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View Full Version : [WIP] x2: electric torpedo trail fix and reduced warship funnel smoke


Albrecht Von Hesse
03-24-08, 11:02 AM
Ok, ok . . . it looks as if I've caught a terminal case of the mod bug. --wry grin--

Concurrent with some other things I've started working on these two as well.

The electric torpedo trail fix will change the bubble trail from that of the steam torpedoes to more of a simple, quickly-fading propeller cavitation trail.

The reduced warship funnel smoke will lighten the smoke emitted by warships. Warships shouldn't (my understanding, at least) be belching out thick dense clouds of smoke from their stacks, unlike merchants did. So this should signifigantly reduce the smoke warships emit.

Needless to say I hope I can successfully do these, anyway. :p

Grayson02sept1980
03-24-08, 02:39 PM
Ok, ok . . . it looks as if I've caught a terminal case of the mod bug. --wry grin--

Concurrent with some other things I've started working on these two as well.

The electric torpedo trail fix will change the bubble trail from that of the steam torpedoes to more of a simple, quickly-fading propeller cavitation trail.

The reduced warship funnel smoke will lighten the smoke emitted by warships. Warships shouldn't (my understanding, at least) be belching out thick dense clouds of smoke from their stacks, unlike merchants did. So this should signifigantly reduce the smoke warships emit.

Needless to say I hope I can successfully do these, anyway. :p

what do I read
*rubs eyes*
even more realism adjustments...
:up::up:

Letum
03-24-08, 03:25 PM
:o Your my hero if you can!

Madox58
03-24-08, 05:31 PM
excepted the annoying extensive trial & error session to get the particle effect like you want it to be :up:

Once you understand how the particle generators work?
:hmm:
Piece of cake.
:yep:

Albrecht Von Hesse
03-24-08, 06:47 PM
Just wondering what you all think of this. Looks pretty good to me but I'm curious what you all think:

http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/SH3Img24-3-2008_194824_468.jpg

http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/SH3Img24-3-2008_194844_515.jpg

Basically I was shooting for the torpedoes to leave a bit of a cavitation trail. That cavitation trail lasts around one second and doesn't rise at all. If you fire the torpedo at 2 meters it leaves no visible surface trace. But it seemed to me that twin counterrotating propellers pushing the torp at 30 knots ought to show some signs of cavitation.

Albrecht Von Hesse
03-24-08, 08:29 PM
Again, just want your opinions: too light/dark? Too thick/thin?

I'm also (--shudders--) going to be tweaking the merchants' smoke a bit too, to make that a bit denser and thicker.

At 10X and about 4-5 klicks away:

http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/SH3Img24-3-2008_212828_296.jpg

A closer 'real-world' view:

http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/SH3Img24-3-2008_21299_0.jpg

joegrundman
03-24-08, 08:31 PM
nice looking work:up:

Madox58
03-24-08, 08:37 PM
You do realize that Merchants use the same smoke effect as
Warships don't you?
Are you ready to create seperate effects?
;)

Albrecht Von Hesse
03-24-08, 08:39 PM
You do realize that Merchants use the same smoke effect as
Warships don't you?
Are you ready to create seperate effects?
;)

I've already created separate effects. Can't you see the visible difference already in the screenshots?

Madox58
03-24-08, 08:41 PM
Sorry, I can't.
:nope:
Could be my crappy NoteBook.
Nevermind!
Nothing to see here!
Move along!
:rotfl:

Albrecht Von Hesse
03-24-08, 08:49 PM
Sorry, I can't.
:nope:
Could be my crappy NoteBook.
Nevermind!
Nothing to see here!
Move along!
:rotfl:

:D :rotfl:

All teasing aside, I very much appreciate your comments, suggestions and tips. You're just trying to share with me (all of us, actually) the benefit of your experience and knowledge, and trying to steer us away from shoals and reefs. How can I not help but be grateful and appreciative?

Brophmeister
03-25-08, 03:28 AM
Heya Hesse! Looking good, can't wait for both mods!

