to a controller, linked to speed.
That's where I was going.
Since the water drain off is nothing more then placement nodes
with generators in the dat?
We use the nodes and move the generators to the val file.
Then attach the speed controllers for one.
;)
I just took a look at all files for a conning tower (dat, val, zon, sim and cam) and I didnīt find any useful control there. Even in the .val file. Perhaps this Conning tower splash use another specific way to generate that effect?:hmm:
Wolfehunter
03-25-08, 12:21 AM
Rubini you have a PM.:up:
Philipp_Thomsen
03-25-08, 12:23 AM
Will the added files such as the exhaust mod be optional for those who don't consider them realistic http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gif
Out of curiosity, why would you consider diesel exhaust to be unrealistic?
Not everything need to be realistic... diesel exhaust is very nice and almost invisible unless you're at ahead full/flank.
A6Intruder
03-25-08, 02:11 AM
After 2 hours with Fraps, video compressing soft and youtube Iīm finally uploading the video. 80MB compressed on youtube!:D
Here the link:
http://br.youtube.com/watch?v=WYFoADeIS9A
I will put it also on the first post.
That is great stuff!!:rock:
Please give us a version with RB exhaust mod included!!!
Kind regards
Jimbuna
03-25-08, 05:19 AM
After 2 hours with Fraps, video compressing soft and youtube Iīm finally uploading the video. 80MB compressed on youtube!:D
Here the link:
http://br.youtube.com/watch?v=WYFoADeIS9A
I will put it also on the first post.
Coming along very nicely Rubini :up:
Jimbuna
03-25-08, 05:28 AM
Will the added files such as the exhaust mod be optional for those who don't consider them realistic http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gif
Out of curiosity, why would you consider diesel exhaust to be unrealistic?
Not everything need to be realistic... diesel exhaust is very nice and almost invisible unless you're at ahead full/flank.
The reason I ask is because there are people out there who do not consider continuous exhaust mod emittance to be realistic.
In RL the diesel engines were kept in pristine condition....as far as was possible.
Exhaust smoke was like laying down a target marker to those who would wish to harm a sub and the crew knew that.
Now if it is the case that the exhaust smoke is as you say 'almost invisible'.....that may be closer to what was the reality.
It would still be nice to have the option though.
I just took a look at all files for a conning tower (dat, val, zon, sim and cam) and I didnīt find any useful control there. Even in the .val file. Perhaps this Conning tower splash use another specific way to generate that effect?:hmm:
damn..:hmm: it maybe duplicates the effect tied to the hull model files bow ..for the bow spray...perhaps there is some "link" reference in that the conning tower is classified as having a "collision box" with the ocean.. i was wondering last night wether the conning tower could be invisibily extended in the model file to add small extra boxes along the hull side that duplicated the bow spray effect ...it may be be that small transparent boxes could be added to the tower model file placed to represent the drain areas...
probably miles of the plot ..but on the other hand having water draining off the back of the conning tower when the spray effect was triggered would also look pretty good!...what about the wake effect ..maybe the periscope wake trigger..they are speed related..
keep up the good work...i'd be very happy with just what you have allready done here! (havent seen the video sorry i'm on a modem) but the screen shots look perfect to me:up:
can i ask a question whilst i'm here??
the "concussion" effect tied to the conning tower...the one which causes the screen to shake and blur when the tower takes a cannon shell hit...is that in any way transferableto the main hull...as having that effect (sounds and all) trigger when a DC hits the hull or close by would be stunning...have you come across the trigger for that any where?
I recently tested the lastest version of Racerboy's exhaust smoke mod. The smoke was hardly to be seen under most speed settings. Only when going at flank speed there was a black cloud of smoke. And even that wasn't too thick or to big to make the whole thing look unrealistic.
I think both mods would give some great looks to the game.
Considering performance though, the many particle effects may produce a noticeable workload. On the open ocean I rarely have any problems, and my PC is quite old now (Athlon XP 1.6GHz, 1GB RAM and a Radeon 9800 Card ;)).
But when encountering convoys or leaving/entering the home port, this might get a little bit too much at times ^^.
The video looks very nice, btw.
Is the issue of the water streams not stopping to flow fixed by now ?
It looks like they are flowing for a little while and then stopping until the next wave washes over the deck.
Gairith
03-25-08, 06:31 AM
After 2 hours with Fraps, video compressing soft and youtube Iīm finally uploading the video. 80MB compressed on youtube!:D
Here the link:
http://br.youtube.com/watch?v=WYFoADeIS9A
I will put it also on the first post.
:o Outstanding!
bert8for3
03-25-08, 08:38 AM
Looks excellent! :up:
oscar19681
03-25-08, 09:42 AM
I hope this mod is compatilbe when you still have gwx version 1.04 because i want to finish my career before i update up to gwx 2.1
Wolfehunter
03-25-08, 11:24 AM
I recently tested the lastest version of Racerboy's exhaust smoke mod. The smoke was hardly to be seen under most speed settings. Only when going at flank speed there was a black cloud of smoke. And even that wasn't too thick or to big to make the whole thing look unrealistic.
I think both mods would give some great looks to the game.
Considering performance though, the many particle effects may produce a noticeable workload. On the open ocean I rarely have any problems, and my PC is quite old now (Athlon XP 1.6GHz, 1GB RAM and a Radeon 9800 Card ;)).
But when encountering convoys or leaving/entering the home port, this might get a little bit too much at times ^^.
The video looks very nice, btw.
Is the issue of the water streams not stopping to flow fixed by now ?
It looks like they are flowing for a little while and then stopping until the next wave washes over the deck.Also if your familiar with Minitweaker you can change the values of smoke density. You can change alot to make it more realistic. But his default setting is fine. I like it give the game more feel to the game even if its not a 100% real.:yep:
Hi mates,
I just arrived at my house again and will start to post replies. And thanks for the comments about the mod. Yet today at night I will post a link for the first complete uboat, the Type IXD2, and then you will see it in action on your PC! itīs much better than the youtube video!;)
@Wolfehunter: i will reply your PM soon.
@Jimbuna: in my tweaked version of RB's exaust the smoke is very tin (much more than in his last work on the matter) and very realistic. You will see! Anyway is easy to not use the exaust if someone really donīt want it.:up:
@PT: Fala Parceiro!!! Hello mate! We are very sad about yours problems with your PC and i wish that you get a powerful one soon! And thanks by your comments on youtube mate! the type VIIC/B will be the next!
@oscar: yes, this mod is actually compatible with GWX1.03 and GWX 2.0.
The video looks very nice, btw.
Is the issue of the water streams not stopping to flow fixed by now ?
It looks like they are flowing for a little while and then stopping until the next wave washes over the deck.
@ichso: No, the "water stream not stopping" isnīt fixed and I have doubt if it will (lack of adequate controller on Sh3)...but yes, they seems to work as in RL anyway...this behaviour was achieved with some tricks here and there to simulate the correct effect as you can see on the video.:rock:
GoldenEagle8
03-25-08, 12:35 PM
WOW! I cant wait for this to be downloadable!! This looks great!!:rock::up:
one question though? would it be possible to have water run off the connig tower deck and over the side when the boat surfaces?:hmm: that would be really cool!:rock:
I just took a look at all files for a conning tower (dat, val, zon, sim and cam) and I didnīt find any useful control there. Even in the .val file. Perhaps this Conning tower splash use another specific way to generate that effect?:hmm:
damn..:hmm: it maybe duplicates the effect tied to the hull model files bow ..for the bow spray...perhaps there is some "link" reference in that the conning tower is classified as having a "collision box" with the ocean.. i was wondering last night wether the conning tower could be invisibily extended in the model file to add small extra boxes along the hull side that duplicated the bow spray effect ...it may be be that small transparent boxes could be added to the tower model file placed to represent the drain areas...
probably miles of the plot ..but on the other hand having water draining off the back of the conning tower when the spray effect was triggered would also look pretty good!...what about the wake effect ..maybe the periscope wake trigger..they are speed related..
keep up the good work...i'd be very happy with just what you have allready done here! (havent seen the video sorry i'm on a modem) but the screen shots look perfect to me:up:
can i ask a question whilst i'm here??
the "concussion" effect tied to the conning tower...the one which causes the screen to shake and blur when the tower takes a cannon shell hit...is that in any way transferableto the main hull...as having that effect (sounds and all) trigger when a DC hits the hull or close by would be stunning...have you come across the trigger for that any where?
CB..,
Like i said I didnīt found any trigger/controller until now that could be usefull for "the water stream always draining" issue. But i have hope that Privateer will find one (or one way).
About that shake effect...hummm...i will leave it for my next research (next week?) but letīs continue to talk about it...Iīm sure that early or late we will find something on the matter.;)
WOW! I cant wait for this to be downloadable!! This looks great!!:rock::up:
one question though? would it be possible to have water run off the connig tower deck and over the side when the boat surfaces?:hmm: that would be really cool!:rock:
Itīs possible and itīs easy...but we have one problem that is being discussed here: we donīt have the trigger to just start the water stream after a specific event like emerge, etc. As it is now it will continue to drain all the time, since you start the patrol. If we find the trigger/controller, than the mod could be much better.
FIREWALL
03-25-08, 12:46 PM
Your work Rubini is excellent as usual. :up:
Can hardly wait till this is available.:yep:
trigger or no trigger, i watch the video on youtube and it is verry wel done :rock:
Tomi_099
03-25-08, 01:28 PM
The VIDIO ist FANTASTIC:o - RUBINI (Sea Lord) is FANTASTIC:up: ,PRIVATEER is FANTASTIC:up:
You ALL are FANTASTIC :rock: - You make me so happy !!! That is a MEGA MOD !!!! :rock:
GREAT WORK !!!:rock: :rock: :sunny:
ReallyDedPoet
03-25-08, 01:28 PM
Well done Rubini :up:
RDP
The VIDIO ist FANTASTIC:o - RUBINI (Sea Lord) is FANTASTIC:up: ,PRIVATEER is FANTASTIC:up:
You ALL are FANTASTIC :rock: - You make me so happy !!! That is a MEGA MOD !!!! :rock:
GREAT WORK !!!:rock: :rock: :sunny:
Thanks mate! I will be very happy to make the same with your VIID as soon I finished the "stock" uboats. And iīm sure that Privateer will give us some little toys to make this mod yet better.
CB..,
Like i said I didnīt found any trigger/controller until now that could be usefull for "the water stream always draining" issue. But i have hope that Privateer will find one (or one way).
About that shake effect...hummm...i will leave it for my next research (next week?) but letīs continue to talk about it...Iīm sure that early or late we will find something on the matter.;)
roger that:up:
the concussion/shake effect does actualy work whilst submerged and does respond to DC explosions close to the conning tower (very close tho)
so the basics are there....i did mess around with the zones.cfg and DC explosive radius a long while back and managed to get it to work with those two edits...BUT the amount of times that a DC hit close enough to the conning tower to trigger the effect was virtualy nil in normal gameplay
the real joy comes from the fact that the screen shake and blurred vission and sound effects that come with it ARE visable from the interior of the Uboat .so you get the same effects as on the bridge whilst in the command room interior...and my goodness do you jump out of your skin when it does actualy happen LOL:up:
another side effect of it is that you are unable to issue comands etc or navigate thru the sub easily whilst the effect lasts (just the same as when a shell hits on the bridge) so that it not only has huge dramatic effect , it also has a genuine concussive effect on your ability to command the boat...now then if this was triggered every time a DC hit close by the sub as a whole AND if it were possible to also trigger the "near crush depth" effects to co-incide with the concussive effects such as the lights blinking on and off and dials breaking etc etc then the overall experience of a close hit by a DC would be extreme to say the least..
boat tipping from side to side
lights going out
dails breaking
pipes bursting
the concussive "BLANG" noise
screen shake and blur
player is briefly incapacitated and cannot really control the boat
crew shouting distorted by the sound "blur"
damage reports etc as above
very very effective
hope you can crack it.. bit beyond my editing skills- more's the pity- but can't help but see the impact it would have on the gameplay and dare i say it realism too? (as that does seem to be an issue)
:hmm:
thanks for looking into it..:sunny:
First post updated with the link for download! Go! :D
ReallyDedPoet
03-25-08, 07:47 PM
Nice work on the release, I love this effect in SH4, never thought I would see it here,
folks will like this big time :yep:
RDP
It's nearly 02:00 o'clock in the morning and I was just about to go to bed when I read that the first version of this mod ist out.
So thanks to you, Rubini, I will stay up a half an hour longer :hmm:
Jimbuna
03-25-08, 07:52 PM
Nice one Rubini....will try it out on my 2.0 installation (as and when time permits).
You'll understand ;)
Kpt, Otto
03-25-08, 07:59 PM
This is superb .... I am lost for words, this game just gets better and better and all thanks to modders like yourself Rubini.
:rock: :rock: :rock:
I wish you all the best :up:
p.s Hope you dont miss out the type II !!! :lol:
..
Nice one Rubini....will try it out on my 2.0 installation (as and when time permits).
You'll understand ;)
Of course! And excuse me to not help the team on this final effort. I have really few free time to spent with mods...and i like very much to just play and will going modding all the things that I want! LOL
So this eats all my free time. But I guess that sometimes something usefull could arrive this way!:D
WOW! this is not a good mod ... it's a damn good mod!:yep:
Thanks Rubini,:up: you can start importing the transparent water now!;)
Jimbuna
03-25-08, 08:11 PM
Nice one Rubini....will try it out on my 2.0 installation (as and when time permits).
You'll understand ;)
Of course! And excuse me to not help the team on this final effort. I have really few free time to spent with mods...and i like very much to just play and will going modding all the things that I want! LOL
So this eats all my free time. But I guess that sometimes something usefull could arrive this way!:D
Rgr that mate.....fair winds http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Philipp_Thomsen
03-25-08, 08:14 PM
OK, I FOUND SEVENTEEN MAJOR ERRORS THAT NEED TO BE FIXED!
LETS START THE WRENCH THROWING!
1)...
:rotfl:
just kiddin... gotcha!
This is excelent, mate... superb job...
Now rush on those VII so I can use in my carrer! :up:
Tomi_099
03-25-08, 08:17 PM
Yeeeeeees,:smug: very nice work there. Much better than SH4 !!!!:up:
So i understand, you will put there in all holes !!!
Is thet real !!!! :hmm:
so is lucks like great !! - i hope we can seen thet :oops: -
!!! but i m a litle scepic !!! - !!!bat wie will seen there!! :hmm:
OK, I FOUND SEVENTEEN MAJOR ERRORS THAT NEED TO BE FIXED!
LETS START THE WRENCH THROWING!
1)...
:rotfl:
just kiddin... gotcha!
This is excelent, mate... superb job...
Now rush on those VII so I can use in my carrer! :up:
Oh no! Wrenchs no!:rotfl:
Thanks to try it mate!
Yeeeeeees,:smug: very nice work there. Much better than SH4 !!!!:up:
So i understand, you will put there in all holes !!!
Is thet real !!!! :hmm:
so is lucks like great !! - i hope we can seent thet :oops: -
!!! but i m a litle scepic !!! - !!!bat wie will seen there!! :hmm:
Not in all holes mate! But 44 ones, 22 per side!
My first impression is that if we put water stream in all holes the uboat will seems a shower :D because Sh3 have its limitations and the effect isnīt exactly as in RL!
But this and others adjust can be made if we want it in the end.:up:
CapZap1970
03-25-08, 08:32 PM
Rubini:
This mod is fantastic!!! :rock: Thank you very much!!!
CapZap
Tomi_099
03-25-08, 08:34 PM
Yeeeeeees,:smug: very nice work there. Much better than SH4 !!!!:up:
So i understand, you will put there in all holes !!!
Is thet real !!!! :hmm:
so is lucks like great !! - i hope we can seent thet :oops: -
!!! but i m a litle scepic !!! - !!!bat wie will seen there!! :hmm:
Not in all holes mate! But 44 ones, 22 per side!
My first impression is that if we put water stream in all holes the uboat will seems a shower :D because Sh3 have its limitations and the effect isnīt exactly as in RL!
But this and others adjust can be made if we want it in the end.:up:
---------------------------------------------------
My first impression is that if we put water stream in all holes the uboat will seems a shower
:yep: :up: Great !!! Rubini !! Great !!! :up: :yep:
OMG Tomi, calm yourself. It's just a graffics effect :lol:
Looking very nice ingame, though :roll:
Slick Rick
03-26-08, 04:21 AM
Like it a lot....!!! :yep: :up:
rascal101
03-26-08, 04:50 AM
Never thought I'd see the day when I thought SH3 graphics were starting to leave behind SH4, todays the day!
Cant wait to see this added to all subs in SH3, what brilliant work, thank you very much
R
Great work , thanks alot. :arrgh!:
thanks Rubini
a true work of art...it looks very convincing indeed:yep: :yep: :yep: :up:
I appreciate this mod very very much, don't get me wrong. But am I really the only one who thinks that the SH4 effect looks still a little bit better ?
For compairison:
http://www.youtube.com/watch?v=cpM0dvcS1is
I like it a little bit better that the effect looks less flat there and that it's also a bit more variable.
Sometimes water comes out here, sometimes there. But not out of all openings all the time.
Just for a little bit constructive criticism ^^.
Never thought I'd see the day when I thought SH3 graphics were starting to leave behind SH4, todays the day!
Cant wait to see this added to all subs in SH3, what brilliant work, thank you very much
R
This isn't true. SH4 has still better 3D Models of the submarines the lighting looks more sophisticated and the whole refraction thing, that you can see the submarine when submerged and see it's bottom while surfaced are good examples for what SH3 simply lacks compared to it's successor.
Clever Mod - where holes stay darker as they must be. About water line it's right type VII looks actually too much high on the sea, so very curious to see the new water line
I appreciate this mod very very much, don't get me wrong. But am I really the only one who thinks that the SH4 effect looks still a little bit better ?
For compairison:
http://www.youtube.com/watch?v=cpM0dvcS1is
I like it a little bit better that the effect looks less flat there and that it's also a bit more variable.
Sometimes water comes out here, sometimes there. But not out of all openings all the time.
Just for a little bit constructive criticism ^^.
Never thought I'd see the day when I thought SH3 graphics were starting to leave behind SH4, todays the day!
Cant wait to see this added to all subs in SH3, what brilliant work, thank you very much
R
This isn't true. SH4 has still better 3D Models of the submarines the lighting looks more sophisticated and the whole refraction thing, that you can see the submarine when submerged and see it's bottom while surfaced are good examples for what SH3 simply lacks compared to it's successor.
Thanks by the comment mate!
The main problem with Sh4 effect on the matter is that is seems always as a water jet...although when look at distance and considering all the new ligh&reflection the overall conjunct is good, but faraway from the RL behaviour (just look at a stationary uboat on Sh4 or even in a more close look to water jet stream). The unique thing that is really better is that Sh4 have a new controller (what is impossible to port to Sh3) that randomize a bit the water stream with an on/off trigger. Anyway is always just a mod that can be enable/disable with JSGME.;)
I also think that anything that mess with our uboats is a bit risk because you will see that thing all the time in your patrol...so you really need to like it or just don't use it.:up:
I also didn't used that inertia speed effect (the water stream will "incline" with the uboat velocity) because the overall result isn't much good in uboats in my opinion (it's all or nothing type of thing - isn't possible to adjust this effect). Anyway, do you know if the new SH4 Uboat Mission expansion have these water stream on the uboats?? This is really a good question...if so, can someone provide an youtube video to we take a look?:hmm:
IMO what tends to happen with PC game graphics is that in order to emphasise an effect it is made more pronounced and noticable...(glamourous if you like?)
not a bad thing given the limitations of older games and graphics engines..but these days with very powerfull graphic engines the more realistic even mundane depiction of some effects is a better option...toned down subtle effects work best when taken into the whole picture.....saving the dramatic effects for well dramatic events! contrast is the better part of graphics..if everything is at maximum volume then it all just blurs into one (it's easy to start believeing that what you see in a game is actualy how it should be...it's the same with movies etc etc..and possibly one of the dangers of recreating historical events in the media)
must admit i was hugely impressed with Rub's effects.it would have been easy to have overblown the whole thing...making the thing look like fire hoses squirting water out the vents etc...instead it looks like what it is supposed to be ,nothing more nothing less
and that degree of subtely is not easy to reproduce
just wish that the devs had given us a hugely complex and dynamic skyscape and weather set up....as sunsets and the ever changing cloud scape are just about the single most awesome dramatic eye candy/mind candy we are ever likely to experience first hand in real life....you can be as dramatic as possible there in game graphics and still pale in comparison to the real thing...it's a real shame they left the game with 2 cloud textures (well 2 and a half) when flightsims have surpassed this back in the 90's)
take a look out the window every ten minutes or so...the sky scape is constantly changing and evolving....everytime i surface i want to be confronted by an entirely dynamic and beautifull sky scape..then i would never leave my PC at all LOL.(which would be mildly ironic to say the least)...art for art's sake keep it coming!:rock:
@Rubini: You have tested it through and I believe you ;)
I also never played SH4, just watched some videos of it. The effect you made looks really good and I will definitely use it. I don't care too much for realism there either in that matter.
@CB: You're right. As I never having played SH4 I cannot tell whether the effects are used too extensively there. In a 10min video the graphic looks phantastic but I think one would get used to it quite quickly and then wouldn't notice it that much anymore.
And too much of good things can be worse then less of them, that's right :yep:
Sailor Steve
03-26-08, 12:03 PM
I appreciate this mod very very much, don't get me wrong. But am I really the only one who thinks that the SH4 effect looks still a little bit better ?
I like it a little bit better that the effect looks less flat there and that it's also a bit more variable.
Sometimes water comes out here, sometimes there. But not out of all openings all the time.
I like Rubini's version better. The area between the outer hull and the pressure hull is open. If you walk on the deck and look down between the wood planks you will actually see water beneath your feed. What this means is that if part of the boat dips under the water when it comes back up the water will indeed flow out of all the holes. The reason it doesn't in real life is that the sea is moving, so only a few holes get washed over at one time, and only a few holes drain water at one time, unless the boat has just surfaced.
The main problem with Sh4 effect on the matter is that is seems always as a water jet...
Very true. The water isn't being pumped out, it's just draining. It should be a flat sheet that spreads downward.
I also didn't used that inertia affect (the water stream will incline with the uboat) speed because the overall result isn't much good in uboats in my opinion.
Again, I agree. Unless the boat is accelerating very rapidly the water should run straight down the sides, not slope aft.
Anyway, do you know if the new SH4 Uboat Mission expansion have these water stream on the uboats??
Yes they do. I can't even play it, so I can't show a video, but here is a screenshot that AVGWarhawk posted on the SH4 add-on screenshot thread:
http://i133.photobucket.com/albums/q62/avgwarhawk/SH4Img2008-02-28_201837_938.jpg
Adriatico
03-26-08, 01:34 PM
Finally had a chance to try it...
I like this mod Rubini:yep: , but:
It should be some 15-20% more transparent, if possible within SH3 engine... If not make it some 15% darker, just a drop of grey...
It's a bit over-emphasized, slighly grey or transparent would look more natural :|\\
Just my impression, hopefully constructive...
Pls, try it... at least by yourself.
:ping:
Anyway, do you know if the new SH4 Uboat Mission expansion have these water stream on the uboats??
Yes they do. I can't even play it, so I can't show a video, but here is a screenshot that AVGWarhawk posted on the SH4 add-on screenshot thread:
http://i133.photobucket.com/albums/q62/avgwarhawk/SH4Img2008-02-28_201837_938.jpg
WOW :ping: ! IMO, our Sh3 typde IxD2 water stream effect is really much better than the SH4 one! Thanks by the pic SS!:D
AVGWarhawk
03-26-08, 02:01 PM
Yes, yours is nice. The Sh4 seem tubular in appearance. Some of the enviro mods took care of that issue. That pic is stock out of the box. Just need that polish with a fine shammy like SH3 has received. Nice work Rubini:up:
Finally had a chance to try it...
I like this mod Rubini:yep: , but:
It should be some 15-20% more transparent, if possible within SH3 engine... If not make it some 15% darker, just a drop of grey...
It's a bit over-emphasized, slighly grey or transparent would look more natural :|\\
Just my impression, hopefully constructive...
Pls, try it... at least by yourself.
:ping:
Hi Adriatico,
Thankls by post feedbacks&suggestions.
I guess that you wish it more like water, no?
It's already more transparent than the original Sh4 settings (from 0,5 to 0,2). Anyhow I already tried it yet more transparent (0,1 or even 0,05) but I didn't liked the overall result, then I switch back to 0,2. What I'm testing since today at morning is to make it a bit major (only a bit) when hits the water...the effect is looking good. Let's see.
About make it more grey, well the texture is on the tex folder called water_spray.tga. Can you try it to help me and post your impressions? (I have a lot of others small things to do now and also needs to make all the others uboats, etc).
Also will be good with someone skilled in textures could make some experiments with a more natural water look one. It's just one small texture to work on!;)
Adriatico
03-26-08, 02:51 PM
Always Maestro,
Glad to document my suggestion:
I decreased .tga to 80% of original opacity (+20% transparent) and it looks simlpy gorgeous;
http://img291.imageshack.us/img291/2918/rubiey5.jpg
Even more on a dark side of u-boat;
http://img374.imageshack.us/img374/7329/rubi1wu4.jpg
Keep in mind that your test mission is a windy one... in more calm conditions, water would not fall down from "wholes", but rather slide, pour dawn the side of u-boat...
My friendly, but strong suggestion, is to decrease the "speed" of falling water by 10%... it would look better in all "wave states" :yep:
Pls, take your time...
Looking forward to your opinion after 24 hours... :up:
Always Maestro,
Glad to document my suggestion:
I decreased .tga to 80% of original opacity (+20% transparent) and it looks simlpy gorgeous;
Even more on a dark side of u-boat;
Keep in mind that your test mission is a windy one... in more calm conditions, water would not fall down from "wholes", but rather slide, pour dawn the side of u-boat...
My friendly, but strong suggestion, is to decrease the "speed" of falling water by 10%... it would look better in all "wave states" :yep:
Pls, take your time...
Looking forward to your opinion after 24 hours... :up:
This is the best moment to me to read and post replies on the forum. So, not a problem.
I'm happy that you have found a better adjust for your taste just messing with the texture, what is the more easiest and recommended way.:up:
I in truth, for my taste, yet like more as I first set it. But i will add a more lighter transparent texture as an option on the next releases...think about all the others uboats...:D
About the velocity, well i will wait more feedbacks to we have a concensus on this and others details that probably will pop up yet. I don't know if you know how to use the S3D...but if so then you can adjust the velocity for your taste too (44 water particles on the .dat). Also is possible to make the water stream have the colour of the uboat wake (as it is now) or the environmental one ( like clouds I guess) what is also a good setting to play with.;)
Edited: i forgotten to say that obviously i know about the calm&heavy seas issue and how it affect this effect in game and in RL. But due Sh3 limitations we need a compromise as always with any mod. Anyway IMHO, the effect is already the best possible for this issue, i.e., you have only a little water stream when in calm seas, much better, for example than in Sh4 where we have water jets even in calm seas.
Einsman
03-26-08, 03:46 PM
SCORE
Water Stream for Type IXD2 by Rubini in SH3 = 8 :up:
Water Stream for type IXD2 by Ubisoft in SH4 = 3 :down:
Adriatico
03-26-08, 03:50 PM
Fair enough Maestro,
Just disregard SH4 in this thread, I start your test mission and... see what I see, feel what I feel...
It could be great idea to release a soft mode with:
- more transparent texture
- less speedy water
...at least for VIIc, being smaller u-boat, all this issues would be even more visible :yep:
It seems to be a "piece of cake" to You so... Why not you give sailors a choice... to suite their "reality feeling"... either Niagara version or Softcore one...?
Take your time, maestro.
:yep: :huh: :yep:
Tomcattwo
03-26-08, 07:47 PM
OUTSTANDING WORK, Rubini!!!!! I think it looks simply grand! Any idea as to when this mod will be available for us VIIC skippers?
R/
TC2
nikpinero
03-26-08, 08:40 PM
Hello, Rubini:
I believe I have found a bug in your mod, itīs probaby conflicting with some other mod (specifically Racerboyīs effects) as without leaving port I could see a tug boat steaming along before my sub and her white smoke was all messed up.
Black smoke for the factories and other boats seemed to be allright though. So it appears that the white smoke textures are somehow related to water particle textures.
Any other testers have encountered this particular bug?
Kaleu. Jochen Mohr
03-26-08, 08:46 PM
verry nice,n il be waiting for the IXB version then :up:
Hello, Rubini:
I believe I have found a bug in your mod, itīs probaby conflicting with some other mod (specifically Racerboyīs effects) as without leaving port I could see a tug boat steaming along before my sub and her white smoke was all messed up.
Black smoke for the factories and other boats seemed to be allright though. So it appears that the white smoke textures are somehow related to water particle textures.
Any other testers have encountered this particular bug?
Hi mate,
Thanks for the feedback. Yesterday i took alook on RB's FX mod files to check by compatibility. And they are totally compatible as far I could notice (i donīt have it on my install anyway). Please just enable the Water Stream mod first, only then enable RB's FX mod for last. Let me know if this works to you.;)
Philipp_Thomsen
03-26-08, 09:17 PM
Hello, Rubini:
I believe I have found a bug in your mod, itīs probaby conflicting with some other mod (specifically Racerboyīs effects) as without leaving port I could see a tug boat steaming along before my sub and her white smoke was all messed up.
Black smoke for the factories and other boats seemed to be allright though. So it appears that the white smoke textures are somehow related to water particle textures.
Any other testers have encountered this particular bug?
Hi mate,
Thanks for the feedback. Yesterday i took alook on RB's FX mod files to check by compatibility. And they are totally compatible as far I could notice (i donīt have it on my install anyway). Please just enable the Water Stream mod first, only then enable RB's FX mod for last. Let me know if this works to you.;)
I have RB's exhaust smoke running with the water streams no problem, if thats what you guys are talking about.:up:
Wolfehunter
03-26-08, 09:54 PM
Thanks Rubini it works great!
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot20.jpg
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot19.jpg
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot21.jpg
http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot22.jpg
Thanks:rock:
Hello, Rubini:
I believe I have found a bug in your mod, itīs probaby conflicting with some other mod (specifically Racerboyīs effects) as without leaving port I could see a tug boat steaming along before my sub and her white smoke was all messed up.
Black smoke for the factories and other boats seemed to be allright though. So it appears that the white smoke textures are somehow related to water particle textures.
Any other testers have encountered this particular bug?
Hi mate,
Thanks for the feedback. Yesterday i took alook on RB's FX mod files to check by compatibility. And they are totally compatible as far I could notice (i donīt have it on my install anyway). Please just enable the Water Stream mod first, only then enable RB's FX mod for last. Let me know if this works to you.;)
I have RB's exhaust smoke running with the water streams no problem, if thats what you guys are talking about.:up:
No, we are talking about the RB's FX mod. But is good to know that also his exaust mod is working too.;)
Adriatico
03-27-08, 12:25 AM
Talking about VIIc/VIIb... are you going to apply the same size of pattern (.tga) as in IXd2, or thinner one ?
Just was wondering if "skinny" pattern would fit VII series...
:hmm:
Progrocker
03-27-08, 09:34 AM
Wow! Another great mod. :up: When it will be available to VIIB and VIIC types? Is it only for IXD2?
nikpinero
03-27-08, 10:13 AM
Hello, Rubini:
I believe I have found a bug in your mod, itīs probaby conflicting with some other mod (specifically Racerboyīs effects) as without leaving port I could see a tug boat steaming along before my sub and her white smoke was all messed up.
Black smoke for the factories and other boats seemed to be allright though. So it appears that the white smoke textures are somehow related to water particle textures.
Any other testers have encountered this particular bug?
Hi mate,
Thanks for the feedback. Yesterday i took alook on RB's FX mod files to check by compatibility. And they are totally compatible as far I could notice (i donīt have it on my install anyway). Please just enable the Water Stream mod first, only then enable RB's FX mod for last. Let me know if this works to you.;)
Hello, Rubini. Thanks for your suggestion, I'll try it tonight. By the way, can apply 3rd party skins to the uboat and would they confilict with your mod?
Sailor Steve
03-27-08, 10:15 AM
Wow! Another great mod. :up: When it will be available to VIIB and VIIC types? Is it only for IXD2?
Go back and read the whole thread. That part was discussed at lenght
Jimbuna
03-27-08, 10:57 AM
Wow! Another great mod. :up: When it will be available to VIIB and VIIC types? Is it only for IXD2?
Go back and read the whole thread. That part was discussed at lenght
:lol:
http://www.psionguild.org/forums/images/smilies/wolfsmilies/read2.gif
Goetz von B
03-27-08, 10:57 AM
Rubini,
Very well done. In your test single mission you asked to look at the left side and the right side to see which one looked better. Boy, I couldn't tell the difference, both looked very, very good. Just a thought, since to my eye I coudn't really see a difference perhaps you want to keep each side slightly different. This perhaps would be more lifelike so that one side doesn't simply mirror the other side....Just a thought.
Had a strange issue occur during the test mission. When I went to the radio/radar station there was no operator and all I coud see were the shadows of things but not the things themselves....hope that made sense. All other statios were fine.
Thank you for all your hard work.
GvB
Philipp_Thomsen
03-27-08, 11:26 AM
Rubini,
Very well done. In your test single mission you asked to look at the left side and the right side to see which one looked better. Boy, I couldn't tell the difference, both looked very, very good. Just a thought, since to my eye I coudn't really see a difference perhaps you want to keep each side slightly different. This perhaps would be more lifelike so that one side doesn't simply mirror the other side....Just a thought.
Had a strange issue occur during the test mission. When I went to the radio/radar station there was no operator and all I coud see were the shadows of things but not the things themselves....hope that made sense. All other statios were fine.
Thank you for all your hard work.
GvB
Rubini is working on a WIP of the philadelphia experiment and didn't tell us.
Hello, Rubini:
I believe I have found a bug in your mod, itīs probaby conflicting with some other mod (specifically Racerboyīs effects) as without leaving port I could see a tug boat steaming along before my sub and her white smoke was all messed up.
Black smoke for the factories and other boats seemed to be allright though. So it appears that the white smoke textures are somehow related to water particle textures.
Any other testers have encountered this particular bug?
Hi mate,
Thanks for the feedback. Yesterday i took alook on RB's FX mod files to check by compatibility. And they are totally compatible as far I could notice (i donīt have it on my install anyway). Please just enable the Water Stream mod first, only then enable RB's FX mod for last. Let me know if this works to you.;)
Hello, Rubini. Thanks for your suggestion, I'll try it tonight. By the way, can apply 3rd party skins to the uboat and would they confilict with your mod?
After you try it let me know if it works or not. And yes, you can use any skin...but if your new skin modifies the water drain holes places on main uboat tga then the water stream will drain from wrong places.:up:
Rubini,
Very well done. In your test single mission you asked to look at the left side and the right side to see which one looked better. Boy, I couldn't tell the difference, both looked very, very good. Just a thought, since to my eye I coudn't really see a difference perhaps you want to keep each side slightly different. This perhaps would be more lifelike so that one side doesn't simply mirror the other side....Just a thought.
Had a strange issue occur during the test mission. When I went to the radio/radar station there was no operator and all I coud see were the shadows of things but not the things themselves....hope that made sense. All other statios were fine.
Thank you for all your hard work.
GvB
Thanks to read that text and post a reply mate!:D
Yes, the left /right side have small settings differences mainly in the time pattern that a water will drain out. Obviously each single one already have small differences but i made a some tyoe of pattern difference between both sides. But, good, if it isnīt noticiable then i have more freedon to variate the settings! Thanks again!:up:
Rubini,
Very well done. In your test single mission you asked to look at the left side and the right side to see which one looked better. Boy, I couldn't tell the difference, both looked very, very good. Just a thought, since to my eye I coudn't really see a difference perhaps you want to keep each side slightly different. This perhaps would be more lifelike so that one side doesn't simply mirror the other side....Just a thought.
Had a strange issue occur during the test mission. When I went to the radio/radar station there was no operator and all I coud see were the shadows of things but not the things themselves....hope that made sense. All other statios were fine.
Thank you for all your hard work.
GvB
Rubini is working on a WIP of the philadelphia experiment and didn't tell us.
:rotfl: :rotfl: :rotfl:
That is good!
Now, serious here the first step on the type VIIC. I put it over water to see the water streams and yet using a fresh ported pattern from the type IXD2!:ping:
I really have a lot of work to do!:yep:
http://img222.imageshack.us/img222/3721/typeviicwaterstreamhp1.jpg
http://img338.imageshack.us/img338/7048/typeviicwaterstream2yf9.jpg
Jimbuna
03-27-08, 01:17 PM
Nice one Rubini :lol: :up:
:o
Are those water jets really strong enough to lift the boat out of the sea ?
:lol:
(just kidding, I'm looking forward to using the mod in full amount in a campaign ^^)
Adriatico
03-27-08, 03:57 PM
Thanks for a serious approach, Rubini :yep: :up:
It seems that VIIc needs detailed project...
:ping: :ping: :ping:
Albrecht Von Hesse
03-27-08, 05:17 PM
Not sure if this would work, as I'm still very new both to modeling and particles.
Say the drain holes were individually modeled, with each one having the EffectChoices controller. The controller is set so that when the height of the drain hole is less than zero (in other words, has gone below the surface) it calls up a reference object which is a particle node. That particle node is the same drain hole but with the water streaming from it. That particle node would also have the VisibleUnderWater controller, with that set as false. That way, as long as the drain hole remains submerged you won't see anything. But as soon as it rises above the surface you'll see water streaming and draining.
If that particle generator is set to loop than it should keep invisibly replaying the draining water as long as the holes are submerged. Then, when the drain hole rises above water level, it should drain then stop. In calm weather you wouldn't see any draining. But, in rough weather, each time a wave washes over the hull and submerges the hole(s) it should start draining again once back above water.
Not sure if this would actually work and, alas, I'm way too new at this to try creating and testing it. So I thought I'd just toss this out here.
Not sure if this would work, as I'm still very new both to modeling and particles.
Say the drain holes were individually modeled, with each one having the EffectChoices controller. The controller is set so that when the height of the drain hole is less than zero (in other words, has gone below the surface) it calls up a reference object which is a particle node. That particle node is the same drain hole but with the water streaming from it. That particle node would also have the VisibleUnderWater controller, with that set as false. That way, as long as the drain hole remains submerged you won't see anything. But as soon as it rises above the surface you'll see water streaming and draining.
If that particle generator is set to loop than it should keep invisibly replaying the draining water as long as the holes are submerged. Then, when the drain hole rises above water level, it should drain then stop. In calm weather you wouldn't see any draining. But, in rough weather, each time a wave washes over the hull and submerges the hole(s) it should start draining again once back above water.
Not sure if this would actually work and, alas, I'm way too new at this to try creating and testing it. So I thought I'd just toss this out here.
Hi AVH! Thanks for the input.:up:
Yes, I know about these controlers and I already thought about them for this issue...but...like you I'm also new on the matter:D . I never messed with controllers and particles so much to really create something new. The water stream bore only with some deep observation on SH4 files followed by a simple transference of the entire binary code for Sh3 files. I'm sure that someone more skilled on the matter could do a better reworked on them and we could have a yet better mod then.
We can try but this also needs a lot of free time and i don't have it.
Can i invite you to work with me on the matter? I can show to you how i made it and then you can test the idea...if we get it...WOW...his mod will put the Dev's down!:hmm:
Albrecht Von Hesse
03-27-08, 05:51 PM
Not sure if this would work, as I'm still very new both to modeling and particles.
Say the drain holes were individually modeled, with each one having the EffectChoices controller. The controller is set so that when the height of the drain hole is less than zero (in other words, has gone below the surface) it calls up a reference object which is a particle node. That particle node is the same drain hole but with the water streaming from it. That particle node would also have the VisibleUnderWater controller, with that set as false. That way, as long as the drain hole remains submerged you won't see anything. But as soon as it rises above the surface you'll see water streaming and draining.
If that particle generator is set to loop than it should keep invisibly replaying the draining water as long as the holes are submerged. Then, when the drain hole rises above water level, it should drain then stop. In calm weather you wouldn't see any draining. But, in rough weather, each time a wave washes over the hull and submerges the hole(s) it should start draining again once back above water.
Not sure if this would actually work and, alas, I'm way too new at this to try creating and testing it. So I thought I'd just toss this out here.
Hi AVH! Thanks for the input.:up:
Yes, I know about these controlers and I already thought about them for this issue...but...like you I'm also new on the matter:D . I never messed with controllers and particles so much to really create something new. The water stream bore only with some deep observation on SH4 files followed by a simple transference of the entire binary code for Sh3 files. I'm sure that someone more skilled on the matter could do a better reworked on them and we could have a yet better mod then.
We can try but this also needs a lot of free time and i don't have it.
Can i invite you to work with me on the matter? I can show to you how i made it and then you can test the idea...if we get it...WOW...his mod will put the Dev's down!:hmm:
You're welcome. :)
And I have loads of free time . . . usually, anyway. Enough that I'm futzing with four other mod ideas of my own. :rotfl:
I'd be happy to work with you on this and test/try things out, sure!
Not sure if this would work, as I'm still very new both to modeling and particles.
Say the drain holes were individually modeled, with each one having the EffectChoices controller. The controller is set so that when the height of the drain hole is less than zero (in other words, has gone below the surface) it calls up a reference object which is a particle node. That particle node is the same drain hole but with the water streaming from it. That particle node would also have the VisibleUnderWater controller, with that set as false. That way, as long as the drain hole remains submerged you won't see anything. But as soon as it rises above the surface you'll see water streaming and draining.
If that particle generator is set to loop than it should keep invisibly replaying the draining water as long as the holes are submerged. Then, when the drain hole rises above water level, it should drain then stop. In calm weather you wouldn't see any draining. But, in rough weather, each time a wave washes over the hull and submerges the hole(s) it should start draining again once back above water.
Not sure if this would actually work and, alas, I'm way too new at this to try creating and testing it. So I thought I'd just toss this out here.
