View Full Version : [WIP] FX Update
TheDarkWraith
09-04-10, 06:59 PM
new version v0.0.22!
FX Update for SH5 by TheDarkWraith
version 0.0.22
YOU HAVE TO BE PATCHED TO v1.2 OF THE GAME!!!
COPYRIGHT NOTICE:
The changes made to the .aix, .dat, .sim, .val, .zon, and .dsd files are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole, or in part, without the express written permission of TheDarkWraith. The changes made to these files may not be used in any commercial application of any form without the express written permission of TheDarkWraith.
This mod will update the effects used in the game.
To install this mod correctly do the following:
Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable 'FX_Update_0_0_22_ByTheDarkWraith' via JSGME (this assumes you setup JSGME to use the 'MODS' folder as default).
NOTE: is this mod perfect? NO WAY. It will continue to evolve as I learn more about the files and the game itself. Does the mod contain any bugs or errors? I hope not but to say it doesn't would be foolish. I will address errors/bugs as users find them and post them in FX Update thread.
NOTE: damage decals applied to units are controlled by Granny (and it's not really decals - Granny removes vertices from the mesh(es) to show damage effects). Currently I do not know how to adjust them or fully understand how/why it does what it does. To me showing some kind of damage is better than nothing displayed.
This mod is fully compatible with my UIs mod. You have to install this mod first then install my UIs mod.
Contributors:
- Wamphyri - idea as to how to get damage to display, external torp transfer times
Testpilot - new dds files for parachute and pilot for parachute
- KSZ - hull wetness mod
WARNING: NO VERSION OF BARF CAN BE USED WITH THIS MOD! DOING SO WILL RESULT IN RENDERING THIS MOD INEFFECTIVE AND POSSIBLE CTDS
Changelog:
v0.0.1 - first official release
- changed the torp explosion effect
- added debris to shell explosions
- debris makes splashes when contacting the water (plus sound)
- debris will float on water for a period of time then sink down into the abyss
- added additional explosions to fires (time based). Additional explosions have sound and debris
- all sounds added also have an underwater sound for hydrophone pickup
- Distress flares were added to all ships. They will only fire one distress flare based on damage taken
- all torpedoes were changed to use the new torp explosion effect
v0.0.2 - added spray and wakes to all periscopes, radio rod, DF Loop, and FuMB1Metox antenna
- DF Loop will randomly rotate at different speeds and different directions simulating the radio operator searching for signals
- DF Loop is now visible underwater. It will hide when the sub's depth is > 13m and will reappear when sub's depth is <= 13m
- Radio rod starts rising at 6.5m and is fully deployed at 13m. At 21m the radio rod will start to be undeployed and at ~26m it will be fully undeployed (hidden). As the sub submerges the radio rod will always be slightly visible out of the water until the sub's depth is ~ > 13m
v0.0.3 - fixed bug of splashes being seen inside sub
v0.0.4 - adjusted \data\Objects\Sensors\UBoat_Sensors.sim
- added damage decals to all subs (human and AI) (when sub takes damage there will be visual evidence of it on the outside of the sub - won't show for small caliber gun damage)
- fixed the gray bow splash on the subs to the color it should be
V0.0.5 - fixed problems with debris and secondary explosions
v0.0.6 - changed external transfer times to those recommended by wamphyri (1000)
v0.0.7 - red distress flare goes higher in sky now
- added smoke to flares (they are burning!)
- flares now fall slowly out of the sky
- flares are now affected by wind (they will drift in the wind)
- flares visibility time changed to 120 seconds
- added water reflections to flares
- added oil spots for when diesel engine, engine room compartment, or machinery space is totally destroyed (applies to ALL vessels in game)
- added crewman explosions to the command deck (if the command deck takes > defined damage then bodies, lifevests, and possibly helmets will be ejected as debris) - this is for ships only
- some debris bodies bleed on water surface
- fixed bug of debris spinning on water surface. Now all debris lies flat on the surface riding the waves
- changed the way debris behaves. It now doesn't sink out of sight. It hangs around for a considerable amount of time then it disappears
- fixed the first part of my torpedo explosion. It wasn't showing the initial water rise and fall before the water plumes rise
v0.0.8 - fixed bug of debris following the item it came from
- fixed (hopefully) bug of flare fog
v0.0.9 - fixed bug of missing splash sounds for debris
- fixed (hopefully) oil spot moving unnaturally
- oil spot rendering changed to that of the flare reflections
v0.0.10 - (hopefully) fixed problem of oil slicks sometimes standing on end
- removed fireworks from the ammo explosion
v0.0.11 - added rotating beacon to lighthouses
v0.0.12 - fixed bug in oil slicks pointed out by Kapten Nemo
- fire now causes damage to ships
- secondary explosions times changed and added another secondary explosion time delay
- secondary explosions new cause damage to ships
v0.0.13 - adjusted funnel smoke
v0.0.14 - changed lifetime of funnel smoke
- changed color of funnel smoke
- changed creation rate of funnel smoke to be more FPS friendly
- changed how secondary explosion's damage is triggered
- changed opacity of the flare's water reflections
v0.0.15 - changed how secondary explosions causes damage to ships to remove bug of player's sub taking damage from them
- changed how fire damage causes damage to ships
- fixed bug of secondary explosions debris not flying through the air like they should
- planes now take damage from smoke and fire
- due to new method of how ship's take damage from fire and secondary explosions they also incur flooding. It is possible to see a ship sink from flooding due to fires and/or secondary explosions
v0.0.16 - added debris to airplane explosions
- new damage/flooding model for small merchants, merchants, and escorts
v0.0.16.1 - added more debris to airplane explosions
- added ejected pilot(s) with parachute to airplane explosions
- ship's flags no longer show underwater
v0.0.16.2 - added new parachute and pilot for parachute by Testpilot.
