View Full Version : [REQ] factory chimney smoke .
THE_MASK
05-10-10, 06:17 PM
[REL] factory chimney smoke .
Download link http://www.subsim.com/radioroom/downloads.php?do=file&id=3229 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3229)
Install sobers smaller water drops to stop the smoke resetting when water drops appear on screen.
http://www.subsim.com/radioroom/downloads.php?do=file&id=3048 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3048)
http://img171.imageshack.us/img171/1408/smoke4.jpg (http://imageshack.us/photo/my-images/171/smoke4.jpg/)
http://img52.imageshack.us/img52/6227/omgsmoke.jpg (http://imageshack.us/photo/my-images/52/omgsmoke.jpg/)
haegemon
05-10-10, 06:40 PM
I think there's people working on it, but still are dificulties to work with the *.GR2 file format.
Madox58
05-10-10, 06:56 PM
Smoke can be attached through the sim files.
It's just a pain to place it.
TheDarkWraith
05-10-10, 07:02 PM
Smoke can be attached through the sim files.
It's just a pain to place it.
actually it's not really that much of a pain. The goblin editor gives you a tool for setting the location fairly close. Then you just have to fine tune it. How do you think I got the flag and exhaust smokes set where they are? ;) (Hint: involves the camera....)
Madox58
05-11-10, 09:07 PM
The pain comes from doing all the chimeys.
It's also a pain because we should NOT have to do this!
:nope:
I could reverse engineer a game and not have so many Boo Boos!
So they switched to Granny.
Does that mean they also work at Burger King?
DING! Fries are done!
:haha:
THE_MASK
02-20-11, 07:33 PM
any gains ?
This CAN be done very simply !
Just load the .gr2 and .sim files for each harbor and add particle systems to chimney placeholders (some harbors have them, some others don't).
For an example of exactly how to do it check out NARVIK harbor. I know for sure that one has factory chimney smoke.
For harbors that don't have factories with chimney origin points you can just place the smoke particles on the house's origin point.
THE_MASK
02-22-11, 06:12 AM
This CAN be done very simply !
Just load the .gr2 and .sim files for each harbor and add particle systems to chimney placeholders (some harbors have them, some others don't).
For an example of exactly how to do it check out NARVIK harbor. I know for sure that one has factory chimney smoke.
For harbors that don't have factories with chimney origin points you can just place the smoke particles on the house's origin point.Thanks for that , some one else can do it . I hate the friggin goblin editor , only cause i cannot ever get it to work .
Madox58
02-22-11, 05:02 PM
Goblin crashed me so many times I started to created my own Viewer.
It's more reliable then Goblin so far and less system demanding.
All by trial and error!
And I don't have the Granny source code to work with.
Any wonder I get tired of messing with it for long periods of time?
If Goblin was the cure all of Evils for SH5,
things would not need to be messed up to 'kind of work'.
Sure, I can edit a heck of alot of things in GR2 files now.
I can also correct the files so no CRC issues are noticed.
Add and remove things at will if I please.
But I am highly disappointed at Ubi's stance on more then a few issues with SH5.
So SH5 can die the death Ubi planned as far as I am involved.
I'll continue on the GR2 stuff for my own enjoyment.
Nothing more.
THE_MASK
02-22-11, 05:37 PM
This CAN be done very simply !
Just load the .gr2 and .sim files for each harbor and add particle systems to chimney placeholders (some harbors have them, some others don't).
For an example of exactly how to do it check out NARVIK harbor. I know for sure that one has factory chimney smoke.
For harbors that don't have factories with chimney origin points you can just place the smoke particles on the house's origin point. I must be less than simple then :nope:
Madox58
02-22-11, 05:41 PM
I must be less than simple then :nope:
That was assumed when all of us payed out good money for a bad Game.
:nope:
panosrxo
02-22-11, 06:50 PM
Clearly, UBISOFT takes advatage of modders, in order to sell more games without doing anything...This game has been crappy from day 1 and even though modders have done an incredible job improving the game, it is still a shame.
When I tried modifying those exact chimney smokes it worked like a charm...sorry to disappoint you.
Maybe you should post what problems you're having with Goblin and the exact crash or bug reproduction, maybe someone knows a fix.
THE_MASK
02-23-11, 03:55 AM
When I tried modifying those exact chimney smokes it worked like a charm...sorry to disappoint you.
Maybe you should post what problems you're having with Goblin and the exact crash or bug reproduction, maybe someone knows a fix.As i said maybe im thick .
Goblin \ open file
C:\Ubisoft\Silent Hunter 5\data\Terrain\Locations\CustomAreas\norway\navrik GR2
Merge file
C:\Ubisoft\Silent Hunter 5\data\Terrain\Locations\CustomAreas\norway\navrik SIM
Now what do i do ?
As i said maybe im thick .
Goblin \ open file
C:\Ubisoft\Silent Hunter 5\data\Terrain\Locations\CustomAreas\norway\navrik GR2
Merge file
C:\Ubisoft\Silent Hunter 5\data\Terrain\Locations\CustomAreas\norway\navrik SIM
Now what do i do ?
OK so it's a problem of lacking documentation not a crash happening from what I understand, you just don't know what to do next, right ?
I don't have the game at work, I will look into it tonight (hopefully) and make a tutorial on how to do it.
THE_MASK
02-23-11, 04:07 AM
OK so it's a problem of lacking documentation not a crash happening from what I understand, you just don't know what to do next, right ?
I don't have the game at work, I will look into it tonight (hopefully) and make a tutorial on how to do it.
Absolutely wonderful :salute:
When I tried modifying those exact chimney smokes it worked like a charm...sorry to disappoint you.
Maybe you should post what problems you're having with Goblin and the exact crash or bug reproduction, maybe someone knows a fix.
And if was perfect what would the mod community to do? Update graphics?
Yes I know this game was crap when released, but its apparent the devs spent most of their time making it so we could fix the game, thank you devs....:03:
And if was perfect what would the mod community to do? Update graphics?
Yes I know this game was crap when released, but its apparent the devs spent most of their time making it so we could fix the game, thank you devs....:03:
offtopic:
These are tools that were used in production. The same tools every game developer creates in order to help them make the game.
Having a mod-able game now is due to the fact that those tools were included with the game. Why those tools were released or why the file resources aren't packed and encrypted is not something I can judge.
But I strongly believe (just a personal opinion) that even if the game didn't allow mods it would have been launched in almost the same timeframe and state it has been launched in.
ontopic: didn't have time last night to make a tutorial nor will I have tonight, but I'll try to hurry things up.
The truth is...I spoke too soon...seems like crashing is the "normal" working mode now. If it works more than 2 minutes without a crash occurring than it means I'm not doing what I should :)
I'll look closer into the crashes and see if I can fix anything.
The main issue is that I can't use the "center view on selection" option. Without it I can't preview the smoke in the Goblin Editor because I can't find it in the viewer !
Even Narvik doesn't have factory smoke anymore...
Anyway until I make a smoke generator that everyone can use I'll post the steps needed in order to achieve that.
1. Load a harbor .gr2 file and it's associated .sim. I chose Danzig which already has some smoke chimney dummy positions that were intended for this exact purpose.
http://i1104.photobucket.com/albums/h335/pintea/smoke_goblin1.jpg
2. Right click the starting position of the smoke and choose "Edit controllers"
http://i1104.photobucket.com/albums/h335/pintea/smoke_goblin2.jpg
3. Double click on the "Particles->Particle Generator" controller in order to add it to that position.
http://i1104.photobucket.com/albums/h335/pintea/smoke_goblin3.jpg
4. This is what it will look like, with the new controller in the "Unassigned" category. You will have to drag & drop it to the .sim file.
http://i1104.photobucket.com/albums/h335/pintea/smoke_goblin4.jpg
5. Select it and all the available options will appear in the controller options view.
Once a controller has been configured, it can be copy/pasted onto other harbors and smoke generators.
http://i1104.photobucket.com/albums/h335/pintea/smoke_goblin5.jpg
THE_MASK
02-25-11, 03:36 AM
Thanks for the help :yeah:
Madox58
02-25-11, 12:06 PM
I'm glad to hear I'm not the only one suffering crashes.
Not that I'm Happy Goblin crashes, mind you!
Just that I haven't seen many complaints about it happening?
I thought maybe I was the only one and had some other reason for it.