Hi AVH! Thanks for the input.:up:
Yes, I know about these controlers and I already thought about them for this issue...but...like you I'm also new on the matter:D . I never messed with controllers and particles so much to really create something new. The water stream bore only with some deep observation on SH4 files followed by a simple transference of the entire binary code for Sh3 files. I'm sure that someone more skilled on the matter could do a better reworked on them and we could have a yet better mod then.
We can try but this also needs a lot of free time and i don't have it.
Can i invite you to work with me on the matter? I can show to you how i made it and then you can test the idea...if we get it...WOW...his mod will put the Dev's down!:hmm:
You're welcome. :)
And I have loads of free time . . . usually, anyway. Enough that I'm futzing with four other mod ideas of my own. :rotfl:
I'd be happy to work with you on this and test/try things out, sure!
So, you will have a PM soon!:up:
nikpinero
03-27-08, 08:10 PM
Hello, Rubini:
I believe I have found a bug in your mod, itīs probaby conflicting with some other mod (specifically Racerboyīs effects) as without leaving port I could see a tug boat steaming along before my sub and her white smoke was all messed up.
Black smoke for the factories and other boats seemed to be allright though. So it appears that the white smoke textures are somehow related to water particle textures.
Any other testers have encountered this particular bug?
Hi mate,
Thanks for the feedback. Yesterday i took alook on RB's FX mod files to check by compatibility. And they are totally compatible as far I could notice (i donīt have it on my install anyway). Please just enable the Water Stream mod first, only then enable RB's FX mod for last. Let me know if this works to you.;)
Hello, Rubini. Thanks for your suggestion, I'll try it tonight. By the way, can apply 3rd party skins to the uboat and would they confilict with your mod?
After you try it let me know if it works or not. And yes, you can use any skin...but if your new skin modifies the water drain holes places on main uboat tga then the water stream will drain from wrong places.:up:
Thanks, Rubini, your suggestion worked like a charm. Steam is now back to its normal color and shape (as per RBīs mod). Also tried a skin, and it did not conflict with your mod at all. I daresay, sir, that you just entered SH3 history with this mod. :up:
Albrecht Von Hesse
03-27-08, 08:40 PM
Not sure if this would work, as I'm still very new both to modeling and particles.
Say the drain holes were individually modeled, with each one having the EffectChoices controller. The controller is set so that when the height of the drain hole is less than zero (in other words, has gone below the surface) it calls up a reference object which is a particle node. That particle node is the same drain hole but with the water streaming from it. That particle node would also have the VisibleUnderWater controller, with that set as false. That way, as long as the drain hole remains submerged you won't see anything. But as soon as it rises above the surface you'll see water streaming and draining.
If that particle generator is set to loop than it should keep invisibly replaying the draining water as long as the holes are submerged. Then, when the drain hole rises above water level, it should drain then stop. In calm weather you wouldn't see any draining. But, in rough weather, each time a wave washes over the hull and submerges the hole(s) it should start draining again once back above water.
Not sure if this would actually work and, alas, I'm way too new at this to try creating and testing it. So I thought I'd just toss this out here.
Hi AVH! Thanks for the input.:up:
Yes, I know about these controlers and I already thought about them for this issue...but...like you I'm also new on the matter:D . I never messed with controllers and particles so much to really create something new. The water stream bore only with some deep observation on SH4 files followed by a simple transference of the entire binary code for Sh3 files. I'm sure that someone more skilled on the matter could do a better reworked on them and we could have a yet better mod then.
We can try but this also needs a lot of free time and i don't have it.
Can i invite you to work with me on the matter? I can show to you how i made it and then you can test the idea...if we get it...WOW...his mod will put the Dev's down!:hmm:
You're welcome. :)
And I have loads of free time . . . usually, anyway. Enough that I'm futzing with four other mod ideas of my own. :rotfl:
I'd be happy to work with you on this and test/try things out, sure!
So, you will have a PM soon!:up:
Okie dokies!!
Wreford-Brown
03-27-08, 11:32 PM
I've been caught in what feels like The Perfect Storm mid-Atlantic (roll on GWX 2.1!) and the only thing that's making it bearable is the eye candy of the water streams.
Awesome work, Rubini.:up:
rascal101
03-27-08, 11:55 PM
Cant wait for earlier Uboat versions of the water stream
I've been caught in what feels like The Perfect Storm mid-Atlantic (roll on GWX 2.1!) and the only thing that's making it bearable is the eye candy of the water streams.
Awesome work, Rubini.:up:
Wolfehunter
03-28-08, 12:01 AM
Rubini I've just informed OLC his new Enviromental Mod and yours conflicts with file Materials.dat. Is there a way for you guys in the future to work and a compatible mod?:hmm: :up:
Rubini I've just informed OLC his new Enviromental Mod and yours conflicts with file Materials.dat. Is there a way for you guys in the future to work and a compatible mod?:hmm: :up:
I say something wrong. The materials.dat is in truth from GWX2.0. Anyhow, Water Stream mod is now just 15% of the main complete upcoming mod. Just think in all uboats to come!
Anyway is to much easy to make the mods compatibles, just because I just added a small particle to Materials.dat. Iīm sure that OLC can add it and them his mod will be compatible also with the Water stream uboats.
I just forgotten to say that i updated the mod to version 2 with small fixes and that new uboat wake bug fix! Go, go!:up:
Link on the first post!
Adriatico
03-28-08, 02:38 AM
Rubini I've just informed OLC his new Enviromental Mod and yours conflicts with file Materials.dat. Is there a way for you guys in the future to work and a compatible mod?:hmm: :up:
The Materials.dat that are in my mod is the one that will comes with GWX 2.1. So, perhaps he will adjust his mod for GWX 2.1 and then all solved!
Does it mean that with OLCE Materials.dat will not work, or it would just look a bit different ?
Do you Maestros ever PM to each other? Cant beleive that we have to choose between two hottest mods... :cry: :shifty: :dead:
:ping:
Rubini I've just informed OLC his new Enviromental Mod and yours conflicts with file Materials.dat. Is there a way for you guys in the future to work and a compatible mod?:hmm: :up:
The Materials.dat that are in my mod is the one that will comes with GWX 2.1. So, perhaps he will adjust his mod for GWX 2.1 and then all solved!
Does it mean that with OLCE Materials.dat will not work, or it would just look a bit different ?
Do you Maestros ever PM to each other? Cant beleive that we have to choose between two hottest mods... :cry: :shifty: :dead:
:ping:
Anyhow i said an "applesauce". The materials.dat in the Water Stream mod is in truth from GWX2.0. This mod isnīt yet complete anyway. Besides itīs bug free and totally palyable isnīt neither 15% complete. Just think about all others uboats.:D
sh3rules
03-28-08, 03:59 AM
Amazing work! :up:
Hi Rubini, did you consider adding your water stream (particle generator + new material) directly in the *.val file of each u-boot ? That's the way Racerboy added the exhaust smoke, it may be a good choice : how many mods do change this .val file ? It would prevent most compatibility problems in the future with a single file to download for each boat (and you can even wrap RB exhaust smoke and Nvdrifter longer wake in it :) ).
Very nice work anyway, the particle effect looks like it should look IMO, "draining" water :up:
Hi mate,
Yes, I already studied the idea but exatly because some others mods already use the .val like Long Wakes or Exaust mod i decide to stay with the .dat. This way these two mods are already compatible with water stream mod. Anyway a fix needs to be made in any uboat .val to get rid of that annoying wake bug becouse isn't a mod but a game fix indeed.
The water stream mod really needs a hard manual work...we need to adjust each water stream for each uboat. So I will not make a lot of versions ( and also depends on the skin holes that you will use). But I will show in the end how to make the wake fix and also how to port the water stream effect for any uboat, then any big mod can have them if it's Team wish it.:up:
sh3rules
03-28-08, 08:44 AM
Since not many play with the XXI I guess that means no water :(
Goetz von B
03-28-08, 10:58 AM
Hello Rubini
I took a second look at the left side against the right side after I installed your second version. I liked the left (port) side better than the right. I can't tell you exactly why, but it just seemed a little better.
Thanks for all your time and effort
GvB
Since not many play with the XXI I guess that means no water :(
Maybe this will be Rubini's Chrismas present to the community this year ? :roll:
Rubini,
Wonderful work! This is going to be a great addition to the MOD folder, looks like another "MUST HAVE"! Hope all is well! I have not forgotten your Stay Alert/Awake Mod, good stuff!
Thanks!
HanSolo78
03-28-08, 12:55 PM
Works together with RBīs exhaust mod!! :rock:
http://s2.directupload.net/images/080328/avsit22u.jpg (http://www.directupload.net)
Really nice picture Han :o
What kind of mod is this to make the waves look so good ?
CapZap1970
03-28-08, 01:42 PM
Rubini:
Please make some room in your PM box... it's full :yep:
CapZap
HanSolo78
03-28-08, 01:54 PM
Really nice picture Han :o
What kind of mod is this to make the waves look so good ?
Upcoming WAC3.0 feature!
Hello Rubini
I took a second look at the left side against the right side after I installed your second version. I liked the left (port) side better than the right. I can't tell you exactly why, but it just seemed a little better.
Thanks for all your time and effort
GvB
The left side have a bit less intense (less duration, then you can see it "starting" to flow more frequently) water stream mainly on the middle and rear part of the uboat. The front third is almost the same intensity for both sides.:yep:
Since not many play with the XXI I guess that means no water :(
It will the last one but will have water stream too.:yep:
Rubini:
Please make some room in your PM box... it's full :yep:
CapZap
It's ok now!
CapZap1970
03-28-08, 08:15 PM
Rubini:
Thanks a lot for your help. I got the 3 features working like a charm, the smoke, the stream and the fix!!! :rock:
Once again, thanks a million, Maestro!!! :up:
http://i156.photobucket.com/albums/t1/capzap1970/screenshots/BW.jpg
CapZap
Jimbuna
03-29-08, 07:18 AM
Rubini:
Thanks a lot for your help. I got the 3 features working like a charm, the smoke, the stream and the fix!!! :rock:
Once again, thanks a million, Maestro!!! :up:
CapZap
All you need to do now is find a fix for those jaggies http://imgcash3.imageshack.us/img412/4774/thumbsuplargeon1.gif
Phoenix3000
03-29-08, 04:27 PM
Great work ! :up:
I tested this earlier and it looks very good, but I had to uninstall OLC's Environment mod to try it out.
When I then re-installed OLCE I tried to add the stream effect mod but it says it conflict's with OLC's materials.dat file.
Anyone know if it's a major change to be avoided, or it simply uses the same file and is OK to overwrite?
Thanks,
Px3000
Great work ! :up:
I tested this earlier and it looks very good, but I had to uninstall OLC's Environment mod to try it out.
When I then re-installed OLCE I tried to add the stream effect mod but it says it conflict's with OLC's materials.dat file.
Anyone know if it's a major change to be avoided, or it simply uses the same file and is OK to overwrite?