- adjusted fall speed of parachute to allow more 'hang-time'
- adjusted how much pilot and parachute has to submerge before showing dead, floating pilot
v0.0.17 - added changes to Uboat_sensors.sim recommended by TheBeast for Anti-Sensor Coatings
- changed surfaced draught of subs according to recommendations by oscar19681
v0.0.18 - added smoke damage event to the CR compartment
- updated Sh.sdl with entries from sub flags for compatibility purposes
- updated \data\Objects\Sensors folder to be compatible with my UIs mod (v6.7.0 and greater)
- removed all uboat .sim files from mod
v0.0.19 - fixed lighthouse flare from showing through objects
- increased size of lighthouse flare by 10%
v0.0.20 - incorporated KZS's Hull Wetness mod into this one
v0.0.21 - fixed bug that caused debris to disappear sometimes when falling from the sky before hitting the water
- fixed bug of pilot and parachute spawning close to water. They are not allowed to spawn lower than 15m now
v0.0.22 - added gap/volodya61's reworked torpedo explosion effects
- added gap's modified .zon files for ships that includes the radio room and antenna zones
- added gap's modified zones.cfg file that supports the radio room and antenna zones
- included 4 add-on mods for torpedoes. One of them is to be used if the Torpedo patches of my Generic Patcher is enabled.
TheDarkWraith
version 0.0.22 available here: http://www.mediafire.com/?gnbcl18ohg79877
In the screenshot below you can see that a shell just hit the side of the merchant, the resulting debris is flying in the air spinning, a distress flare was sent up, and one of the pieces of debris just splashed down in the water:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=2996
Here are some secondary explosions going off:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=2997
Airplane destroyed and pilot ejecting:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3959
Pilot floating down to water:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3960
TheDarkWraith
09-04-10, 06:59 PM
reserved by TDW
wow,thats great! :up:
can i see Fire reflections on the Water in the second image?
DavyJonesFootlocker
09-04-10, 07:23 PM
Looking forward to it.:rock:
Fearless
09-04-10, 08:37 PM
Neat stuff, looking forward to this mod TDW :salute:
Highbury
09-04-10, 10:00 PM
Looks great! Cant wait to try it out. :yeah:
7thSeal
09-04-10, 10:40 PM
- redid the torp explosion (much better looking now!)
Ah, been looking forward to someone making improvements in this area. Also have you already added the bodies flying through the air yet? I have a feeling this mod will be another must have for SH5. :salute:
tonschk
09-05-10, 01:09 AM
:D Thank you TDW :salute:
Gunfighter
09-05-10, 06:19 AM
This looks like its going to be one of your best Mods,Well Done :yeah:
eon850aye
09-05-10, 06:20 AM
:rock: Excellent, can't wait.
You sir, are too good to us :salute:
ReallyDedPoet
09-05-10, 06:21 AM
Looks promising :yep::up:
pascal4541
09-05-10, 06:30 AM
the Great TDW...Thanks for the big and good job...every mods of TDW are essentials
Venatore
09-05-10, 06:42 AM
TheDarkWraith,
Excellent work matey. I'm particularly interested in the flares illumination radius by night? Do the flares give off a small/medium/large radius of light? if your able to show a flare by night it would give me a good idea what to expect for tactical manoeuvrings within a convoy.
Kind regards
Ven
TheDarkWraith
09-05-10, 03:19 PM
version 0.0.1 released. See post #1 for details :|\\
eon850aye
09-05-10, 04:09 PM
version 0.0.1 released. See post #1 for details :|\\
I just giggled like a school girl when I read that.......downloading now :yeah:
I guess we can ignore the multiple conflicts with the UI mod?
TheDarkWraith
09-05-10, 06:12 PM
I guess we can ignore the multiple conflicts with the UI mod?
Install the FX Update first then the UIs mod. Sorry, should've documented that :oops: Reason is so that the FX Update doesn't overwrite Reaper7's edited xx_sil.dds pics for the rec manual.
I left some of the xx_sil.dds pics in as 'placeholders' for those ships that are clones to remind me to update them when masters are available for them. I have to add an entry to their .zon file for the distress flare.
Install the FX Update first then the UIs mod. Sorry, should've documented that :oops: Reason is so that the FX Update doesn't overwrite Reaper7's edited xx_sil.dds pics for the rec manual.
I left some of the xx_sil.dds pics in as 'placeholders' for those ships that are clones to remind me to update them when masters are available for them. I have to add an entry to their .zon file for the distress flare.
No problem, thanks.
TheBeast
09-05-10, 06:45 PM
This also conflicts with B.A.R.F.
Do you also allow the ship to sink from flooding over time or is it strickly HP based?
TheDarkWraith
09-05-10, 06:50 PM
This also conflicts with B.A.R.F.
Do you also allow the ship to sink from flooding over time or is it strickly HP based?
Yes it will conflict with BARF. No I have not adjusted the zones for sinking from flooding yet.
Curious to know what you all think about the secondary explosions.......there are two versions of secondary explosions...small and large. The small one has a very loud crack sound and throws out little pieces of debris. The large one has a lower pitched rumble that expels small debris and 4 pieces of large debris that are smoking. Both secondary explosions can be heard on the hydrophone if you're close enough.......
The distress flare also has sound and can be heard if you are close enough (hydrophone also)
7thSeal
09-05-10, 08:42 PM
Yes it will conflict with BARF. No I have not adjusted the zones for sinking from flooding yet.
Curious to know what you all think about the secondary explosions.......there are two versions of secondary explosions...small and large. The small one has a very loud crack sound and throws out little pieces of debris. The large one has a lower pitched rumble that expels small debris and 4 pieces of large debris that are smoking. Both secondary explosions can be heard on the hydrophone if you're close enough.......
The distress flare also has sound and can be heard if you are close enough (hydrophone also)
Man I forgot just how fast the ships sink without BARF, I only tried torpedoes so far and the ships went down so fast I didn't notice the secondary explosions. I heard some explosions after the ships had sunk. I really hoped that you would have removed the 'firework' explosions that happens when you get the big bang from a lethal hit. Other than that the torpedo explosions looked great imo. I could see the debris flying through the air from my scope and noticed remaining pieces still floating when I used camera. I'll try the deck gun next and your off to a great start with this mod. :DL
TheDarkWraith
09-05-10, 08:49 PM
I really hoped that you would have removed the 'firework' explosions that happens when you get the big bang from a lethal hit. Other than that the torpedo explosions looked great imo. I could see the debris flying through the air from my scope and noticed remaining pieces still floating when I used camera. I'll try the deck gun next and your off to a great start with this mod. :DL
the fireworks will be removed in upcoming versions. I just have to map out what each baza effect is and how to use it (or not use it). With this version I just wanted to get some debris added to shell hits and get some secondary explosions going from fires. And that torp explosion needed a major overhaul!
7thSeal
09-05-10, 08:53 PM
Cool, do you also get the secondary explosions when using the deck gun?
TheDarkWraith
09-05-10, 08:55 PM
Cool, do you also get the secondary explosions when using the deck gun?
the additional explosions (there can be a total of 3 depending on total time the effect has played) are tied to certain effects (currently 2 of the BAZA fires). So anytime one of these fire effects 'play' the timer starts for the additional explosions. First additional explosion happens after 60 seconds.
7thSeal
09-05-10, 08:59 PM
Ah I see, so you'll likely see more then with the deck gun since it usually starts fires early on in the attack.
TheBeast
09-05-10, 10:52 PM
Now we need a EAX Sound MOD for Aircraft and Explosions. Has there been any work done on a Shake MOD. Would be cool if the boat rattled and shaked for any explosion within 1000 meters and add rolling for any explosion within 500 meters. Also possible damage if explosion is within 250 meters.
609_Avatar
09-05-10, 10:54 PM
Looking forward to trying this out! Hopefully there will be a way to make it compatible with BARF. Thanks for all your work!! :yeah:
TheDarkWraith
09-05-10, 10:55 PM
Looking forward to trying this out! Hopefully there will be a way to make it compatible with BARF. Thanks for all your work!! :yeah:
I'll make it compatible with BARF. It's very simple to do. I'll make the changes and upload fix to post #1 here very soon.
EDIT:
For users using BARF, install this after the FX_Update mod:
http://www.filefront.com/17267115/FX-Update-0-0-1-BARF-Fix.7z/
2 files, sh.sdl and particles.dat clash with the ENV 3.5MOD, which ones should I use?:hmmm:
THE_MASK
09-06-10, 02:07 AM
2 files, sh.sdl and particles.dat clash with the ENV 3.5MOD, which ones should I use?:hmmm:Put FX mod after Env 3.5 and before TDW UI mod .
Put FX mod after Env 3.5 and before TDW UI mod .Thanks for that Sober!:yeah:
7thSeal
09-06-10, 09:45 AM
For users using BARF, install this after the FX_Update mod:
http://www.filefront.com/17267115/FX-Update-0-0-1-BARF-Fix.7z/
This really helped the mod out, I put two torps into the side of a tanker which left him burning but still chugging along so I just followed while waiting. I experienced multiple secondary explosions and they sound sweet. I was close enough to hear the splashes from the debris hitting the water after flying through the air while in flames and the explosions kept coming ever so often. Really adds to the immersion of the game. I also got the chance to try the deck gun and got pretty much the same results while waiting for the ship to sink. Really good stuff. :rock:
TheDarkWraith
09-06-10, 09:48 AM
This really helped the mod out, I put two torps into the side of a tanker which left him burning but still chugging along so I just followed while waiting. I experienced multiple secondary explosions and they sound sweet. I was close enough to hear the splashes from the debris hitting the water after flying through the air while in flames and the explosions kept coming ever so often. Really adds to the immersion of the game. I also got the chance to try the deck gun and got pretty much the same results while waiting for the ship to sink. Really good stuff. :rock:
now do that again and hop on the hydrophone and listen ;)
7thSeal
09-06-10, 10:03 AM
now do that again and hop on the hydrophone and listen ;)
I'm going to wait till I hit a convoy and try it... I can imagine what that's going to sound like. :DL
PL_Andrev
09-06-10, 10:04 AM
When ver.1.0.0?