I'm glad to hear I'm not the only one suffering crashes.
Not that I'm Happy Goblin crashes, mind you!
Just that I haven't seen many complaints about it happening?
I thought maybe I was the only one and had some other reason for it.
It's possible the Goblin crashes are a newer bug (brought in by one of the patches maybe ? ) ... I'm sure it wasn't like that before. I'll have a closer look into it one of these days.
THE_MASK
05-22-11, 04:16 PM
This is really annoying me :stare:
TheBeast
05-22-11, 06:11 PM
How can we add new dummy_smoke nodes to the Model?:06:
This is example of biggest issue's preventing many needed MOD's.:damn:
http://i1104.photobucket.com/albums/h335/pintea/smoke_goblin1.jpg
THE_MASK
05-22-11, 09:41 PM
If i open the Alexandria gr2 file first and then try to merge the sim file goblin crashes . However , if i open the sim file first it comes up with lost controllers , i just merge the gr2 file with the sim anyway . It opens fine and i can add the particles . Saves fine and ParticleGenrator @ Dummy_smoke03 shows up correctly in goblin if i merge them in the correct order (just to check if it worked) .
THE_MASK
05-22-11, 09:59 PM
http://img33.imageshack.us/img33/6246/particlesd.jpg (http://imageshack.us/photo/my-images/33/particlesd.jpg/)
SteelViking
05-22-11, 11:27 PM
Huh, I just tried this Sober, and I was able to open the .GR2, and merge the .sim just fine. BUT, when I tried to look at something, the instant an object came into view Goblin threw a memory loop error and closed.:-?
THE_MASK
05-22-11, 11:31 PM
Huh, I just tried this Sober, and I was able to open the .GR2, and merge the .sim just fine. BUT, when I tried to look at something, the instant an object came into view Goblin threw a memory loop error and closed.:-?Try openung the sim file and then merging the gr2 . Try looking at an object then ? What are you looking at ?
THE_MASK
05-22-11, 11:57 PM
http://img705.imageshack.us/img705/7314/smokeco.jpg (http://imageshack.us/photo/my-images/705/smokeco.jpg/)
THE_MASK
05-23-11, 12:35 AM
Ok , i know how to put the smoke on the chimneys now . The only thing i cannot do is edit the particles generator . Never worked with smoke .
THE_MASK
05-23-11, 01:07 AM
How can we add new dummy_smoke nodes to the Model?:06:
This is example of biggest issue's preventing many needed MOD's.:damn:
http://i1104.photobucket.com/albums/h335/pintea/smoke_goblin1.jpgGranny 3D $12500usd , your shout . Or ask Dan for the password for the hidden goblin tools .
SteelViking
05-23-11, 01:20 AM
Ok , i know how to put the smoke on the chimneys now . The only thing i cannot do is edit the particles generator . Never worked with smoke .
Wait, you can't edit it simply because you are not familiar with the controller? Or is there another problem?
If it is that you aren't familiar with the controller, open up the Baza dat file in the library and use one of the generators for smoke from there as a template to start from.
If you'd like I could set you up a generator to use.
THE_MASK
05-23-11, 01:42 AM
Wait, you can't edit it simply because you are not familiar with the controller? Or is there another problem?
If it is that you aren't familiar with the controller, open up the Baza dat file in the library and use one of the generators for smoke from there as a template to start from.
If you'd like I could set you up a generator to use.i was thinking about it . a particle generator from the smoke of a burning tanker .
SteelViking
05-23-11, 01:59 AM
i was thinking about it . a particle generator from the smoke of a burning tanker .
That would work fine I bet. Just open two instances of Goblin one with BAZA, the other with whatever smokestack you want to add to, and copy the class of the controller then paste it over the class of the newly made controller on the smokestack.
TheDarkWraith
05-23-11, 02:04 AM
Granny 3D $12500usd , your shout . Or ask Dan for the password for the hidden goblin tools .
Do you know this password :hmmm:
THE_MASK
05-23-11, 02:07 AM
Do you know this password :hmmm:You fell for it :yep:
Seriously though , i never knew you could look up a Dat file with goblin . All i want is the particle generator for the burning ship smoke .