Thanks,
Px3000
OLC already have the compatible file. I guess that he is just testing it before release.;)
Wolfehunter
03-29-08, 05:29 PM
Great work ! :up:
I tested this earlier and it looks very good, but I had to uninstall OLC's Environment mod to try it out.
When I then re-installed OLCE I tried to add the stream effect mod but it says it conflict's with OLC's materials.dat file.
Anyone know if it's a major change to be avoided, or it simply uses the same file and is OK to overwrite?
Thanks,
Px3000
OLC already have the compatible file. I guess that it is just testing it before release.;) Thanks Rubini I believe I speak for most when I say We appreciate it.:up:
I'm uploading a new video with the new water stream controller for holes above water. In some minutes on the tech thread.:up:
sh3rules
03-29-08, 07:01 PM
Since not many play with the XXI I guess that means no water :( It will the last one but will have water stream too.:yep:
Great news, thanks! :D
Youtube video of the new water stream over water controller in action here:
http://www.subsim.com/radioroom/showthread.php?t=134055
A6Intruder
03-30-08, 01:37 AM
Hi Rubini,
did you realise conflicts with other "Particle-Mods"? My thoughts are one Racerboys effectsmod. I tried both and after that i got white ugly smoke. Maybe it is possible to integrate your great mod in RB particles dat if it is technical possible. :hmm:
Kind regards
sh3rules
03-30-08, 02:38 AM
Speaking of particles.dat. could someone be so kind to tell me where I could find an original GWX2 file?
Muchas Gracias, Thank You, Rubini.
Congratulations from den Komandanten from 24. Flotilla.
Good luck, buena suerte y gute Jagd !
Hi Rubini,
did you realise conflicts with other "Particle-Mods"? My thoughts are one Racerboys effectsmod. I tried both and after that i got white ugly smoke. Maybe it is possible to integrate your great mod in RB particles dat if it is technical possible. :hmm:
Kind regards
As RB's Materials.dat is a tweaked copy of SH4 materials.dat, it already have the necessary particle into it. So, just delete the materials.dat from my mod or enable RB's FX after this mod and they will be compatible.:up:
A6Intruder
03-30-08, 09:06 AM
Hi Rubini,
did you realise conflicts with other "Particle-Mods"? My thoughts are one Racerboys effectsmod. I tried both and after that i got white ugly smoke. Maybe it is possible to integrate your great mod in RB particles dat if it is technical possible. :hmm:
Kind regards
As RB's Materials.dat is a tweaked copy of SH4 materials.dat, it already have the necessary particle into it. So, just delete the materials.dat from my mod or enable RB's FX after this mod and they will be compatible.:up:
Great news, will give it a try!!:rock: :rock: :rock: :rock: :rock: :rock: :rock:
Kind regards and many thanks
onelifecrisis
03-30-08, 06:07 PM
There's now a patch for OLCE which makes it compatible with Rubini's mod - thanks to Rubini
:rock:
See here:
http://www.subsim.com/radioroom/showpost.php?p=823800&postcount=318
Subject
03-31-08, 06:27 AM
A Type IXD2-boat, a CapZap skin and Prof. Rubini's Mods and life's good! :rock:
http://i189.photobucket.com/albums/z15/subject_rod/OldSH3.jpg
Thanks a lot, man! What took you so long? http://i189.photobucket.com/albums/z15/subject_rod/smilies/biggrin.gif
Only "issue" I have left is some occasional strange shadows behind the sub. Like they are filling the ocean from the sub to the horizon...
Oh! and a larger bow-wake going at flank speed would be nice too... :hmm:
I did the test & just superb::up:
http://i66.photobucket.com/albums/h244/Reecehk/Waterrunofftest.jpg
Only "issue" I have left is some occasional strange shadows behind the sub. Like they are filling the ocean from the sub to the horizon...
I looked hard for any anomylies but haven't found any, the only thing is my conning tower looks like crap & doesn't match the hull, any one recommend a good skin for the IX series?:yep:
sh3rules
03-31-08, 07:51 AM
Danlisa made a skin for the IXD2 called "Weathered Dark". The GWX 2 compatible version can be found in this forum (don't know exactly where, but I know it's here because I had a problem with an older version).
Edit: found the thread, it's here:
http://www.subsim.com/radioroom/showthread.php?t=131344
Subject
03-31-08, 11:34 AM
Here's an image of the shadows (speckles) behind the boat:
http://i189.photobucket.com/albums/z15/subject_rod/Speckles.jpg
...any one recommend a good skin for the IX series?:yep:Me! Me! http://i189.photobucket.com/albums/z15/subject_rod/smilies/trampoline.gif
I would vote for CapZap skins. :rock:
Favorites are his All BGW and Grey Camo (sig). Can be found here:
Grey Camo: http://www.subsim.com/radioroom/showthread.php?t=128944&highlight=ixd2
All BGW (a.o.): http://www.subsim.com/radioroom/showthread.php?t=124477&highlight=ixd2
IMHO they all are *very* well done and (to me) very authentic :up:
Here's an image of the shadows (speckles) behind the boat:
http://i189.photobucket.com/albums/z15/subject_rod/Speckles.jpg
...any one recommend a good skin for the IX series?:yep:Me! Me! http://i189.photobucket.com/albums/z15/subject_rod/smilies/trampoline.gif
I would vote for CapZap skins. :rock:
Favorites are his All BGW and Grey Camo (sig). Can be found here:
Grey Camo: http://www.subsim.com/radioroom/showthread.php?t=128944&highlight=ixd2
All BGW (a.o.): http://www.subsim.com/radioroom/showthread.php?t=124477&highlight=ixd2
IMHO they all are *very* well done and (to me) very authentic :up:
Edited: as per below reply it's related to ShIV scenes probably.
Subject
03-31-08, 01:49 PM
Except I don't use OLCE :oops:
Mods in use to my GWX:
- Armed Trawler Patch
- GWX Enhanced Effects
- SH IV scene 2.5b (about to "upgrade")
- Water Stream IXD2 v2 :rock:
- IXD2 Dark Grey skin (CapZap) :rock:
So you never see shadows flash behind the sub?
Perhaps it's related to SH IV scene then? :hmm: Will test this.
...Perhaps it's related to SH IV scene then? :hmm: Will test this.
For sure!
Adriatico
03-31-08, 04:58 PM
First impresion with OLC patches..
http://www.subsim.com/radioroom/showthread.php?p=824864&posted=1#post824864
:hmm: :know: :hmm:
First impresion with OLC patches..
http://www.subsim.com/radioroom/showthread.php?p=824864&posted=1#post824864
:hmm: :know: :hmm:
I just put a reply to you there!;)
CapZap1970
03-31-08, 08:09 PM
Rubini:
Thanks a lot for your help. I got the 3 features working like a charm, the smoke, the stream and the fix!!! :rock:
Once again, thanks a million, Maestro!!! :up:
CapZap
All you need to do now is find a fix for those jaggies http://imgcash3.imageshack.us/img412/4774/thumbsuplargeon1.gif
Jim: any suggestions how to get rid of the stair steps??? :hmm:
Thanks a lot for your help!! :up:
CapZap
What GFX card and resolution are you using?
CapZap1970
03-31-08, 10:11 PM
What GFX card and resolution are you using?
TJ:
Thanks a lot for your help. My card is Nvidia GeForce 8400 Gs, 512 Mb DDr2, 450Mhz Core.
Driver: Omega 2.169.21
About the res, I never changed the default res that uses SH3 and always run it in full screen mode. I think it is 1024x786, right? anyway, as i said, i never modified it...
That aside, I don't know what else I could do...
Any suggestions will be very welcome!
Thanks a lot one more time. :up:
CapZap
Rubini said:
it's related to ShIV scenes probably. If your referring to mine I have never seen that problem & yes I am running the SH4 scene, although I am running the 8k version, but have still never seen this type of problem unless it's the LOD set too high!:-?
@ Subject, have you downloaded the latest version, some were having problems with the LOD set high, the new version has this lowered, if you know how to use minitweaker set the LOD down to below 20 & give it a try.:yep:
Subject
04-01-08, 05:57 AM
Rubini said:
it's related to ShIV scenes probably. If your referring to mine I have never seen that problem & yes I am running the SH4 scene, although I am running the 8k version, but have still never seen this type of problem unless it's the LOD set too high!:-?
@ Subject, have you downloaded the latest version, some were having problems with the LOD set high, the new version has this lowered, if you know how to use minitweaker set the LOD down to below 20 & give it a try.:yep:I'm getting a new harddisc tomorrow (running very fast out of space - thanks modders http://i189.photobucket.com/albums/z15/subject_rod/smilies/biggrin.gif) and will start from scratch to see exactly, what's causing this phenomenon.
Using SHIV scene 8 km btw. Will report back the findings.
@CapZap: enable anti-aliasing for your card. May I recommend using nVidea drivers and nVidea Control Panel instead of the Omega ones...? :oops: http://www.nvidia.com/object/winxp_169.21_whql.html (http://www.nvidia.com/object/winxp_169.21_whql.html)
Jimbuna
04-01-08, 07:08 AM
Rubini:
Thanks a lot for your help. I got the 3 features working like a charm, the smoke, the stream and the fix!!! :rock:
Once again, thanks a million, Maestro!!! :up:
CapZap
All you need to do now is find a fix for those jaggies http://imgcash3.imageshack.us/img412/4774/thumbsuplargeon1.gif
Jim: any suggestions how to get rid of the stair steps??? :hmm:
Thanks a lot for your help!! :up:
CapZap
@CapZap: enable anti-aliasing for your card. May I recommend using nVidea drivers and nVidea Control Panel instead of the Omega ones...? :oops: http://www.nvidia.com/object/winxp_169.21_whql.html (http://www.nvidia.com/object/winxp_169.21_whql.html)
http://img120.imageshack.us/img120/9026/wolfthumbsuprw5.gif (http://imageshack.us)
Schwuppes
04-01-08, 07:51 AM
I dont know if a geForce 8400GS can handle anti-aliasing very well... :cry:
CapZap1970
04-01-08, 08:54 AM
Rubini:
Thanks a lot for your help. I got the 3 features working like a charm, the smoke, the stream and the fix!!! :rock:
Once again, thanks a million, Maestro!!! :up:
CapZap
All you need to do now is find a fix for those jaggies http://imgcash3.imageshack.us/img412/4774/thumbsuplargeon1.gif
Jim: any suggestions how to get rid of the stair steps??? :hmm:
Thanks a lot for your help!! :up:
CapZap
@CapZap: enable anti-aliasing for your card. May I recommend using nVidea drivers and nVidea Control Panel instead of the Omega ones...? :oops: http://www.nvidia.com/object/winxp_169.21_whql.html (http://www.nvidia.com/object/winxp_169.21_whql.html)
http://img120.imageshack.us/img120/9026/wolfthumbsuprw5.gif (http://imageshack.us)
Rgr that!!!
Will give it a try!!! :rock:
CapZap
sh3rules
04-01-08, 11:33 AM
Me! Me! http://i189.photobucket.com/albums/z15/subject_rod/smilies/trampoline.gif
I would vote for CapZap skins. :rock:
And let's not forget Fubar's skins.
:ping:
Jimbuna
04-01-08, 03:18 PM
I dont know if a geForce 8400GS can handle anti-aliasing very well... :cry:
It should have no problem (capable of 16x) http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
http://www.inno3d.com/products/graphic_card/gf8/8400gs.htm
Philipp_Thomsen
04-01-08, 05:55 PM
I dont know if a geForce 8400GS can handle anti-aliasing very well... :cry:
It should have no problem (capable of 16x) http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
http://www.inno3d.com/products/graphic_card/gf8/8400gs.htm
Capable of 16x and a frame rate on the same level! :lol:
So how's things, my friend Rubini? Finished working on those IX yet? I'm here at wilhemshaven already 10 days delaying my patrol so you can install the water streams on my VIIB. :up:
Want any help with those wielding an wrenching and sawing?
Adriatico
04-01-08, 06:55 PM
Let Maestro work without pressing...
Type VII series is more sensitive project, as it is smaller u-boat... so every detail needs a fine tuning.
:smug: also waiting for type VII ...:smug:
:ping:
Philipp_Thomsen
04-01-08, 06:59 PM
Let Maestro work without pressing...
Type VII series is more sensitive project, as it is smaller u-boat... so every detail needs a fine tuning.
:smug: also waiting for type VII ...:smug:
:ping:
But I am letting him work without any kind of pressing...
@ Rubini
COME ON MAN, DO IT, DO IT, DO IT NOW!!!!
:lol:
Let Maestro work without pressing...
Type VII series is more sensitive project, as it is smaller u-boat... so every detail needs a fine tuning.
:smug: also waiting for type VII ...:smug:
:ping:
But I am letting him work without any kind of pressing...
@ Rubini
COME ON MAN, DO IT, DO IT, DO IT NOW!!!!
:lol:
LOL!
But, yes Adriatico is right, Iīm stuck at type VII just because it have that side "tanks" - where Iīm trying to adapt another particle - and also all (90%) of the holes are above water...Thanks god that I finded a way to make that "over water controller" because if not the type VII never could be done.:hmm:
Graf Paper
04-02-08, 03:22 AM
Thanks god that I finded a way to make that "over water controller" because if not the type VII never could be done.
In that case, may you be thrice blessed for such keen perception and talent as to make the VII boats possible! :yep:
You're indeed one of the all-time greats, Rubini!
How the Grey Wolves let you get away has to be one of those blunders that ranks up there with NBC cancelling "Star Trek" after only 3 seasons. :p
Thanks god that I finded a way to make that "over water controller" because if not the type VII never could be done.
In that case, may you be thrice blessed for such keen perception and talent as to make the VII boats possible! :yep:
You're indeed one of the all-time greats, Rubini!
How the Grey Wolves let you get away has to be one of those blunders that ranks up there with NBC cancelling "Star Trek" after only 3 seasons. :p
LOL!
Thanks for the words mate. But this was not only with me, but also with a lot of others great names here in this community. Since some time ago GWX is to much for the RL business side style (even without be a commercial product), it becomes a too much serious matter and this is totally against the basic mod free spirit creation IMHO and then also not more suit my tastes and ideas.
But don't mind. We are a free community and here at least we don't have boss, we just need to respect each others and we are good to go.:up:
In the other hand it's also understandable that to manage a big team isn't easy and the manager sometimes needs to make some not sweet decisions. So, not a problem at all.:yep:
My ETA for type VIIC is one or two days now.:arrgh!:
And without wanting to rush you or anything AT ALL:
And what will be next ? II or XXI ?
:roll:
Still much looking forward 'round here :up:
My ETA for type VIIC is one or two days now.:arrgh!:
I'm chewing my nails big time!:lol:
My ETA for type VIIC is one or two days now.:arrgh!:
I'm chewing my nails big time!:lol:
Hi Reece,
Excuse me to not reply you about the SH4 scene (some posts above). I in truth don't run it (mainly for mod tests neutral instalation necessity) so I'm not sure if that problem is related to SH4 scene or not. I only can affirm that Water Stream for Uboats! mod don't mess with any scene settings neither uboats' shadows and that i never saw that problem in my installation.:up:
Subject
04-02-08, 10:33 AM
My ETA for type VIIC is one or two days now.:arrgh!:
I'm chewing my nails big time!:lol:
Hi Reece,
Excuse me to not reply you about the SH4 scene (some posts above). I in truth don't run it (mainly for mod tests neutral instalation necessity) so I'm not sure if that problem is related to SH4 scene or not. I only can affirm that Water Stream for Uboats! mod don't mess with any scene settings neither uboats' shadows and that i never saw that problem in my installation.:up:And I can confirm, it's not related to SH4 Scene neither :up: Nor GWX... nor SHIII...
:damn:
In the middle of transferring files (formatting +400GB takes like forever :roll: ), but once finished I'm off to test for AA, AF etc. settings...
It must have something to do with these.
Will report findings later, but since you raised the issue here, thought you might wanna know, it has nothing to do with either of your mods.
Btw. getting rid of the "square wakes" and getting the water drainings running (I like the subtle way you have chosen :up: ) has really increased the pleasure of just looking at the boat. Which we do a lot here on U-178, as the ocean is empty :roll:
Einsman
04-02-08, 10:59 AM
Hi!
Have you incorporated into this release, the on / off trigger mentioned by you?
Very good job. :up:
Thanks.
Adriatico
04-02-08, 12:06 PM
With a full respect to all the gorgeous mods that we have seen in a last few months (correct me if I'm wrong...) I am deeply convinced that water stream for VIIc is the most important single mod that has been reached.
Two things, that we considered impossible, in a hunt for SH4 visuals;
surface transparecy and water stream from sub... 50% seems to be busted soon, due to your brain Rubini...
Five stars, Mate:up: :up: :up: :up: :up:
( just don't name it "final", please... ;) )
* * *
Please, don't write poems on your devotion to IX series, simply... VIIc was spine of Kriegsmarine...
I think it's at least arguable. But that alone is a geat compliment for Rubini, I think.
But in the end it comes down to one player's preferences.
If you are more into realism and gameplay then you would probably like something like OLC's Gui better.
If you get most out of the game by great emersion through fancy graphics and atmospheric sound effects then this is now one of the greatest improvements, that's true.
Since Racerboy did his exhaust mod by using hardcoded particle generating functions it was clear that something like this can be achieved. But it is still a *lot* of hard work to find out where the to trigger everything, how to set the parameters of the particle generators and so on.
So it's a really impressive work, Rubini is doing here. And I'm glad that he puts so much time and effort into it to share his results with the community.
sh3rules
04-02-08, 02:40 PM
Agreed, this is a very nice mod. I can't wait for 2.1 and RB's effects.
I think it's at least arguable. But that alone is a geat compliment for Rubini, I think.
But in the end it comes down to one player's preferences.
If you are more into realism and gameplay then you would probably like something like OLC's Gui better.
If you get most out of the game by great emersion through fancy graphics and atmospheric sound effects then this is now one of the greatest improvements, that's true.
Since Racerboy did his exhaust mod by using hardcoded particle generating functions it was clear that something like this can be achieved. But it is still a *lot* of hard work to find out where the to trigger everything, how to set the parameters of the particle generators and so on.
So it's a really impressive work, Rubini is doing here. And I'm glad that he puts so much time and effort into it to share his results with the community.
I agree. Mods are a taste matter. The important is to have choices and always a better game for us. This water stream mod for example, is really good, better than SH4 water stream implementation in the end, but really, far from perfect, mainly due SH3 engine limitations.
By the way the type VIIC is ready. I will release a new version of the entire mod with the Type IXd2 reworked now with "over water" controller and the type VIIC. This new version will also contain the wake bug fix for all playable uboats. Here a pic with 9m/s wind:
http://img106.imageshack.us/img106/4291/wsviicaj4.jpg
Now I need to go to bed.:cool:
See you tomorrow guys.
WoW! that's awsome Rubini, & the release just around the corner!:yep:
Many thanks again for all the time & effort you put into this GREAT mod!:up:
vivieehk
04-03-08, 12:28 AM
Excellent work my friend!
it is even better than the effect in SH4!
let's come back to SH3!
btw, can the ixd2 mod can use in ixb?
Adriatico
04-03-08, 01:03 AM
Wow, if it looks in game half as good as in screen - I'll hit divorce till Monady :o !!!
:rotfl:
pierreandre
04-03-08, 04:03 AM
That is one of the greatest work ever :rock: !!!
Absolute fantastic, Rubini. Thank you very much. Can`t wait for this one.
oscar19681
04-03-08, 12:18 PM
Is the VIIC version also for the VIIB version? And is it compatible with gwx 1.3?
Sailor Steve
04-03-08, 01:54 PM
Just looking at a screenshot I'm amazed at how much that adds.:sunny:
I finished also the type VIIb. Will be in the next package in some hours.:up:
bert8for3
04-03-08, 02:57 PM
I finished also the type VIIb. Will be in the next package in some hours.:up:
Awesome, been looking forward to this. Tks Rubini :up:
edit: I know I should check back through the thread :oops: , 'cause the answer is bound to be in there somewhere, but can this be installed mid-patrol?
oscar19681
04-03-08, 03:07 PM
I finished also the type VIIb. Will be in the next package in some hours.:up:
Great but is the mod also compatible with gwx 1.3?
oscar19681
04-03-08, 03:10 PM
Oh i allready saw on page for that it is. One more thing where can i find the VIIB mod when its done?
First post actualized with the new version (IXd2/VIIc/VIIB and the wake bug fix for all uboats)!:up:
@bert8for3: yes, it can be enabled between patrols (saved game).
Great!
And now IIA and IID *rubs his hands* :roll:
Then I can finally start a new career ^^
Meridian
04-03-08, 05:18 PM
Great stuff.
Just in time too. About to leave port in my VIIB for my 6th patrol.
skookum
04-03-08, 05:33 PM
And the other type IX boats too?
First post actualized with the new version (IXd2/VIIc/VIIB and the wake bug fix for all uboats)!:up:
Great news Rubini, just in time for the weekend, thanks!:yep:
Ivan Putski
04-03-08, 07:17 PM
Thanks Rubini, a wonderful mod. Puts
Kaleu. Jochen Mohr
04-03-08, 07:46 PM
this is awsome! :rock:
just one thing... it seems it has to overwrite the GWX - VIIC41 Player Sub and VIIC_41_Play3 (the one with the reworked tower fot the Schnorchel) :-?
or do they co-oporate ?
this is awsome! :rock:
just one thing... it seems it has to overwrite the GWX - VIIC41 Player Sub and VIIC_41_Play3 (the one with the reworked tower fot the Schnorchel) :-?
or do they co-oporate ?