:O:
609_Avatar
09-06-10, 10:23 AM
I'll make it compatible with BARF. It's very simple to do. I'll make the changes and upload fix to post #1 here very soon.
EDIT:
For users using BARF, install this after the FX_Update mod:
http://www.filefront.com/17267115/FX-Update-0-0-1-BARF-Fix.7z/
Wow! You're awesome!!! :yeah: Thanks for doing this. Any special order for the BARF mod in relation to this one and the UI mod? Thanks again for your help and work on all of this. :up:
TheDarkWraith
09-06-10, 10:39 AM
Wow! You're awesome!!! :yeah: Thanks for doing this. Any special order for the BARF mod in relation to this one and the UI mod? Thanks again for your help and work on all of this. :up:
It would go in this order:
BARF
FX_Update
FX_Update_BARF_Fix
TDW_NewUIs_TDC_xx
Another nice mod, thank you.
DavyJonesFootlocker
09-06-10, 02:02 PM
Way cool!:rock:
BARF? What's that?
Abd_von_Mumit
09-06-10, 04:07 PM
Since I installed this mod (together with IRAI 0.0.23) my watch crew often doesn't come out on the bridge, also they refuse to follow the order when I call them to come up. This didn't happen before (though it happened to be able to open hatch under water or to have watch crew after submerging). Could this be related to your mod?
http://img820.imageshack.us/img820/3402/sh5img20100906230227.th.png (http://img820.imageshack.us/i/sh5img20100906230227.png/)
EDIT: Problems are accumulating: although I'm surfaced the game doesn't think so, so fresh air doesn't get in, my CO2 level is rising. I know these can be just stock bugs, just asking.
EDIT 2: Also weather reports are stuck - weather improved, but the reports still say "wind 15 kts" (where it is 5 kts at most in reality).
You obviously alt-tabbed, these symptoms you are reffering to, are all stock game bugs (no crew in connig tower, CO2 rising when surfaced), save and reload game.
And about weather reports, it happens if you reload game (not always but sometimes does).
Abd_von_Mumit
09-06-10, 05:31 PM
You obviously alt-tabbed, these symptoms you are reffering to, are all stock game bugs (no crew in connig tower, CO2 rising when surfaced), save and reload game.
And about weather reports, it happens if you reload game (not always but sometimes does).
Yes, I tried reloading to get rid of those, but only full restart helped. And yes, I alt tab a lot. These bugs are not fun. :nope:
Thanks for help.
EDIT: Now CO2 is not accumulating when submerged... ARGH!
EDIT2: Just submerged to attack a BB... can't silent run cause my first doesn't know we are submerged. More and more fun. :D
609_Avatar
09-06-10, 07:26 PM
It would go in this order:
BARF
FX_Update
FX_Update_BARF_Fix
TDW_NewUIs_TDC_xx
Thank you sir!
ncorpuz34
09-06-10, 07:48 PM
Great start to an awesome mod. Seems like its meant to go hand and hand with the BARF mod once your is fully completed - it will be the realistic damage model SH5 was supposed to be.
Just a couple suggestions/requests you may want to look into for future updates:
Dynamic Lighting (fire and flares light up surrounding area, Also fire should have reflections on the water esp. at night)
Smoke shadows (Large opaque column of smoke rising should block out some light)
More debris!! (Bodies, cargo, oil spills, life boats...ala Sh4)
DavyJonesFootlocker
09-06-10, 08:40 PM
So far no problems. In fact when a torp hits a ship that water shooting up in the air is FANTASTIC! More like the real thing. Great job TDW!:rock::salute::up:
TheDarkWraith
09-06-10, 09:05 PM
So far no problems. In fact when a torp hits a ship that water shooting up in the air is FANTASTIC! More like the real thing. Great job TDW!:rock::salute::up:
If you notice it carefully I modeled that effect after the real explosion. First there is a little bump up of water and a little side waves due to the steam bubble forming. Then the steam bubble collapses and everything implodes on itself (then you see the bump of water and mist disappear), then the implosion explodes and you see the columns of water rise and big waves are given off to the side :rock:
it is possible to see Reflections from Fire and Smoke on the Water like SH3/SH4? :hmmm:
Wolfling04
09-06-10, 09:54 PM
TDW, Is this also compatible with BRF 1.1 HP Balance?
Thanks
TheDarkWraith
09-06-10, 10:09 PM
TDW, Is this also compatible with BRF 1.1 HP Balance?
Thanks
No. Due to the fact that I edited each ship's .zon file to add the entry for the distress flare.
Wolfling04
09-06-10, 10:10 PM
Thanks for the quick reply, that's what I thought.
d@rk51d3
09-06-10, 10:33 PM
Awesome stuff............. as usual. :salute:
Waiting in anticipation.
DavyJonesFootlocker
09-06-10, 10:41 PM
Strange, I use BRF Balance and no funny stuff happened. In fact I sank 4 unescorted merchants and they let off their flares. I installed your fix for the BRF. No CTD either.
Vorkapitan
09-07-10, 12:03 AM
DW,
You aren't perhaps working as an "undecover developer" for Ubisoft...SH5 team?
HuH?
:haha:
:o
:shucks:
TheDarkWraith
09-07-10, 01:37 AM
DW,
You aren't perhaps working as an "undecover developer" for Ubisoft...SH5 team?
HuH?
Nope. Just someone who doesn't need tools to do the work. I know the files and use my hex editor to make my magic :yep: Relying on tools gets you nowhere - you learn nothing and you retain nothing because you don't practice your skills ;)
tonschk
09-07-10, 02:06 AM
DW,
You aren't perhaps working as an "undecover developer" for Ubisoft...SH5 team?
HuH?
I was always thinking about this possibility :hmmm:, but may be UBISOFT dont allow the SH5 developer team to work actively making mods for SH5
THE_MASK
09-07-10, 02:35 AM
I took one look at a hex editor and then ran away as fast as i could .
THE_MASK
09-07-10, 04:42 AM
Objects just float in the air. Maybe they will sink with the ship ?
http://img59.imageshack.us/img59/274/debris.jpg (http://img59.imageshack.us/i/debris.jpg/)
DavyJonesFootlocker
09-07-10, 05:52 AM
No, those are jig-saw puzzle pieces.:D
TheDarkWraith
09-07-10, 08:49 AM
Objects just float in the air. Maybe they will sink with the ship ?
they have a debris controller attached to them so this is a game bug. Don't understand why it makes debris sometimes float in air and sometimes float on surface of water. Over time they will sink away into the abyss due to debris controller.
7thSeal
09-07-10, 05:15 PM
Only time I saw anything odd with the debris is when in rough seas, it will kinda float in the air between the large waves. Torpedoes does the same thing in stock though if set at a shallow running depth. They fly through the air as they pass between the large waves.:DL
Edit\ Btw I tried listening on the hydrophone as you suggested TDW after attacking a convoy listening for the secondary explosions... sounds awesome. :up:
Abd_von_Mumit
09-09-10, 09:34 AM
A collection of 78 screenshots (big images) of various torpedo hits when using FX Update, you can play it as slideshow (if played fast enough, works like a movie):
http://img713.yfrog.com/gal.php?g=sh5img20100908030857.png
A tip: start slide show, go take a shower, make and eat a dinner, then come back to replay and enjoy the slideshow. Lol.
Direct individual links to the screenshots below, if they are of any use:
http://yfrog.com/n7sh5img20100908030857p
http://yfrog.com/2msh5img20100908030859p
http://yfrog.com/nfsh5img20100908030900p
http://yfrog.com/mzsh5img20100908030901p
http://yfrog.com/5osh5img20100908030903p
http://yfrog.com/mish5img20100908030904p
http://yfrog.com/jpsh5img20100908030905p
http://yfrog.com/ccsh5img20100908030907p
http://yfrog.com/73sh5img20100908030908p
http://yfrog.com/jdsh5img20100908030909p
http://yfrog.com/2dsh5img20100908030910p
http://yfrog.com/0esh5img20100908030912p
http://yfrog.com/nash5img20100908030913p
http://yfrog.com/ehsh5img20100908030914p
http://yfrog.com/mysh5img20100908030915p
http://yfrog.com/08sh5img20100908030917p
http://yfrog.com/1nsh5img20100908030918p
http://yfrog.com/1gsh5img20100908030920p
http://yfrog.com/05sh5img20100908030921p
http://yfrog.com/mvsh5img20100908030922p
http://yfrog.com/n3sh5img20100908030924p
http://yfrog.com/5osh5img20100908030925p
http://yfrog.com/n1sh5img20100908030926p
http://yfrog.com/cash5img20100908030927p
http://yfrog.com/14sh5img20100908030929p
http://yfrog.com/6esh5img20100908030930p
http://yfrog.com/5msh5img20100908030931p
http://yfrog.com/0tsh5img20100908030933p
http://yfrog.com/mosh5img20100908030934p
http://yfrog.com/elsh5img20100908030935p
http://yfrog.com/1gsh5img20100908030941p
http://yfrog.com/jksh5img20100908030944p
http://yfrog.com/6bsh5img20100908030946p
http://yfrog.com/n6sh5img20100908030948p
http://yfrog.com/2msh5img20100908030950p
http://yfrog.com/0dsh5img20100908030952p
http://yfrog.com/ndsh5img20100908030953p
http://yfrog.com/ndsh5img20100908031005p
http://yfrog.com/jvsh5img20100908041201p
http://yfrog.com/j4sh5img20100908041203p
http://yfrog.com/5csh5img20100908041204p
http://yfrog.com/mzsh5img20100908041206p
http://yfrog.com/ngsh5img20100908041208p
http://yfrog.com/jwsh5img20100908041209p
http://yfrog.com/1gsh5img20100908041211p
http://yfrog.com/ndsh5img20100908041213p
http://yfrog.com/ngsh5img20100908041214p
http://yfrog.com/04sh5img20100908041216p
http://yfrog.com/mjsh5img20100908041218p
http://yfrog.com/j5sh5img20100908041220p
http://yfrog.com/n8sh5img20100908041222p
http://yfrog.com/6esh5img20100908041223p
http://yfrog.com/28sh5img20100908041225p
http://yfrog.com/n7sh5img20100908041228p
http://yfrog.com/0hsh5img20100908202121p
http://yfrog.com/eqsh5img20100908202126p
http://yfrog.com/eqsh5img20100908202130p
http://yfrog.com/afsh5img20100908202133p
http://yfrog.com/jpsh5img20100908202136p
http://yfrog.com/1xsh5img20100907022146p
http://yfrog.com/jush5img20100907022152p
http://yfrog.com/mish5img20100907022156p
http://yfrog.com/mosh5img20100907022201p
http://yfrog.com/jnsh5img20100907022206p
http://yfrog.com/jtsh5img20100907022208p
http://yfrog.com/n9sh5img20100907022213p
http://yfrog.com/j3sh5img20100908030834p
http://yfrog.com/n0sh5img20100908030835p
http://yfrog.com/mush5img20100908030838p
http://yfrog.com/n6sh5img20100908030840p
http://yfrog.com/ncsh5img20100908030842p
http://yfrog.com/mwsh5img20100908030844p
http://yfrog.com/0ysh5img20100908030848p
http://yfrog.com/mksh5img20100908030849p
http://yfrog.com/mzsh5img20100908030851p
http://yfrog.com/nbsh5img20100908030853p
http://yfrog.com/6tsh5img20100908030854p
http://yfrog.com/mtsh5img20100908030856p
PL_Andrev
09-09-10, 12:42 PM
A collection of 78 screenshots (big images) of various torpedo hits when using FX Update, you can play it as slideshow (if played fast enough, works like a movie):
http://img713.yfrog.com/gal.php?g=sh5img20100908030857.png
A tip: start slide show, go take a shower, make and eat a dinner, then come back to replay and enjoy the slideshow. Lol.
Use the movie and put on youtube.
Slideshow with 80 hi-res pictures, lol
:har:
DavyJonesFootlocker
09-09-10, 12:48 PM
Man I could never get over those water plumes. Wish the deck gun shells made bigger splashes.
Abd_von_Mumit
09-09-10, 12:50 PM
Use the movie and put on youtube.
Slideshow with 80 hi-res pictures, lol
:har:
Buy me a machine capable of taking a MOVIE when playing SH5. :up:
pascal4541
09-09-10, 01:23 PM
With fraps http://www.fraps.com/download.php :DL;)
Abd_von_Mumit
09-09-10, 01:53 PM
With fraps http://www.fraps.com/download.php :DL;)
Fraps drops my FPS below acceptable level (does the same for ArmA2 as well).
TheDarkWraith
09-09-10, 02:25 PM
Taksi Desktop Video Recorder is what I use. Doesn't hog resources and I can use it in game :DL
urfisch
09-09-10, 05:22 PM
yeah, i like this. show some ingame movie of these nice effects, please!
:arrgh!:
Abd_von_Mumit
09-09-10, 07:36 PM
Taksi Desktop Video Recorder is what I use. Doesn't hog resources and I can use it in game :DL
Just tried it. The quality with default codec is... devastating. Trying to learn how to install better codecs. Any tips on which to chose?
Akula4745
09-09-10, 11:06 PM
Many thanks for this great addition to SH5, sir!!!
TheDarkWraith
09-09-10, 11:53 PM
Just tried it. The quality with default codec is... devastating. Trying to learn how to install better codecs. Any tips on which to chose?
I use the k-lite mega codec pack with it.
Sepp von Ch.
09-11-10, 04:01 AM
I like this your mod TDW, but is your mod compatible with BRF 1.3 full? Your mod rewrote some files of BRF 1.3 full mod and now, the ships sink too quickly than it was very well adjusted in BRF 1.3 full:yep:
TheDarkWraith
09-11-10, 08:55 AM
I like this your mod TDW, but is your mod compatible with BRF 1.3 full? Your mod rewrote some files of BRF 1.3 full mod and now, the ships sink too quickly than it was very well adjusted in BRF 1.3 full:yep:
from post #1:
For users using BARF, install this after the FX_Update mod:
http://www.filefront.com/17267115/FX...1-BARF-Fix.7z/ (http://www.filefront.com/17267115/FX-Update-0-0-1-BARF-Fix.7z/)
Abd_von_Mumit
09-11-10, 05:59 PM
Seems finally I improved performance enough to be able to take youtube-quality movies of torpedo hits. Will release one as soon as I collect enough hits for 2 minutes display.
Thanks for Taksi tip - really good and resources friendly app.
7thSeal
09-12-10, 12:31 PM
If possible the explosions from bombs dropped from planes could use some work. I'm still at awe every time a torpedo hits a ship. :)
DarTMauK
09-18-10, 05:32 PM
Is it possible to use this mod with Environment 3.7MOD?
As i saw FX Update overwrites some files like particles and a few others i think. So i wonder how much i will loose from the Environment mod, as it really looks beautifull now.
Still i want to have the new FX, any suggestions?
oh and it overwrites some zon files already altered by RDA1.04 mod or can i just ignore that, dont know anyway if any rda changes are still active cause i have quite many mods :-?
Well i could just try but maybe someone has a tip for me :)
Wolfling04
09-18-10, 05:34 PM
Install this after Env Mod 3.7, I have not noticed any differences after installing this.
DarTMauK
09-18-10, 05:40 PM
OK, thanks, I will try that :)
and it overwrites some zon files already altered by RDA1.04 mod or can i just ignore that, dont know anyway if any rda changes are still active cause i have quite many mods :-?Forget about that last question, think i just ignore RDA
But still sth else lol
i use StormysDBSM and both use the sh.sdl file which i think controls when the sounds are played, how can i modify that, so that all sounds are available?
edit: Got it i think :DL
TheDarkWraith
09-19-10, 10:53 AM
v0.0.2 of FX_Update mod is adding the missing periscope sprays, wakes, and hopefully waves from the periscope moving through the water. Here I've got the periscope sprays working (boat at ahead flank). Spray changes based on speed of boat. Currently only done for obs scope. Have to add the wake and try to add a wave with it:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3060
Sepp von Ch.
09-19-10, 11:12 AM
Thank you very much for SH5 created by TDWisoft factory!:yeah:
PL_Andrev
09-19-10, 11:15 AM
Good work!
Next mod which shall be used!
DavyJonesFootlocker
09-19-10, 11:56 AM
Great job! The best FX mod to date!:up: Just wish oil burning on the surface mod could be done just like in SH4.:DL
tonschk
09-19-10, 12:11 PM
You are my Hero :DL TheDarkWraith :rock:
Abd_von_Mumit
09-19-10, 12:20 PM
Are the spray/wake effect only eye-candy, or do they actually increase chance of scope being spotted by AI?
TheDarkWraith
09-19-10, 12:33 PM
Are the spray/wake effect only eye-candy, or do they actually increase chance of scope being spotted by AI?
Eye-candy only. Have added the foam wake/regular wake to the spray:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3061
TheDarkWraith
09-20-10, 12:10 PM
v0.0.2 released. See post #1 for details.
Screenshot of attack periscope looking left at the spray from the radio antenna (@ ahead flank):
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3065
Screenshot of attack periscope looking rear at all the spray from the DF loop, radio antenna, and attack periscope itself (@ ahead flank):
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3066
Aerial shot of spray and wakes from obs scope, DF loop, and radio antenna (@ ahead flank):
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3064
DavyJonesFootlocker
09-20-10, 12:15 PM
It's Christmas Day everyday here at Subsim. Thanks Santa DarkWraith.:DL:yeah:
PL_Andrev
09-20-10, 01:39 PM
Absolutelly perfect !!!
:rock:
Is possible to add a lighed smoke to flare effect at night?
http://www.rense.com/1.imagesH/flaress.jpg
DarTMauK
09-20-10, 01:45 PM
Yay just perfect!! thx alot man :DL
lookin forward for new versions and ideas from you :up:
TheDarkWraith
09-20-10, 01:45 PM
Absolutelly perfect !!!
:rock:
Is possible to add a lighed smoke to flare effect at night?
http://www.rense.com/1.imagesH/flaress.jpg
sure is. I'm working on Navigate from file for Automation currently but after that I'll look into it.
Abd_von_Mumit
09-20-10, 02:06 PM
I didn't think I'd hurry to patch this mod to latest version if it only adds spray/wakes, as I ceased to use external view. It didn't even come to me that the spray can actually debiliate my view through scope and thus be very, very immersive (and annoying - did you notice how the things that are most irritating are also the most immersive?). Good job, I like it very much. :salute:
Sepp von Ch.
09-20-10, 02:06 PM
NOTE: if you are installing this with my UIs mod then you need to install this mod first. Reason being is so that it doesn't overwrite the xx_sil.dds files in my UIs mod.
I apologize for my stupid question, but is this installation ok?
1) New_UIs_TDC_4_3_0_ByTheDarkWrait
2) IRAI_0_0_25
3) FW_Update_0_0_2_By_The_Dark_Wraith
4) FW_Update_0_0_2_By_BARF_Fix
5) BRF 1.3full
DarTMauK
09-20-10, 02:21 PM
I apologize for my stupid question, but is this installation ok?