THE_MASK
05-23-11, 02:11 AM
Hey TDW , do you know which is the file for the burning ships smoke in Library/Baza_FX.Dat
Is it @BSmoke ?
SteelViking
05-23-11, 02:17 AM
Hey TDW , do you know which is the file for the burning ships smoke in Library/Baza_FX.Dat
Is it @BSmoke ?
If you mean what node is the controller for that smoke at, it is BAZA_FX_Fum_explozie.
stoianm
05-23-11, 02:20 AM
Hey TDW , do you know which is the file for the burning ships smoke in Library/Baza_FX.Dat
Is it @BSmoke ?
Watch for the word ''fum'' ..means ''smoke''
THE_MASK
05-23-11, 02:22 AM
This is probably going to lead nowhere fast , here goes nuthin .
SteelViking
05-23-11, 02:27 AM
This is probably going to lead nowhere fast , here goes nuthin .
Got my fingers crossed. I my self have been running around in circles for hours trying to get one simple thing on an imported. So, I know how ya feel.
THE_MASK
05-23-11, 02:57 AM
Heres gibraltar and a few others . Havnt tested it yet .
Install via jsgme
THE_MASK
05-23-11, 03:41 AM
5555555555555555555555555555
THE_MASK
05-23-11, 03:50 AM
http://img52.imageshack.us/img52/6227/omgsmoke.jpg (http://imageshack.us/photo/my-images/52/omgsmoke.jpg/)
SteelViking
05-23-11, 03:55 AM
Sober, looks like you just fulfilled you own request. Nice work comrade.:salute:
stoianm
05-23-11, 04:01 AM
Looks very nice even you started to pollute our game:O:... can you make him compatible with tdw FIX pls ... and do you think is posible to add sound... i dunno if is immersive but if you go on the top to hear like a fire (burning) sound:hmmm:?
The video is comming in few minutes:DL
btw.. why some of them produce smoke and some not?... you did like this?.. or is random?
THE_MASK
05-23-11, 04:02 AM
Whatever there cookin , its too hot . Theres fire coming out of the top of the chimney :haha:
THE_MASK
05-23-11, 04:04 AM
Looks very nice even you started to pollute our game:O:... can you make him compatible with tdw FIX pls ... and do you think is posible to add sound... i dunno if is immersive but if you go on the top to hear like a fire (burning) sound:hmmm:?
The video is comming in few minutes:DL
btw.. why some of them produce smoke and some not?... you did like this?.. or is random?I can only give smoke to chimneys that already have a node . In other words if the devs didnt put a node on a chimney then it cannot have smoke . No noticeable FPS hit either :rock:
stoianm
05-23-11, 04:06 AM
I can only give smoke to chimneys that already have a node . In other words if the devs didnt put a node on a chimney then it cannot have smoke . No noticeable FPS hit either :rock:
yes... it is true.. not fps killer:yep::rock:... what about my other questions... FIX compatible and sound if is posible pls:D
THE_MASK
05-23-11, 04:13 AM
Not sure what TDW FX mod does .
Ok , probably light houses .
TDW is welcome to use what ever of my mods he likes and incorperate it into the mega mod and FX mod etc .
Download link on first page
stoianm
05-23-11, 04:14 AM
Not sure what TDW FX mod does .
I will look at sounds .
Download link on first page
he had in his mod those sim files from ports.. i dunno either what them do ... but if is posible just to work your mod on these files pls
THE_MASK
05-23-11, 04:21 AM
A big thankyou to Pintea :yep::yeah:
stoianm
05-23-11, 04:47 AM
Here it is the movie my friend... very nice mod:
MOVIE (http://www.youtube.com/watch?v=ryw1zrMfH7Q)
Have you think to put this logo on your signature?:D
http://i1124.photobucket.com/albums/l568/stoianm/logo-greenpeace.jpg
THE_MASK
05-23-11, 04:52 AM
That made my night , cheers .
LordNeuro"Serbia"
05-23-11, 05:00 AM
Sorry for nubish qvestion and bad english but is it posibol too give more life too harbors. Too make the cranes load and anload ships, make same peapol and trups in them moving, make trucks move in the base bringign trups and war matirial. I think it would be wery nice, but probobly is inposibol to do so.
But how nose there is a gr8 man working on sh5 and 1 day how nose.