New smoke effects look great, and yes I can see the difference between the merchants and warships! Don't worry about Privateer, hes getting cataracts (after all, he is an "Old Man"!:lol: )

I think on the torp I would like to see the trail a fair bit shorter (say, extending only a meter or so from the props), a bit denser and fades out much faster. Otherwise I like very much and am eargerly awaiting release!:rock:

wildchild
03-25-08, 12:06 PM
reduced warship funnel smoke (http://www.subsim.com/radioroom/showthread.php?p=817996#post817996) has been done I have to do some tweeks and re-relese the mod

its in the wildchild tweek mod that i did

this dose it for all ship's becouse in the times of war you could not see the smoke unles they where stalking the boilers

http://img141.imageshack.us/img141/4331/sh3img2532008165718508xz2.png

http://img101.imageshack.us/img101/853/sh3img2532008165751102wz4.png

Letum
03-25-08, 12:14 PM
You did it! Whoo! Looking good!

Albrecht Von Hesse
03-25-08, 01:34 PM
Ok, this is how the electric torpedoes will now look. I'll try and have that mod ready for release by this evening.

http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/SH3Img25-3-2008_143446_546.jpg

This is how the warships' smoke will now look. I won't be releasing this until after GWX 2.1 is released, since each warship needs to be individually set up for the reduced smoke, and I'd rather wait to do that until I have the latest GWX files for the ships.

http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/SH3Img25-3-2008_143257_265.jpg

iambecomelife
03-25-08, 06:06 PM
Great job with the smoke - I can clearly see that the T-3 tanker is producing much more smoke than the escort.

One thing that would REALLY be useful IMO would be to have smoke vary depending on merchant type - in other words, old coal-burning designs like the Coastal Merchant (NKSQ) should produce huge clouds of it, while modern designs like the C-2 (NKLS) should produce less. Is there any way to do this, and can it be incorporated easily into modded ships?

Penelope_Grey
03-25-08, 06:18 PM
Now THAT is how the electric torpedoes should look in the water! :up:

Albrecht Von Hesse
03-25-08, 07:40 PM
Great job with the smoke - I can clearly see that the T-3 tanker is producing much more smoke than the escort.

One thing that would REALLY be useful IMO would be to have smoke vary depending on merchant type - in other words, old coal-burning designs like the Coastal Merchant (NKSQ) should produce huge clouds of it, while modern designs like the C-2 (NKLS) should produce less. Is there any way to do this, and can it be incorporated easily into modded ships?

Thanks! :)

Easily? Ummmm . . . not exactly easy, but not exactly hard either. Just time-consuming. I can modify a third type of smoke and have three: old coal-burners, more modern, less smoky, and warships. What's involved is individually modifying each ship type/class and giving them the correct smoke type. In fact, I'd like to do just that. There's just two things:

One is that I'm not sufficiently skilled or knowledgable enough to look at the ships in the Sea folder and indentify just by looking at the folder names which of those three they are. It would be an enormous help if you, or anyone else, could give me a breakdown of the ships, sorting them into those three classes.

Secondly, I'd probably only do this for the GWX 2.x mod. This isn't going to be something generic that's usable across the board, as each ship needs to be assigned its own smoke. If there was a call for it for another major mod I might do it should there be a request for that but, at the moment, it looks like I'll be sticking to the GWX 2.X one.

Now THAT is how the electric torpedoes should look in the water! :up:

Thanks! :)

edit: Actually, it would be a big help if anyone could point me to decent BW photos of different merchants and warships showing their funnel/stack smoke, so I have a reference when modifying the game funnel smoke. If I'm gonna do this (and I am! --grins--) I want to do this as realistic and historical as possible.

edit#2: Already starting on modding three types of funnel/stack smoke. Should be interesting --wry grin--

Slick Rick
03-26-08, 04:34 AM
Nice work..!!! This game just keeps getting better thanx to guys like you.....Thanx!!!:up: