View Full Version : [TEC] Underwater effects
SteelViking
07-21-10, 02:24 PM
Recently, I have been messing around with the underwater effects. I have found some interesting stuff. For instance, I was able to increase the time that bubbles coming from the sub last(so that they actually rise a good way, not just go a meter or less and disappear). I also found the controllers for caustics on underwater objects like rocks, but I have been unable to find the controller for the caustics on the sea floor. I was able to adjust the controller for the rocks to make the caustics look much more realistic and I would like to do the same for the sea floor.
If anybody knows what file controls the caustics for the sea floor, or if anyone would like to try and find it I would greatly appreciate the help.
:salute:
Capt Jack Harkness
07-21-10, 03:11 PM
Can't help there but I have a related question: Can you get rid of the wavy, rippled underwater camera effect? It always bugs me when games throw in an effect like that for eye candy; just throw on some goggles and stick your head in a swimming pool, the view doesn't ripple! :nope:
SteelViking
07-21-10, 03:18 PM
Can't help there but I have a related question: Can you get rid of the wavy, rippled underwater camera effect? It always bugs me when games throw in an effect like that for eye candy; just throw on some goggles and stick your head in a swimming pool, the view doesn't ripple! :nope:
Ahh, you don't like that.....but it's so pretty:haha: Just kidding, it is unrealistic.
Actually, I think I have seen a controller for that effect while I was looking for the sea floor caustics. Let me check back through some files, it would probably be as simple as just deleting the controller for it.
Capt Jack Harkness
07-21-10, 03:30 PM
Cool; I remember the RFB guys deleting it in SH4 (or maybe it was one of the environment mods... :hmmm:) and it made quite a difference to me, that and dropping the underwater visibility to a hundred meters or so (which seems oddly difficult to do in SH5).
SteelViking
07-21-10, 03:38 PM
Cool; I remember the RFB guys deleting it in SH4 (or maybe it was one of the environment mods... :hmmm:) and it made quite a difference to me, that and dropping the underwater visibility to a hundred meters or so (which seems oddly difficult to do in SH5).
As part of my work under water, I have made a new color filter as I did not think that Atlantic Water 1.1 was dark enough. As a result, your visibility is reduced a pretty good deal, still not as much as I would like, but better.
Nisgeis
07-21-10, 03:45 PM
Actually, I think I have seen a controller for that effect while I was looking for the sea floor caustics. Let me check back through some files, it would probably be as simple as just deleting the controller for it.
If it follows along from SH4, then it'll be a pixel shader effect instead of a controller, but if there's a controller for it, great.
SteelViking
07-21-10, 04:15 PM
If it follows along from SH4, then it'll be a pixel shader effect instead of a controller, but if there's a controller for it, great.
Actually, I am starting to think that I saw it in an .fx file from the shader folder. But now I can't figure out for the life of me what file I merged it with to actually get to it in Goblin. What I really need to do is start getting more sleep so I don't forget stuff like this:doh::zzz:
Found a problem with making any changes to the particle generators on the sub though. TDW's exhaust mod already makes changes to the .fx files for all the subs. So, if I do anything with the bubbles, it would not be compatible with his mod:wah:.
reaper7
07-21-10, 04:45 PM
Found a problem with making any changes to the particle generators on the sub though. TDW's exhaust mod already makes changes to the .fx files for all the subs. So, if I do anything with the bubbles, it would not be compatible with his mod:wah:.
Thats a shame, longer lasting bubbles would be nice. :|\\
Any chance TDW would allow you to use his .fx files as a base for your changes :hmmm:.
SteelViking
07-21-10, 04:54 PM
Thats a shame, longer lasting bubbles would be nice. :|\\
Any chance TDW would allow you to use his .fx files as a base for your changes :hmmm:.
I have not asked him, I have been too busy trying to find where the heck the controller for the sea floor caustics is.:hmmm:
Madox58
07-21-10, 04:58 PM
Actually, I am starting to think that I saw it in an .fx file from the shader folder. But now I can't figure out for the life of me what file I merged it with to actually get to it in Goblin. What I really need to do is start getting more sleep so I don't forget stuff like this:doh::zzz:
Found a problem with making any changes to the particle generators on the sub though. TDW's exhaust mod already makes changes to the .fx files for all the subs. So, if I do anything with the bubbles, it would not be compatible with his mod:wah:.
You mod his .FX file and your good to go.
If there is a problem doing this?
You create your fixes and create a patch file release.
A patch file release will only add information to an existing file.
There by walking around Copyright as you did not distribute
the base files.
The user is now responseable for the Copyright crap as they would be altering the files.
Not you.
SteelViking
07-21-10, 09:20 PM
Ok, so here is some of what I have been messing with(I won't call it working, because I am not putting much time into this project).
http://img80.imageshack.us/img80/921/awds.jpg
As you can see, I have reduced the visiblility range by reducing the light in the color filter. And, you can see that I have greatly increased the distance the bubbles travel on the far right. But, I can't figure something out. If the bubbles have a backdrop, be it the sub or the surface of the water, they look great, but if it is just empty water they become very blurry. I have been trying to get rid of this problem, but no luck yet. Maybe someone else can figure it out.
For anyone wondering about how I increased the distance the bubbles travel:
-Open Goblin
-Open NSS_Uboat7b(or any sub type)
-Merge NSS_Uboat7b.fx
-And in the scene tree find: FX_Bubbles_Dummy_03(or any of the numbers)
-Under the particle generator controller, go to BitMapParticles/Entry/Life and increase the number however far you wish.
TheBeast
07-21-10, 09:27 PM
Would it be possible to creat a set of MicroBubble (that looked like steam or preasure venting) linked to any dive command so it would look like Ballast Tanks are flooding/venting. Visible while surfaced...
Echolot
07-21-10, 09:29 PM
I have a "SH5_clear_underwater.7z" on my hd and this removes the depth of field ?? effect. (Not shure). I use it and no dof. I don't know where i download it.
Gruß.
Echolot.
SteelViking
07-21-10, 09:57 PM
Would it be possible to creat a set of MicroBubble (that looked like steam or preasure venting) linked to any dive command so it would look like Ballast Tanks are flooding/venting. Visible while surfaced...
Yeah I think that might be possible depending on where the ballast tank vents are. You see, there are a TON of nodes all along the deck for deckwaves/water drain all along the boat, so we could easily stick a particle generator on any of them. Then we would just have to figure out what settings would be the best to get it to work realistically.
@Echolot, could you post a link to the thing that you are talking about so I can take a look at it?
TheBeast
07-21-10, 10:18 PM
Yeah I think that might be possible depending on where the ballast tank vents are. You see, there are a TON of nodes all along the deck for deckwaves/water drain all along the boat, so we could easily stick a particle generator on any of them. Then we would just have to figure out what settings would be the best to get it to work realistically.
How about linking the effect to the Tanks Flooding Sound Controller. That way when you select any dive command, the effect starts when the sound starts.
SteelViking
07-21-10, 10:40 PM
Holy crap. This is interesting. I just added a node in S3D to a .sim. Opened it in Goblin and the thing stinking works. I added a particle generator just to test it. I have not figured out how to link a texture to it yet, but I suppose this would be a way to add a whole host of effects to the game, including the blow out effect we have been talking about from the ballast tanks.
Now I really can't wait for privateer to come up with some new add-ons.
Yeah, I like the idea of linking it to the sound controller......hmmm I wonder if S3D could do that right now since it can assign children:hmmm:
Edit: If anyone wants to do this, when you add the node in S3d, do not assign it a parent. If you assign it a parent, Goblin will fail to start and it will throw the old corrupted memory garbage at you.
rascal101
07-22-10, 02:21 AM
Just a little thing not sure if it is possible - just wondering if the bubbles could be made to stream backwards towards the stern when moving forwards, and to the bow when moving backwards -
Is a little thing but well - if smoke can be made to appear to be affected by wind, maybe bubbles can be made to be appear to be affected by movement
R
Capt Jack Harkness
07-22-10, 02:38 AM
This thread makes me wonder what can be done with the propeller bubbles... As some of us know, the 'cavitation' effect in game in no way resembles real life.
http://www.fluidlab.naoe.t.u-tokyo.ac.jp/Research/CavPictures/large/PropCav.jpg
http://pr-ac.ca/images/newsletter/ACFAyJuaH.jpg
THE_MASK
07-22-10, 02:41 AM
and while you are at it could you fix the bubbles in the foam on the water , they are too big . The soup should have bubbles in there as well .
SteelViking
07-22-10, 10:10 AM
and while you are at it could you fix the bubbles in the foam on the water , they are too big . The soup should have bubbles in there as well .
:haha: I did not realize bubbles were so important to you Sober. Actually, if you are referring to the ship wakes, yeah that is just a simple repeating texture, I see no reason that should not be able to decrease the size of the bubbles.
This thread makes me wonder what can be done with the propeller bubbles... As some of us know, the 'cavitation' effect in game in no way resembles real life.
Sorry mate, there is absolutely no way to do this. The particle generator controllers are simply not that precise.
Just a little thing not sure if it is possible - just wondering if the bubbles could be made to stream backwards towards the stern when moving forwards, and to the bow when moving backwards -
Is a little thing but well - if smoke can be made to appear to be affected by wind, maybe bubbles can be made to be appear to be affected by movement
R
Yes, actually, I think this would be easy to do as there are settings for the particle generator just for this. However, as I stated before, anything I do to the particle generators will then conflict with TDW's exhaust mod.
SteelViking
07-22-10, 12:05 PM
Yeah, now I am going to have to get with TDW about including this work with his exhaust, or including his exhaust into a sub effect combi mod.
Here is what I got in just a few minutes:
http://img810.imageshack.us/img810/7746/awdc.jpg
I switched to clear water just to demonstrate better. I was able to link the particles to the speed of the boat. So the faster you go, the more they will trail back, and if you go in reverse the bubbles react in a realistic way. I also turned up the alpha channel on the bubbles as they are simply do difficult to make out in stock. Still a lot of polish work to make this look realistic but this would be a really cool addition to the game I think.
Madox58
07-22-10, 12:24 PM
The bubbles effect the props use is hard coded so you can't change the effect.
If you think about it though?
There may be a possible way to change the effects.
Find the image used for the bubbles and make it clear for starters.
The spin effect shown above should be an easy thing to build.
And could be speed dependent.
:03:
Capt Jack Harkness
07-22-10, 12:40 PM
Well at the very least I'd like to see the clouds of bubbles off the props start at the diameter of the prop and remain constant as they fade, they shouldn't expand like smoke as they do in stock. Tip and hub vortex cavitation would be awesome, but I admit it's a long shot.
Madox58
07-22-10, 12:46 PM
I'll try a few ideas out in SH3.
At lest I can run that!
:haha:
If they prove out?
We'll go from there.
:yep:
SteelViking
07-22-10, 12:56 PM
The bubbles effect the props use is hard coded so you can't change the effect.
If you think about it though?
There may be a possible way to change the effects.
Find the image used for the bubbles and make it clear for starters.
The spin effect shown above should be an easy thing to build.
And could be speed dependent.
:03:
Ok, that makes sense, because I was unable to find a particle generator for the props. I am not positive, but I think that the same image used to make the bubbles for the props is also used to make the vent bubbles that I have been showing my work on.
Oh, and privateer since you are here.....Do you know a way to link images to particle generators, because I added a node in S3d and then I was able to add a generator in Goblin but I am not sure how to specify the material to be used.
Madox58
07-22-10, 01:05 PM
If you add a particle effect with S3D right now,
you add the old style generator.
Which still works but may not be as good as the SH5 generators.
Of which I've found 2 Types.
:hmmm:
But to answer your question,
(I'll have to remove the beta S3D Particles stuff and grab you some screen shots if you need them)
There is a setting for Particle material.
Mostly this is found in the Materials.dat file.
Copy the ID and paste it.
SteelViking
07-22-10, 01:11 PM
No, I added the generator in Goblin to the node that I added in S3D, so it should have full function and quality it would seem, have not tested it in game, as I don't know how to add the material, so it could be there but I would not see it.
Madox58
07-22-10, 01:21 PM
Goblin throws me 1000 error messages everytime I open it but,
Under bitmap particals is the setting you want.
Select Entry and then Materials.
It will say Unknown.
You need to merge the correct file.
It may be Baza_FX or materials.dat
then the material will be listed.
SteelViking
07-22-10, 02:00 PM
Goblin throws me 1000 error messages everytime I open it but,
Under bitmap particals is the setting you want.
Select Entry and then Materials.
It will say Unknown.
You need to merge the correct file.
It may be Baza_FX or materials.dat
then the material will be listed.
You are my freakin hero. Merged Baza_FX and not only do I have my materials listed, they even render in Goblin so I have a better way of seeing how they look. Let me throw together the same thing I did last night with the nodes and test in game to see if they work. I hope it works, we could do any effect changes this way pretty much.
reaper7
07-22-10, 02:26 PM
You are my freakin hero. Merged Baza_FX and not only do I have my materials listed, they even render in Goblin so I have a better way of seeing how they look. Let me throw together the same thing I did last night with the nodes and test in game to see if they work. I hope it works, we could do any effect changes this way pretty much.
I'm crossing my fingers very tight :|\\
Nisgeis
07-22-10, 02:56 PM
The bubbles effect the props use is hard coded so you can't change the effect.
That's odd. In SH4 it was a moddable particle effect. Strange they would have changed it in SH5 back to hard coded. Was it hard coded in SH3 as well?
SteelViking
07-22-10, 04:31 PM
I'm crossing my fingers very tight :|\\
You can uncross your fingers:|\\ It works!!!
I did just as I said before, only now I was able to assign a material. Fired up the game, and viola there was what I had added(another bubble maker on the deck).
This is great! I don't see why we could not add any effect we want. We could add in the missing conning waves.:yeah:
Edit: However, just as Nisgeis pointed out to me in a PM, I checked and Goblin will see whatever I add as a lost controller upon saving and reloading the file. However, in game it was right where I had placed it.
Nisgeis
07-22-10, 04:48 PM
If it follows the trend, the game engine should load any files in data/library/ that is a .dat file on startup as a core file, so why not try having your new effect as a standalone file with a unique name. Would ease compatibility problems if it works (no editting of the same files).
EDIT: Not that loading it up in GobEd is that important anyway :-)
SteelViking
07-22-10, 05:02 PM
Crap, :damn: I pasted over the file I did with an original to try it again and guess what. Now it is not working. I wonder what I did differently:06:
THE_MASK
07-22-10, 05:06 PM
What i would really like is for the submarine_surfacing sound wave to be linked to something on the sub so that you get the crashing thru waves sound . If you surface with engines off you can make it up onto the conning deck and hear the surfacing sound .
rascal101
07-22-10, 05:14 PM
God your good!! - thanks looking forwasrd to installing this mod -
OK since your such a wizzard - do you think its possible to modify the explosions to slow down the fireball and torpedo spray to go higher and the depth charge explosions, the spray on the surface seems a bit too low down and subsides way too quickly -
While the stock fireworks were a little silly - they've been dealt with in the Old Style Explosions mod - but the explosion affects till appear a bit too fast and somewhat superimposed on the action, rather than part of it. I wonder if its possible to mod explosions, and other splash efects -
I would also like to see more of a bow wave and foam when the sub dives and sufaces - at the moment it seems a bit lite on - also would love to see a decent wake on the scopes - at the moment they're hardly noticeable
Just some suggestions
Best Regards to all SubSimmers
Rascal
Yeah, now I am going to have to get with TDW about including this work with his exhaust, or including his exhaust into a sub effect combi mod.
Here is what I got in just a few minutes:
http://img810.imageshack.us/img810/7746/awdc.jpg
I switched to clear water just to demonstrate better. I was able to link the particles to the speed of the boat. So the faster you go, the more they will trail back, and if you go in reverse the bubbles react in a realistic way. I also turned up the alpha channel on the bubbles as they are simply do difficult to make out in stock. Still a lot of polish work to make this look realistic but this would be a really cool addition to the game I think.
TheDarkWraith
07-22-10, 06:02 PM
as one hardly ever looks underwater these underwater effects are only going to kill fps. The more particles you render the harder the CPU has to work calculating everything for each particle. Example: sub exhaust. It's 'minor' in the number of particles it renders but it still causes FPS to drop somewhat.
The big question is does the game engine 'clip' them when the camera isn't focused on them? My guess is no but there is a field in the FastPaticleGenerator controller where you can clip them to the view frustrum.
SteelViking
07-22-10, 06:13 PM
as one hardly ever looks underwater these underwater effects are only going to kill fps. The more particles you render the harder the CPU has to work calculating everything for each particle. Example: sub exhaust. It's 'minor' in the number of particles it renders but it still causes FPS to drop somewhat.
The big question is does the game engine 'clip' them when the camera isn't focused on them? My guess is no but there is a field in the FastPaticleGenerator controller where you can clip them to the view frustrum.
Well, at the very least, we could simply add the effect of trailing as you move through the water, that would not require any more particles being generated or life of the particles. All that would do is add to the realism. Also, I sometimes use the scopes to spot for depth charges that get close, and you see these effects then.
SteelViking
07-22-10, 06:54 PM
Also TDW, those bubbles would not cause a significant drop in frame rate at all. For example, in your exhaust mod, your particle generators produce 165 particles a second and those particles are set to last 6 seconds. And, the only time I ever get an fps drop using your mod is when the camera gets directly in the path of the exhaust itself.
In the picture I showed, the modded bubble stream is set to make 10 particles a second and they only last 2 seconds. Plus the camera would basically never go through those bubble trails. I would also make sure that the texture files used to render those bubbles were decompressed, which should account for the couple extra seconds that they last, fps wise.
SteelViking
07-22-10, 07:17 PM
In response to rascal101,
I don't know about me being a wizzard, compared to a good number of modders around here, I know very little.
However, on the note of explosions, I have been working on the textures for them to make them look a little bit more realistic. And, I am not sure if the controllers for the explosion effects can be edited as they might be hard coded. But I will of course look into it and see what I can find.
Edit: rascal101, since you are interested in better looking/acting explosions, would you mind testing any work I do for them. I am spreading myself to thin, working on too many things at once, and if someone would test them out for me and give me their opinion I would really appreciate it.
TheDarkWraith
07-22-10, 07:22 PM
Also TDW, those bubbles would not cause a significant drop in frame rate at all. For example, in your exhaust mod, your particle generators produce 165 particles a second and those particles are set to last 6 seconds. And, the only time I ever get an fps drop using your mod is when the camera gets directly in the path of the exhaust itself.
In the picture I showed, the modded bubble stream is set to make 10 particles a second and they only last 2 seconds. Plus the camera would basically never go through those bubble trails. I would also make sure that the texture files used to render those bubbles were decompressed, which should account for the couple extra seconds that they last, fps wise.
ah ok, that's practically nothing :up: You can have MUCH more fun with those bubbles though....I know much about the FPG and PG controllers and what you can do with them ;)
Are the bubbles made with a FastParticleGenerator or a ParticleGenerator?
SteelViking
07-22-10, 07:28 PM
ah ok, that's practically nothing :up: You can have MUCH more fun with those bubbles though....I know much about the FPG and PG controllers and what you can do with them ;)
Are the bubbles made with a FastParticleGenerator or a ParticleGenerator?
In stock they are made with a ParticleGenerator. On your advice that the FPGs had a frustrum test, I tried switching them over, but I cannot get them to work right.
TheDarkWraith
07-22-10, 07:35 PM
In stock they are made with a ParticleGenerator. On your advice that the FPGs had a frustrum test, I tried switching them over, but I cannot get them to work right.
keep them as PG. Set dispersion min to .15 and max to .35 and see what happens :03:
SteelViking
07-22-10, 07:54 PM
keep them as PG. Set dispersion min to .15 and max to .35 and see what happens :03:
Ahh, interesting effect. I had to tone it way down from those numbers, but yeah it looks a good bit more natural now.:up:
:haha:I just realized it is under random dispersion, you really do like randomness don't you?
So, what's the word, if I find a good balance of values on the controllers/edit the .dds files to get this to look good, would you be willing to include your exhaust into a combi mod for sub/underwater effects. I am thinking of putting Ailantd's work into it as well since he made the impurity mod and I would use his micro bubbles mod as a base.
TheDarkWraith
07-22-10, 07:56 PM
Ahh, interesting effect. I had to tone it way down from those numbers, but yeah it looks a good bit more natural now.:up:
:haha:I just realized it is under random dispersion, you really do like randomness don't you?
So, what's the word, if I find a good balance of values on the controllers/edit the .dds files to get this to look good, would you be willing to include your exhaust into a combi mod for sub/underwater effects. I am thinking of putting Ailantd's work into it as well since he made the impurity mod and I would use his micro bubbles mod as a base.
sure, go ahead :up:
SteelViking
07-22-10, 08:13 PM
sure, go ahead :up:
Thank you:yeah: I have a problem though. Goblin(which is what I have been using to do all this stuff) cannot handle the work you did for the exhaust(S3d says you hex edited it in, which is what I expected). Anytime I save a the .fx file with your exhaust already added, the controllers get lost, and the exhaust no longer shows up in game. Do you have any ideas for how to remedy this situation? My inclination would be for me to figure out what all needs done to the .fx files for the effects I am looking for, then you could add those changes through hex editing to your own files. Let me know what you think.
At any rate, thank you for the permission:salute:
TheDarkWraith
07-22-10, 08:16 PM
Thank you:yeah: I have a problem though. Goblin(which is what I have been using to do all this stuff) cannot handle the work you did for the exhaust(S3d says you hex edited it in, which is what I expected). Anytime I save a the .fx file with your exhaust already added, the controllers get lost, and the exhaust no longer shows up in game. Do you have any ideas for how to remedy this situation? My inclination would be for me to figure out what all needs done to the .fx files for the effects I am looking for, then you could add those changes through hex editing to your own files. Let me know what you think.
At any rate, thank you for the permission:salute:
or you fire up the hex editor and copy the code I added to the .fx file into your .fx file. It's pretty easy to tell what code I added as I have a certain naming convention I use for hex IDs.
SteelViking
07-22-10, 08:30 PM
or you fire up the hex editor and copy the code I added to the .fx file into your .fx file. It's pretty easy to tell what code I added as I have a certain naming convention I use for hex IDs.
I will give it a try, but I know very little about hex editing.
SteelViking
07-22-10, 11:36 PM
Ok, here is my idea for a combined community built underwater mod. I will get the bubbles on the sub to act realistically, combine it with the underwater light filter I made, and then I will improve on the following mods as much as I can and wrap them all into the mod:
-Detailed Caustics 1.0
-Ailantd's Impurity Mod
-Ailantd's Micro Bubbles
Can someone say thinner mod soup?
I would of course seek these people's permission before using their work.
The way I am planning on setting it up, it would not even cause much of an fps hit if affects fps at all. The one thing that is really bugging me is that I cannot figure out how the game controls the caustics on the sea floor. I hope it is not hard coded.
tonschk
07-23-10, 12:29 AM
If we dont consider the size of the bubbles ( were too big ) , the bubbles of the SH3 and I think even SH4 were more natural , the bubbles of SH5 looks like pushed jet squibs ejection :wah: , and not random dispersed bubbles
.
Capt Jack Harkness
07-23-10, 12:36 AM
In response to rascal101,
I don't know about me being a wizzard, compared to a good number of modders around here, I know very little.
However, on the note of explosions, I have been working on the textures for them to make them look a little bit more realistic. And, I am not sure if the controllers for the explosion effects can be edited as they might be hard coded. But I will of course look into it and see what I can find.
Edit: rascal101, since you are interested in better looking/acting explosions, would you mind testing any work I do for them. I am spreading myself to thin, working on too many things at once, and if someone would test them out for me and give me their opinion I would really appreciate it.
On the note of explosions, has anyone noticed in movies or documentary footage that depth charges create a flash visible on the surface before the water bursts? Enemy Below has a few good examples of it. I suppose it's a pretty small detail but does anyone think we could get that effect in game?
SteelViking
07-23-10, 05:53 AM
On the note of explosions, has anyone noticed in movies or documentary footage that depth charges create a flash visible on the surface before the water bursts? Enemy Below has a few good examples of it. I suppose it's a pretty small detail but does anyone think we could get that effect in game?
I don't know about adding a flash to the depth charges like in movies, however, everyone will be happy to know that I located the file with all the controllers for all the explosions in game. The file BAZA_FX.dat has them if anyone would like to take a look. An easy way to look at them and adjust things is to open any GR2 file in Goblin and then merge BAZA_FX.dat with it. You have to zoom way out in order to see the effects.
The explosions seem pretty customizable. Seems like we should be able to set the hight, speed, duration, everything.
TheBeast
07-23-10, 07:14 AM
On the note of explosions, has anyone noticed in movies or documentary footage that depth charges create a flash visible on the surface before the water bursts? Enemy Below has a few good examples of it. I suppose it's a pretty small detail but does anyone think we could get that effect in game?
Depth Charges do make a flash already when using eternal camera view under water.
Are you talking about seeing the flash from the surface?
Capt Jack Harkness
07-23-10, 08:41 AM
Yes, as seen from the destroyers. And since that's such a rare viewpoint in the game I concede that it's not super important to have. Still would be cool though... :D
Madox58
07-24-10, 12:53 PM
I will give it a try, but I know very little about hex editing.
I'm not sure what you are doing, or how you are opening files?
But if you open the main FX.GR2 then merge TDW's .fx file?
It seems to work fine.
I even added a few particle effects and saved the new .fx file with no problem.
Removed the old .fx file,
then merged that new .fx file again with no problems.
Be sure you must open the base FX.GR2 first!
Then merge.
rascal101
07-24-10, 07:21 PM
Sorry for the delay in getting back to you - yes of course I would be happy to test anything you throw my way - just remember I'm not the most technologically brilliant subsimmer so please be clear with any installation instructions - though I'm not a complete babe in the woods either
Would be happy to muck about with stuff myself if you tell me how or where to go
Regards
R
In response to rascal101,
I don't know about me being a wizzard, compared to a good number of modders around here, I know very little.
However, on the note of explosions, I have been working on the textures for them to make them look a little bit more realistic. And, I am not sure if the controllers for the explosion effects can be edited as they might be hard coded. But I will of course look into it and see what I can find.
Edit: rascal101, since you are interested in better looking/acting explosions, would you mind testing any work I do for them. I am spreading myself to thin, working on too many things at once, and if someone would test them out for me and give me their opinion I would really appreciate it.
SteelViking
07-24-10, 09:22 PM
I'm not sure what you are doing, or how you are opening files?
But if you open the main FX.GR2 then merge TDW's .fx file?
It seems to work fine.
I even added a few particle effects and saved the new .fx file with no problem.
Removed the old .fx file,
then merged that new .fx file again with no problems.
Be sure you must open the base FX.GR2 first!
Then merge.
Really! I did not think of opening the the FX.GR2 file, because I was working with the submarines individually, so I was opening their GR2s. Thanks for the tip, I will be trying this out momentarily.
SteelViking
07-24-10, 10:38 PM
@privateer,
I have tried opening the _FX GR2 file first, and then merging the other files with it, editing, saving, and then reopening, and I cannot get it to work. The same problem I outlined before is taking place. The controllers are getting lost, and the exhaust is no longer showing up in game. Could you tell me the exact order in which you are opening and merging the files to get TDW's exhaust to work. Let me specify, I am not having a problem with the stock files, only TDW's files.
Madox58
07-25-10, 11:00 AM
Send me a copy of your messed up .fx file.
I'll look at it and see if I can spot what is going wrong.
All I did was open the FX.GR2 file then merged the .fx file
No other files were merged.
I also did not have the Game running, only Goblin.
SteelViking
07-25-10, 11:37 AM
Send me a copy of your messed up .fx file.
I'll look at it and see if I can spot what is going wrong.
All I did was open the FX.GR2 file then merged the .fx file
No other files were merged.
I also did not have the Game running, only Goblin.
I just did this file up doing exactly that. I just opened the FX.GR2, merged the .fx file, made the changes I wanted, saved it, and when I open it, same problem. I don't get what could be going wrong. I never do mod work while the game is running(computer can't handle both at the same time).
Anyway, here it is:
http://rapidshare.com/files/409001588/NSS_Uboat7b.7z
I hope you can figure out what is happening, because I am making some really cool improvements in other areas regarding this mod.
Madox58
07-25-10, 12:01 PM
All the controller types are being changed from
Type 10/1000 to Type 10/-1
This file was saved with Goblin?
SteelViking
07-25-10, 12:22 PM
Yeah, I only used Goblin for this file. This is simply TDW's file(which he edited with a Hex editor), then I made the changes I wanted in Goblin and saved it. I did not touch it with S3D or a hex editor. The only controllers that get lost are the ones that TDW added, everything else works for Goblin after reopening. And, an in game test shows the same result, the exhaust does not work, but everything else does.
reaper7
07-25-10, 12:25 PM
Yeah, I only used Goblin for this file. This is simply TDW's file(which he edited with a Hex editor), then I made the changes I wanted in Goblin and saved it. I did not touch it with S3D or a hex editor. The only controllers that get lost are the ones that TDW added, everything else works for Goblin after reopening. And, an in game test shows the same result, the exhaust does not work, but everything else does.
Thats a bummer :wah:. Anyway to add the exhaust yourself using your own methods :hmmm:.
By the way any luck with the lights showing correct with 8bit yet?
Madox58
07-25-10, 12:47 PM
I'm able to open the stock fx.GR2 file and merge TDW's .fx files
with no lost controllers.
Once in awhile I'll get the lost controller stuff.
But if I shut down Goblin and re-start it's OK.
Try this;
Open the FX.GR2 file then merge the stock .fx file
If that merges OK, unload it from the project then merge TDW's .fx file.
SteelViking
07-25-10, 12:49 PM
Thats a bummer :wah:. Anyway to add the exhaust yourself using your own methods :hmmm:.
By the way any luck with the lights showing correct with 8bit yet?
I have not had any luck with the lights yet, Sober has tried but was unable to figure it out, I have not heard from hawkza about it in a while but last I knew he had not figured it out either:damn:. With this many of us trying stuff, you would think we could figure anything out. Everything we do to them takes away their bloom(luminescence). At least I know that it is not just a limitation of GIMP that is causing the failure though. I have tried every format GIMP supports, without compression even.
I have tried adding particle generators using a combo of S3d and Goblin, but I only got it to work one time(and I am starting to think my eyes were just playing tricks on me that time). There is still hope though, privateer might be able to figure something out.
Madox58
07-25-10, 01:07 PM
Goblin 'seems' to have some problems at times.
It would be nice if any of the Dev's could give us any type thoughts
on issues like this.
I don't expect the situation to change much as far as what or when they
may be able to help us.
We've all bashed them pretty badly at times.
(Them = Ubi + Devs)
SteelViking
07-25-10, 01:15 PM
I'm able to open the stock fx.GR2 file and merge TDW's .fx files
with no lost controllers.
Once in awhile I'll get the lost controller stuff.
But if I shut down Goblin and re-start it's OK.
Try this;
Open the FX.GR2 file then merge the stock .fx file
If that merges OK, unload it from the project then merge TDW's .fx file.
Ok, I just did that, and I am able to load up my altered version of TDW's file in Goblin without having lost controllers, but I must still be losing the controllers upon saving, because I am not getting the exhaust in game. And, if I go ahead and save it again after opening it like that, and try to open the files right up again, the controllers are indeed lost once again:damn:.
Are you able to open TDW's file(unaltered by me) in Goblin, change values in a particle generator, save it, and reopen it in Goblin without a lost controller? Maybe I have gone and messed up Goblin on this install.
By the way privateer, thank you for your help and patience with this project.
reaper7
07-25-10, 01:15 PM
I have not had any luck with the lights yet, Sober has tried but was unable to figure it out, I have not heard from hawkza about it in a while but last I knew he had not figured it out either:damn:. With this many of us trying stuff, you would think we could figure anything out. Everything we do to them takes away their bloom(luminescence). At least I know that it is not just a limitation of GIMP that is causing the failure though. I have tried every format GIMP supports, without compression even.
I have tried adding particle generators using a combo of S3d and Goblin, but I only got it to work one time(and I am starting to think my eyes were just playing tricks on me that time). There is still hope though, privateer might be able to figure something out.
Have you tried it in default 32bit mode. I could try it with photoshop and see if it works.
SteelViking
07-25-10, 01:19 PM
Have you tried it in default 32bit mode. I could try it with photoshop and see if it works.
Yes, I have tried it in default in GIMP, but it would not hurt to try it using PS. You can easily see the difference in Goblin if you want to check it quickly.
Madox58
07-25-10, 01:32 PM
Ok, I just did that, and I am able to load up my altered version of TDW's file in Goblin without having lost controllers, but I must still be losing the controllers upon saving, because I am not getting the exhaust in game. And, if I go ahead and save it again after opening it like that, and try to open the files right up again, the controllers are indeed lost once again:damn:.
Are you able to open TDW's file(unaltered by me) in Goblin, change values in a particle generator, save it, and reopen it in Goblin without a lost controller? Maybe I have gone and messed up Goblin on this install.
By the way privateer, thank you for your help and patience with this project.
I'm able to open TDW's files with no lost controllers, yes.
I'll alter a few PG's and save to see what I get.
Yesterday I did add PG's to TDW's fx file, saved, and then re-loaded it with no problems.
I also don't recall if it changed the type 10/1000 to type 10/-1 as your fx file shows.
:hmmm:
Sure, a quick Hex edit can have a release ready to go in no time.
But the MAIN issue is then overlooked!
What is going on with Goblin?
This problem will show up again and again until we solve the issue.
One thing that is different that I'm sure of?
I don't have the 1.2 patch installed on this system.
What is the file size and date on Goblin version 1.2 patch?
Madox58
07-25-10, 01:56 PM
OK.
Loaded fine, adjusted fine, then saved.
All controllers went to a Type 10/-1 from Type 10/1000
Then I got the lost controllers stuff on re-loading.
So Goblin is re-writeing the Type information.
I haven't looked yet,
But I suspect TDW's Type is getting changed also.
SteelViking
07-25-10, 01:57 PM
I'm able to open TDW's files with no lost controllers, yes.
I'll alter a few PG's and save to see what I get.
Yesterday I did add PG's to TDW's fx file, saved, and then re-loaded it with no problems.
I also don't recall if it changed the type 10/1000 to type 10/-1 as your fx file shows.
:hmmm:
Sure, a quick Hex edit can have a release ready to go in no time.
But the MAIN issue is then overlooked!
What is going on with Goblin?
This problem will show up again and again until we solve the issue.
One thing that is different that I'm sure of?
I don't have the 1.2 patch installed on this system.
What is the file size and date on Goblin version 1.2 patch?
Good to hear that you could get this ready for a release.:yeah: We would of course have to do this shenanigan for all 4 subs in the game.
Aha, good call about checking the change date on my Goblin app. It says Created: 7/17/2010, Modified: 4/21/2010(when was patch 1.2 released?), size: 71.4KB. And, I am pretty sure that I reinstalled and updated the game on the date the file was "created". That may be the difference:damn: why would they put something in an update that would cripple us even more.
As far as finding and solving problems with Goblin, you have my help all the way for what it is worth.
Madox58
07-25-10, 02:08 PM
It appears Goblin does not want to save a Type 4/100 Node.
:hmmm:
Since Nodes are placed as Objects through the FX.GR2 file?
Type 4/100 nodes are overlooked by Goblin, it seems.
And then dropped completely on Save.
I'll need to try a few more saves with stock .fx files to see if
the Types get changed with the Type 4/100 not involved.
UPDATE:
The Types get changed to 10/-1 on every save with no problems as far as useing in Game.
So Goblin is not saveing the Type 4/100 placement node,
therefore,
lost controllers as they are assigned to the missing Nodes.
I'll do a work around with S3D and explain how to do it.
This is the type stuff we need to post in the S3D thread once solved.
S3D will do so much, and Goblin will do so much.
We need to identify and record the how's and why's.
SteelViking
07-25-10, 02:24 PM
I have some good news for everyone! I have been able to: improve upon the Detailed Caustics mod 1.0 making them look even more natural, decrease the size of the bubbles in ship and sub wakes down to 1/4 their stock size, and I was able to get rid of the underwater view distortion which was unrealistic.:woot:
Madox58
07-25-10, 03:00 PM
Good job Mate.
:yeah:
I believe once I get the Particles files for S3D/SH5 finished?
You'll be able to do changes with S3D with no problems.
Goblin would then open them for viewing in Goblin.
Just don't save them with Goblin.
reaper7
07-25-10, 03:20 PM
Thats great news, both SteelViking and Privateer. Making great strides on both fronts :yeah:.
SteelViking
07-25-10, 03:25 PM
Good job Mate.
:yeah:
I believe once I get the Particles files for S3D/SH5 finished?
You'll be able to do changes with S3D with no problems.
Goblin would then open them for viewing in Goblin.
Just don't save them with Goblin.
Nice, I look forward to that. However, I have played around with the ship wake add-on you made, and I cannot convert the files back to .fx format after changing them to .dat. They convert to .dat easy enough(just change file extension) but then changing the extension back does not actually change the file format. Goblin can merge them easy enough, but I don't know if the game will open it. Could I simply delete the old .fx file and leave the altered .fx file in .dat format in its place?
Sorry if what I am saying here does not make sense, but I can't really think of a better way to explain the situation.
Madox58
07-25-10, 03:27 PM
re-nameing does not change the file format.
Just as renameing a jpg to tga does not change the original file format.
the .fx file is in a .dat format already.
Re-nameing only allows S3D to open it.
The update to S3D will most likely include opening .fx files without renameing.
SteelViking
07-25-10, 04:13 PM
re-nameing does not change the file format.
Just as renameing a jpg to tga does not change the original file format.
the .fx file is in a .dat format already.
Re-nameing only allows S3D to open it.
The update to S3D will most likely include opening .fx files without renameing.
Ok good, the reason I thought there would be a problem is because if you go to properties on an .FX file, it says file type is FX, but when I change the file extension to .dat and change the extension back, properties still shows the file type as DAT. So, I was not sure if it would still work(of course, I guess I could have just tested it myself in the first place:doh:)
skwasjer
07-25-10, 04:27 PM
The update to S3D will most likely include opening .fx files without renameing.
And some other file extensions (ie.: prt, chr)
Madox58
07-25-10, 04:32 PM
Very good news!
:yeah:
SteelViking
07-25-10, 04:35 PM
And some other file extensions (ie.: prt, chr)
That's incredible news:woot:
reaper7
07-26-10, 08:55 AM
And some other file extensions (ie.: prt, chr)
Excellent, any chance to include support for .shp files as well :03:.
skwasjer
07-26-10, 10:12 AM
Excellent, any chance to include support for .shp files as well :03:.
This is not a file with DAT-format, so no, not likely. While the file format is kindof easy, it requires alot more work to make it editable in an easy UI (with maps/charts)
SteelViking
07-26-10, 04:57 PM
re-nameing does not change the file format.
Just as renameing a jpg to tga does not change the original file format.
the .fx file is in a .dat format already.
Re-nameing only allows S3D to open it.
The update to S3D will most likely include opening .fx files without renameing.
Actually, my fears proved true. After changing the file extension to .dat and then back to .fx(which leaves the file type as DAT instead of FX) the game no longer recognizes the file, and it is no longer read. For instance, I did this with the .FX file of the VIIb, and all effects associated with that file are gone from the game.:dead:
skwasjer
07-26-10, 08:17 PM
Likely, you have the Windows Explorer option enabled to hide extensions of known file types. Turn it off and see if you have a file with a double extension...
SteelViking
07-26-10, 09:51 PM
Likely, you have the Windows Explorer option enabled to hide extensions of known file types. Turn it off and see if you have a file with a double extension...
Bingo!:yeah: That is exactly what was going on. To be perfectly honest, I have never adjusted the options for Windows Explorer, never really had to until now:hmmm:.
Thank you for the tip skwas:salute:
@ privateer,
Sorry for my ignorance.:doh:
TheBeast
07-26-10, 10:17 PM
Here is my "hdr_underwater.cfg" I have been messing with. I am sure we can adjust black input to have time of day take effect. View distance currently about 1.5-2 boat lengths. Toss in TOD effect and that should drop some.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=2681
When I dive deep I can not see light coming from the surface.
Let me know if you want this.
Gamma=0.7
Brightness=1.0
Saturation=0.8
Contrast=0.7
LevelsInputBlack=0.0[COLOR=red];<--This may effect Time of Day
LevelsInputMidtone=0.8
LevelsInputWhite=0.9
LevelsOutputBlack=0.0;<--This may effect Time of Day
LevelsOutputWhite=1.0
ColorBalanceR=0.1
ColorBalanceG=0.4
ColorBalanceB=0.2
ColorBalanceTone=0.1
HueColor=FFFFFF00
HueOpacity=0.0
PhotoFilterColor=6DA9A200
PhotoFilterIntensity=0.0
SteelViking
07-26-10, 10:31 PM
Here is my "hdr_underwater.cfg" I have been messing with. I am sure we can adjust black input to have time of day take effect. View distance currently about 1.5-2 boat lengths. Toss in TOD effect and that should drop some.
When I dive deep I can not see light coming from the surface.
Let me know if you want this.
Yeah, send it on, I would not mind taking a look at the values you have in there, or you could just copy and paste from the .cfg. I think it is a bit too drastic for day time near the surface, but I would not mind getting something relatively close to that. I have also been playing with the .dds file for the impurities under water(I like Ailantd's mod for it, but I felt there was room for improvement). So, that will have the effect of shortening sight range.
SteelViking
07-26-10, 10:38 PM
I have been meaning to bring this up.....
In stock SH5 the bubbles that come out of the boat come out in little jets. Now I did not think anything of that fact(other then that they behaved unrealistically and the bubbles disappeared to quickly). I just figured that they were some sort of ventilation let off. But, tonschk said something about it being unrealistic, and I realized that you don't use up the compressed air just holding depth(so where would those bubbles be shooting out from), and I fired up SHIII and it does not have jets but more random bubbles.
So, I want some folks input. Do you want the SHIII bubble/are they realistic? Or do you want enhanced SH5 bubbles/are they realistic? Either are perfectly doable.
@ The Beast, since you are here, I would love to hear your input on the subject, you always seem to be very well informed about stuff like this.
TheBeast
07-27-10, 01:15 AM
I have been meaning to bring this up.....
In stock SH5 the bubbles that come out of the boat come out in little jets. Now I did not think anything of that fact(other then that they behaved unrealistically and the bubbles disappeared to quickly). I just figured that they were some sort of ventilation let off. But, tonschk said something about it being unrealistic, and I realized that you don't use up the compressed air just holding depth(so where would those bubbles be shooting out from), and I fired up SHIII and it does not have jets but more random bubbles.
So, I want some folks input. Do you want the SHIII bubble/are they realistic? Or do you want enhanced SH5 bubbles/are they realistic? Either are perfectly doable.
@ The Beast, since you are here, I would love to hear your input on the subject, you always seem to be very well informed about stuff like this.
I think the bubbles in SH5 are unrealistic as well. I could understand bubble coming out once in a while or when making depth changes but not constantly. Current SH5 Bubbles are nothing but poor quality eye candy.
- Use current bubbles setting and set to Visiable Surfaced and link them to any Dive command while surfaced. This would add to the Flooding Tanks sound effect when submerging.
- Increasing the life of the bubbles so they rise much further would add to the realism.
- Making the bubbles a lot more random
- Possibly linking "Crash Dive" "Flooding Ballast Tanks", "Blowing all Tanks", "Surface Boat", "Dive" and "Periscope Depth" commands to all bubble particle generators would really help.
- Maybe use the surface foam generated from sinking ship effect linked to "Blow Ballast" "Surface Boat" commands would incease realism by churning the water above the boat as it rises.
Basically, anything dealing with Depth change should be linked to the bubble generators just for effect. At the same time there should be some very random bubbles being release once in a while.
Really, once the boat has achieved neutral bouyancy, ballast changes shoudl be very minor adjustments unless making large fast depth changes.
tonschk
07-27-10, 02:47 AM
The jets/squibs continuously releasing stream of bubbles of SH5 are pathetic :wah:, I think small amount of random bubbles once in a while like SH3/SH4 are better, thank you :up:
The only problem with the bubbles of SH3/4 was the size of the bubbles ( too big )
,
Capt Jack Harkness
07-27-10, 07:25 AM
I think the bubbles in SH5 are unrealistic as well. I could understand bubble coming out once in a while or when making depth changes but not constantly. Current SH5 Bubbles are nothing but poor quality eye candy.
- Use current bubbles setting and set to Visiable Surfaced and link them to any Dive command while surfaced. This would add to the Flooding Tanks sound effect when submerging.
- Increasing the life of the bubbles so they rise much further would add to the realism.
- Making the bubbles a lot more random
- Possibly linking "Crash Dive" "Flooding Ballast Tanks", "Blowing all Tanks", "Surface Boat", "Dive" and "Periscope Depth" commands to all bubble particle generators would really help.
- Maybe use the surface foam generated from sinking ship effect linked to "Blow Ballast" "Surface Boat" commands would incease realism by churning the water above the boat as it rises.
Basically, anything dealing with Depth change should be linked to the bubble generators just for effect. At the same time there should be some very random bubbles being release once in a while.
Really, once the boat has achieved neutral bouyancy, ballast changes shoudl be very minor adjustments unless making large fast depth changes.
If we are putting that much thought into the realism then equal thought should be given to where the bubbles come from.
Flooding the tanks releases air from the vents on top of the ballast tanks (under the deck and perhaps from the oval vents on the saddle tanks) and would obviously result in large jets of bubbles, whereas blowing the tanks usually would not result in the release of any bubbles. This was because it was a waste of air to completely blow the tanks, that's why your boat sits low in the water for a few minutes, the rest of the water is blown out using diesel exhaust (which may create bubbles from the bottom vents a couple minutes after the engines start...).
Unless, of course, you emergency blow in which case all of the water is evacuated and naturally some of the compressed air; these bubbles would emerge from the vents on the bottom of the sub, most notably from the cutout in the middle of the keel.
Trimming the boat after or during a depth change would likely only release bubbles when going shallower. The sub's bouyancy drops as she goes deeper, from what I can remember, meaning some trim water gets pumped out to compensate but there shouldn't be any bubbles there. Going shallower you would flood the trim tanks a bit, releasing a bit of air and thus bubbles.
Then there would also be the random, once-in-a-while bubbles from trapped air finding its way out during submerged transit.
SteelViking
07-27-10, 09:54 AM
Well, here is the situation guys: Bubbles coming from the whole deck of the boat at random intervals like in SHIII(but with smaller bubbles) I can do. However, moving them to specific areas is not possible at the moment. Until either skwas or privateer releases something for S3D there is no feasible way to move the existing particle generators or make new ones. You could do it by Hex Editing, but as far as I am concerned, that is not feasible.
Also, I have looked into it, and I don't think that Goblin is capable of linking particle generators to sound controls. I have been looking into linking them to speed or depth changes, but no luck yet.
Madox58
07-27-10, 12:29 PM
The new particles stuff I sent you to test should allow far greater freedom
to mod stuff like this now.
Give it a test run and let me know what you think.
:)
SteelViking
07-27-10, 06:06 PM
The new particles stuff I sent you to test should allow far greater freedom
to mod stuff like this now.
Give it a test run and let me know what you think.
:)
Amazing:rock: It works perfectly as far as I can tell. I made the changes I wanted in S3D and saved, changed it back into an .fx, tested it in both Goblin and in game, and everything looks like it is working exactly as it should be. For this mod in particular, this is a godsend.
Once again privateer, you are my freakin hero:yeah:
SteelViking
07-27-10, 06:16 PM
Hey, even more good news everyone. I just figured out how to move the particle generators(even in Goblin), so I might just be able to put them in specific spots after all. This is getting pretty exciting.:yeah:
Edit: Actually, I am afraid I spoke too soon on this one. I found something that makes it look to the camera that I have moved the Particle Generators,(but if you look at a different angle, the bubbles could look like they are coming out of thin air instead of the boat). Still and interesting little find, but not what I was hoping for.
SteelViking
07-27-10, 08:38 PM
Ok folks, I have put together an alpha version of this mod just so people can take a look and give me their opinions/feedback on what they think should be different(or you might love it as is:D). So, I would like some volunteers for testing this. Just let me know, and I will send you a link and more info on what to look out for.
Note: This alpha is only for the VIIB, other subs will follow, but for now I am only doing one as all the effects are not finalized.
Also, please do not distribute anything I send you in regards to this until I make a full release. Once I have made a full release, all my files will be available for use by anyone in any way as is all my work. Thank you:salute:
TheBeast
07-27-10, 09:11 PM
Ok folks, I have put together an alpha version of this mod just so people can take a look and give me their opinions/feedback on what they think should be different(or you might love it as is:D). So, I would like some volunteers for testing this. Just let me know, and I will send you a link and more info on what to look out for.
Note: This alpha is only for the VIIB, other subs will follow, but for now I am only doing one as all the effects are not finalized.
Also, please do not distribute anything I send you in regards to this until I make a full release. Once I have made a full release, all my files will be available for use by anyone in any way as is all my work. Thank you:salute:
I will give it a try:o
tonschk
07-28-10, 02:28 AM
Me too :D
.
SteelViking
07-28-10, 09:25 PM
Would anyone like for me to also include Ailantd's deckwave into this mod. It goes along with it pretty much, but I am undecided if I actually like his deckwave better than stock or not. But, as everyone knows, I am all about thinning down mod soup, so if the majority of folks like it, I will include it also. Let me know folks.
By the way everyone, this is coming together pretty fast, so I will probably have this mod to Beta release stage in a few days. But, if anyone has any suggestions or requests regarding U-boat effects, under water stuff, or water surface stuff, post about it, and I will see what I can do.
tonschk
07-29-10, 01:22 AM
Hello there, as you can see in the screenshot, the speed is just 4 knots , but the bow wake in my opinion is a bit excessive for such speed ,therefore probably is necessary to calm down a bit the bow wake. In my opinion, is convenient to keep a little bit of side foam even at zero knots ,but the stock side foam decrease and disappear too fast, and already at four knots completely vanished :wah:
[/URL]
[URL=http://img51.imageshack.us/i/sh5img201007272280.png/]http://a.imageshack.us/img51/2783/sh5img201007272280.th.png (http://img51.imageshack.us/i/sh5img201007272280.png/)
rascal101
07-29-10, 02:21 AM
This is looking very good - cant wait to have a try myself - hope when and if the mod is relaeased it will include improved conning tower and scope wake for all speed settings and raising and lowering radio direction loop - improved explosions, torpedo hits, and depth charge plumes
Rascal
Hello there, as you can see in the screenshot, the speed is just 4 knots , but the bow wake in my opinion is a bit excessive for such speed ,therefore probably is necessary to calm down a bit the bow wake. In my opinion, is convenient to keep a little bit of side foam even at zero knots ,but the stock side foam decrease and disappear too fast, and already at four knots completely vanished :wah:
http://a.imageshack.us/img51/2783/sh5img201007272280.png (http://img51.imageshack.us/i/sh5img201007272280.png/)
SteelViking
07-29-10, 02:59 AM
This is looking very good - cant wait to have a try myself - hope when and if the mod is relaeased it will include improved conning tower and scope wake for all speed settings and raising and lowering radio direction loop - improved explosions, torpedo hits, and depth charge plumes
Rascal
Actually, I was planning on making a separate mod for the explosions, however, I could pack them into this mod but it will take about another week to make serious progress in that area. Changing the controllers for the explosions is pretty tedious, and testing the changes is really time consuming. I am pretty sure that the explosions are completely moddable though: I have played around with the textures a little bit and through bump mapping I am pretty sure I can get them to appear more 3d(they won't actually be 3D), and I can tweak the controllers to make the explosions move at any speed pretty much, so I will slow them down to a more realistic pace. Lot of experimenting to do to get everything right though.
The raising radio loop, and the raising submerged radio antennas are not actually my project. That would be BIGREG and TheBeast. Also, Hawkza is planning on putting together all work done for the exterior of the sub, combining it with his own work, and releasing one big mod for that. So, I would imagine that the radio stuff will end up in that mod as well.
I have looked into the conning wave situation, and I am afraid that whole .fx files are missing. I don't know if multiple conning towers are supposed to be sharing the same .fx files, or if they were omitted by mistake. I am not really sure how to proceed with this one, at least not until S3D 1.0 comes out.
Nisgeis
07-29-10, 07:04 AM
the bow wake in my opinion is a bit excessive for such speed
The size of that picture is excessive for illustrative purposes. It's 2 Meg - why not use a JPEG, so people with slower connections don't have to sacrifice a chicken to their ISP?
rascal101
07-29-10, 04:52 PM
Was only my impatience - please release as you planned - if you combine explosions with wakes then there may be problems with one of these with something else - so perhaps its better to keep them seperate
Glad you are working on explosions and stuff - hope you can improve secondary explosions - is nice to do some initial damage in your first attack, then watch your victim steam on for a while before breaking out in fire or steam and then going up - nice for emersion - Someone completed a mod like this for SH3 and it was great - hope you can improve the explosions sound as well
Please forgive me if I sound a bit demanding
Regards
Rascal
Actually, I was planning on making a separate mod for the explosions, however, I could pack them into this mod but it will take about another week to make serious progress in that area. Changing the controllers for the explosions is pretty tedious, and testing the changes is really time consuming. I am pretty sure that the explosions are completely moddable though: I have played around with the textures a little bit and through bump mapping I am pretty sure I can get them to appear more 3d(they won't actually be 3D), and I can tweak the controllers to make the explosions move at any speed pretty much, so I will slow them down to a more realistic pace. Lot of experimenting to do to get everything right though.
The raising radio loop, and the raising submerged radio antennas are not actually my project. That would be BIGREG and TheBeast. Also, Hawkza is planning on putting together all work done for the exterior of the sub, combining it with his own work, and releasing one big mod for that. So, I would imagine that the radio stuff will end up in that mod as well.
I have looked into the conning wave situation, and I am afraid that whole .fx files are missing. I don't know if multiple conning towers are supposed to be sharing the same .fx files, or if they were omitted by mistake. I am not really sure how to proceed with this one, at least not until S3D 1.0 comes out.
SteelViking
07-29-10, 05:03 PM
No worries rascal101. I love getting the suggestions. I am not too terribly creative myself, that is why I constantly seek other's opinions on things so that I can better direct my efforts.
Madox58
07-29-10, 05:16 PM
To fix the Conning waves you need to follow what is going on with Torpedo doors animations.
:03:
Look at the .prt file and what is it?
It's in .dat file format and uses the MergeCtrl.
(I'll write an S3D template for this if skawsjer doesn't want to do it)
The .prt renamed to .dat thing is needed again.
It merges two GR2 files!
So you do a .prt file mergeing the 7c_01_FX.gr2 (Or whatever the name)
Now the .fx file situation can be addressed.
And the wakes adjusted to taste.
:rock:
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