Too all moders keep up the fantastic work too make thise game epic.:yeah:
THE_MASK
05-23-11, 05:02 AM
Sorry for nubish qvestion and bad english but is it posibol too give more life too harbors. Too make the cranes load and anload ships, make same peapol and trups in them moving, make trucks move in the base bringign trups and war matirial. I think it would be wery nice, but probobly is inposibol to do so.
But how nose there is a gr8 man working on sh5 and 1 day how nose.
Too all moders keep up the fantastic work too make thise game epic.:yeah:Yes my Lord , check out this thread .
http://www.subsim.com/radioroom/showthread.php?t=166104
LordNeuro"Serbia"
05-23-11, 06:12 AM
Thx for the replay sober. U got the beer on me. I cann weit to see thise mod finish.
Keep up the good work.:yeah:
A big thankyou to Pintea :yep::yeah:
The mod looks great, glad to be of help.
Sepp von Ch.
05-23-11, 12:25 PM
Detail, but very nice sober! Thank you!:up:
Magic1111
05-23-11, 12:59 PM
Very nice MOD, many thanks sober ! :yeah:
Best regards,
Magic:salute:
Xrundel
06-05-11, 08:02 AM
Thanks for the mod, sober! :salute:
I have a little request. My factory workers are refusing to show up at work because of complaints about smoke poisoning. Is that possible to make smoke actually go skywards, at least like 45 degree angle? It goes horizontally to the side and down.
Thanks.
pedrobas
01-30-12, 02:36 AM
"FX_Update_0_0_19_TheDarkWraith" Fix for "sobers chimney smoke V2"
I have modified the "data\Terrain\Locations\CustomAreas" sim files of the "FX_Update_0_0_19_TheDarkWraith" mod to make it compatible with "sobers chimney smoke V2". I didnīt want to loose neither the nice light of Lighthouses nor the nice effect of the smoke in the chimneys from sober. With this one YOU DONīT NEED TO INSTALL "sobers chimney smoke V2"
It is also valid to replace the same files in "Harbour_Addition_Environment_Enhancement_MOD_v0.5 "
All credits to TheDarkWraith and Sober.
Install with the mod enabler(jsgme):
http://www.gamefront.com/files/21261459/TDW_FX_Fix_for_Sobers_chimney_smoke_rar
THE_MASK
01-30-12, 03:27 AM
"FX_Update_0_0_19_TheDarkWraith" Fix for "sobers chimney smoke V2"
I have modified the "data\Terrain\Locations\CustomAreas" sim files of the "FX_Update_0_0_19_TheDarkWraith" mod to make it compatible with "sobers chimney smoke V2". I didnīt want to loose neither the nice light of Lighthouses nor the nice effect of the smoke in the chimneys from sober. With this one YOU DONīT NEED TO INSTALL "sobers chimney smoke V2"
It is also valid to replace the same files in "Harbour_Addition_Environment_Enhancement_MOD_v0.5 "
All credits to TheDarkWraith and Sober.
Install with the mod enabler(jsgme):
http://www.gamefront.com/files/servi...ou?id=21261459
Thankyou pedrobas :salute:
pedrobas
01-30-12, 03:43 AM
Thanks to you Sober. Youīre the one who did the hard work. http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Salute-1.gif
binzy62
01-30-12, 07:00 AM
The link you posted appears to be dead ... page not found
pedrobas
01-30-12, 08:04 AM
Link changed in same post.
binzy62
01-30-12, 08:08 AM
Thank you very much for this
pedrobas
01-30-12, 01:55 PM
Can someone confirm that works ok? No problems?. Thanks.
Can someone confirm that works ok? No problems?. Thanks.
Thanks for the fix, Pedrobus, TDW and Sober:yeah: I'll test it tonight. Is it also possible to merge Sub-exaust mod into any other 'general mod' to maKe it compatible with NewUi, SDBSM, Harbour, mtns and OHII?
pedrobas
01-31-12, 10:53 AM
Is it also possible to merge Sub-exaust mod into any other 'general mod' to maKe it compatible with NewUi, SDBSM, Harbour, mtns and OHII?
Iīm trying but with no luck for the moment. And really i donīt understand why.:06:
I think we need the help of TDW with this one.:yep:
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