Just the type IXd2, VIIC and VIIB have .dat .sim .val files. All others have only the .val for wake bug fix, so I guess that you will not have problems in a default GWX2.0 installation.:up:
Gairith
04-03-08, 08:05 PM
Installed this mod and now I have a problem.....
My wife is mad at be because I won't leave the game......
Very subtle effect on the drains...simply beautiful Rubini! :up:
Did my first dive and the effect on the conning tower blew me away.
The fixed wake looks awesome.
I can no longer play SH3 without this mod!
Excellent work my friend, excellent. :rock:
Kaleu. Jochen Mohr
04-03-08, 08:13 PM
this is awsome! :rock:
just one thing... it seems it has to overwrite the GWX - VIIC41 Player Sub and VIIC_41_Play3 (the one with the reworked tower fot the Schnorchel) :-?
or do they co-oporate ?
Just the type IXd2, VIIC and VIIB have .dat .sim .val files. All others have only the .val for wake bug fix, so I guess that you will not have problems in a default GWX2.0 installation.:up:
yes, the .dat .sim and .val are the one's that get overwritten by the 2 mods
this is awsome! :rock:
just one thing... it seems it has to overwrite the GWX - VIIC41 Player Sub and VIIC_41_Play3 (the one with the reworked tower fot the Schnorchel) :-?
or do they co-oporate ?
Just the type IXd2, VIIC and VIIB have .dat .sim .val files. All others have only the .val for wake bug fix, so I guess that you will not have problems in a default GWX2.0 installation.:up:
yes, the .dat .sim and .val are the one's that get overwritten by the 2 mods
So they arenīt compatible yet. After I finished the main stock playable ones I will go over some uboat mods. Having the templates will be not difficult to adjust them.;)
bert8for3
04-03-08, 08:44 PM
Rubini, just want to say thanks very much for this; it looks terrific :up: . My first try at screenshots (which don't do it justice; looks even better in-game / edit: ie it's a motion effect, so obviously looks better in motion ... in-game you just want to stare and stare at it as the boat plows through the waves :rock: ):
http://img166.imageshack.us/img166/589/shot1207271338pa0.th.jpg (http://img166.imageshack.us/my.php?image=shot1207271338pa0.jpg)
http://img166.imageshack.us/img166/4103/shot1207271313zf8.th.jpg (http://img166.imageshack.us/my.php?image=shot1207271313zf8.jpg)
http://img166.imageshack.us/img166/6260/shot1207270231ni1.th.jpg (http://img166.imageshack.us/my.php?image=shot1207270231ni1.jpg)
edit: oh, and just to check if you don't mind. You say in the readme that it's compatible (materials.dat) with OLCE, just to install WaterStream first and then OLCE. But WaterStream affects materials.dat and so does OLCE? Won't OLCE's materials.dat overwrite then?
Kaleu. Jochen Mohr
04-03-08, 08:52 PM
this is awsome! :rock:
just one thing... it seems it has to overwrite the GWX - VIIC41 Player Sub and VIIC_41_Play3 (the one with the reworked tower fot the Schnorchel) :-?
or do they co-oporate ?
Just the type IXd2, VIIC and VIIB have .dat .sim .val files. All others have only the .val for wake bug fix, so I guess that you will not have problems in a default GWX2.0 installation.:up: yes, the .dat .sim and .val are the one's that get overwritten by the 2 mods
So they arenīt compatible yet. After I finished the main stock playable ones I will go over some uboat mods. Having the templates will be not difficult to adjust them.;)
i tested out somthing.... i just found out that your mod and the GWX -VIIC41 Player Sub are compatible, the other one not
CapZap1970
04-03-08, 09:29 PM
Rubini:
Thanks a lot!! :up:
Will try it right now. Congratulations one more time! :rock:
CapZap
Herr Trigger
04-04-08, 04:20 AM
Aaaaargh! Could it be possible for someone to host this file on filefront or somewhere?
I keep getting 'Not Found' on rapidshare and it's driving me nuts. Sorry to be so cheeky but desperate times.
Many many thanks.
Herr Trigger.
mkubani
04-04-08, 04:47 AM
Hello Rubini,Great mod! Thanks! One question (sorry for my ignorance, but I was not able to follow this thread closely):Is the Water Stream applicable only to the player's U-boat or also to AI U-boats? Thanks.
Aaaaargh! Could it be possible for someone to host this file on filefront or somewhere?
I keep getting 'Not Found' on rapidshare and it's driving me nuts. Sorry to be so cheeky but desperate times.
Many many thanks.
Herr Trigger.
http://cip.uni-trier.de/~schmidt/sh3/Water_Stream_for_Uboats_V3.rar (http://cip.uni-trier.de/%7Eschmidt/sh3/Water_Stream_for_Uboats_V3.rar)
There you go. ;)
Upload should be finished in a few minutes.
Herr Trigger
04-04-08, 04:58 AM
Quote Ichso :
[ There you go. ;)
Upload should be finished in a few minutes. ]
what can I say, you're a top class chap!
Thanks very much, I've been trying to d/l this for the past ten hours!
I've never been able to d/l from rapidshare for some unknown reason.
Thanks again, you've made my day.
and thanks to Mr. Rubini for such magnificent work.
Herr Trigger.
Always nice to help people :yep:
rascal101
04-04-08, 05:14 AM
I installed latest vers 3 and went on patrol in V11c everything looked fine, but after a couple of days on fast spped I slwoed down to take a look at my sub mid Atlantic with this mod.
I decided to take a dive so crash dived to 70 metres. Now this is interesting, I began to notice flickering in the interior graphics which got worse until whole areas just went black, but my crew and some dials remained fine.
Then I surfaced to see if there was any change in the visuals for surface running. Sure enough myu conning tower, deck gun and deck were all there but my hull was invisible, still there as the now wave and water running continued to run down the sides of my sub, I just couldnt see the sides of my sub. Instead all I could see was a pole where my attack perescope is, and four tubes at fron of the boat, my dive planes and one tube at back and the propeller shafts
Can any one tell me whats going on, I love this mod and its so much better than the same affect in SH4 but I'd like my sub to have a visible hull. Interestingly this only occured some time into the game, my graphics were find when I first left port.
Here is an activated mods list:
GWX - Integrated Orders
Pacos_German_Folklore_SubEmblems_Mod_V1.2
RB_7b_Flags&Ps_1_04_GWX
Thomsen's Sound Pack
GWX - Enhanced Damage Effects
AAAShips1.0
GWX - Late War Sensors Snorkel Antennas
GWX 2.0 + Iambecomes AA ships
Med_Merchant_11v1.0
Torpedo damage Final ver2.0
RB_SH4_Effects_for_SH3_2_03
SH4 16k Atmosphere for GWX v1.1a
WB's GWX mission messages
OLC Environment - Colour Files
OLC Environment - High Detail Scene File with RWF
OLC Environment - GWX 2.0 Campaign Files with RWF
New_Trawlers_1.1
TypeVII_Open_Hatch
OLC Improved Wave Textures
Lighthouse V2
Water_Stream_for_Uboats_V3
TwistyPeriscopeThingyMod
I think it's at least arguable. But that alone is a geat compliment for Rubini, I think.
But in the end it comes down to one player's preferences.
If you are more into realism and gameplay then you would probably like something like OLC's Gui better.
If you get most out of the game by great emersion through fancy graphics and atmospheric sound effects then this is now one of the greatest improvements, that's true.
Since Racerboy did his exhaust mod by using hardcoded particle generating functions it was clear that something like this can be achieved. But it is still a *lot* of hard work to find out where the to trigger everything, how to set the parameters of the particle generators and so on.
So it's a really impressive work, Rubini is doing here. And I'm glad that he puts so much time and effort into it to share his results with the community.
I agree. Mods are a taste matter. The important is to have choices and always a better game for us. This water stream mod for example, is really good, better than SH4 water stream implementation in the end, but really, far from perfect, mainly due SH3 engine limitations.
By the way the type VIIC is ready. I will release a new version of the entire mod with the Type IXd2 reworked now with "over water" controller and the type VIIC. This new version will also contain the wake bug fix for all playable uboats. Here a pic with 9m/s wind:
http://img106.imageshack.us/img106/4291/wsviicaj4.jpg
Now I need to go to bed.:cool:
See you tomorrow guys.
Adriatico
04-04-08, 05:19 AM
:up:
Just to say THANKS Rubini... I like it !
:smug:
http://img301.imageshack.us/img301/6467/rubin1gf5.jpg
:smug:
http://img201.imageshack.us/img201/4553/rubin2mf3.jpg
Keep on, Mate...
:smug:
Meridian
04-04-08, 05:41 AM
Yep, looking good.
http://img.photobucket.com/albums/v247/PJ_Meridian/Silent%20Hunter%203/LeavingWilhelmshaven24.jpg
Philipp_Thomsen
04-04-08, 05:47 AM
Tech question, Rub!
Lowering the uboats on the water (draught) will reduce their speed and their travelling distances. You said on the first post you increased the fuel to balance the loss of distance, but what about speed? Did you increase their maximum speed as well, to balance the loss?
Another question. You changed the materials.dat from that version compatible with OLC's? I'm using his ubermod for beta-testing, but I don't know about the compatibility. I guess that materials.dat from the OLC water stream patch should cover, but not sure... both you and OLC don't ever sleep, always modding (look who's talking, lol) and that materials.dat probably is on a daily changing, right? (for both players).
I'll test it now, great work! And thanks for finally finishing those type VII! :rock:
(ps. I think I found the cure for the deathscreen on compartment fully flooded... :D )
oh boy... third time editing this mod in less then 5 minutes...
Now the problems are multiplying... I try to enable your mod, it says its not compatible with racerboy's exhaust smoke (sub.val) and with my deathscreen mod (sub.sim). Mine is an easy fix, I know what you used the .sim files for (draught), but what about the .val files of rb's exhaust smoke? You made it compatible or what?
Tomi_099
04-04-08, 06:43 AM
[/URL]
[URL="http://imageshack.us/"]http://img147.imageshack.us/img147/4200/88367216ld3.jpg (http://imageshack.us/)
:rock:
I have a request,
were able to do you your great Mod in the VIIc / 41 integrating ??? . :hmm:
This lasts a big enrichment for these MOD!!
Thanks !!!
I appreciated !!!
http://img168.imageshack.us/img168/6271/67371344my1.jpg (http://imageshack.us/)
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