1) New_UIs_TDC_4_3_0_ByTheDarkWrait
2) IRAI_0_0_25
3) FW_Update_0_0_2_By_The_Dark_Wraith
4) FW_Update_0_0_2_By_BARF_Fix
5) BRF 1.3full
I think it should be like this:
1) BRF 1.3full
2) FW_Update_0_0_2_By_The_Dark_Wraith
3) FW_Update_0_0_2_By_BARF_Fix
4) IRAI_0_0_25 (or at last)
5) New_UIs_TDC_4_3_0_ByTheDarkWrait
Sepp von Ch.
09-20-10, 02:58 PM
:06:
BRF first? TDW wrote:
from post #1:
For users using BARF, install this after the FX_Update mod:
http://www.filefront.com/17267115/FX...1-BARF-Fix.7z/
DarTMauK
09-20-10, 03:04 PM
:06:
BRF first? TDW wrote:
He meant by that, that you have to install the BARF Fix (the link you posted) after the FX_Update, and before those two you need to install BARF.
edit: now you have it official from the author too ;)
TheDarkWraith
09-20-10, 03:04 PM
this is the correct order:
1) BRF 1.3full
2) FX_Update_0_0_2_By_The_Dark_Wraith
3) FX_Update_0_0_2_BARF_Fix
5) New_UIs_TDC_4_3_0_ByTheDarkWraith (ensure you have the patches!)
4) IRAI_0_0_25
Sepp von Ch.
09-20-10, 03:24 PM
Thank you gentlemen very much for your goodwill:salute:
7thSeal
09-20-10, 05:22 PM
v0.0.2 released.
Aerial shot of spray and wakes from obs scope, DF loop, and radio antenna (@ ahead flank):
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3064
That is awesome work right there, excellent stuff TDW. :salute:
7thSeal
09-20-10, 07:08 PM
Think I found a slight bug. When enter through the top hatch I can see the splashes at the base of the tower. As soon I get below the top hatch it disappears. When disabling the mod I no longer see this. :hmmm:
Here's a screenshot of what I'm seeing.
http://img811.imageshack.us/img811/6562/37922670.jpg (http://img811.imageshack.us/i/37922670.jpg/)
TheDarkWraith
09-20-10, 07:26 PM
oops, looks like I forgot to enable the interior stencil test.....:damn:
THE_MASK
09-20-10, 08:47 PM
I notice occasionally while on deck in high waves , if you look down you can see water covering the conning floor (Stock feature). Would there be a way to have the hatch have spray but so that the sprites are going down and see them inside the conning tower ?
DavyJonesFootlocker
09-20-10, 09:06 PM
Hmmm, someone left the toilet lid up in that pic.:D:D I haven't seen these bugs yet since I have been sailing in calm water.
TheDarkWraith
09-20-10, 09:40 PM
v0.0.3 released. See post #1 for details. This fixes the bug of splashes being seen inside the sub.
7thSeal
09-20-10, 09:50 PM
That was quick, thank you sir. :)
Edit\
Hmmm, someone left the toilet lid up in that pic.:D:D
Either that or Bernard put to much soap in his bubble bath. :O:
hi,
I'm getting a conflict notice with IRAI about sensors.sim - does this update undo anything that has been put in place by your AI mod??
DavyJonesFootlocker
09-21-10, 04:16 AM
Was sailing in really rough weather and no water in the sub. So far I don't see anything wrong. The sensors are working also.
@TDW:
Any news on my above Question
"I'm getting a conflict notice with IRAI about sensors.sim - does this update undo anything that has been put in place by your AI mod??"
Thanks in advance
Kaleun
DavyJonesFootlocker
09-25-10, 07:36 AM
Can I install this patch without the previous versions?
@TDW:
Any news on my above Question
"I'm getting a conflict notice with IRAI about sensors.sim - does this update undo anything that has been put in place by your AI mod??"
Thanks in advance
Kaleun
FX must be installed before multiple UI and IRAI.
Correct order would be:
FX Update
FX BARF fix ( If you use BARF)
Multiple UI
IRAI
IRAI no hydrophone and planes (if you use this option)
JSGM will tell you it conflicts but ignore and install in above order.
BowfinSS287
09-25-10, 09:02 AM
i have been using your new version and if you look at the screen-shots
you posted in opening post, you'll see little black pieces falling off the
ship,my problem is those pieces don't sink when they hit the water
instead they dance on the surface of the water,anyone else seen this?
TheDarkWraith
09-25-10, 09:05 AM
i have been using your new version and if you look at the screen-shots
you posted in opening post, you'll see little black pieces falling off the
ship,my problem is those pieces don't sink when they hit the water
instead they dance on the surface of the water,anyone else seen this?
they have a debris controller attached to them so they will sink after some time. They are 'dancing' because the debris controller in SH5 doesn't work like the one in SH3 for some reason :hmmm:
Frantic8882
09-25-10, 09:24 AM
I can´t download the BARF Fix. Filefront says there is an error. Does the new version of the FX mod include this fix maybe? PLZ, help. I am ready for a fresh installation.
TheDarkWraith
09-25-10, 09:25 AM
I can´t download the BARF Fix. Filefront says there is an error. Does the new version of the FX mod include this fix maybe? PLZ, help. I am ready for a fresh installation.
the BARF fix is included in the latest version of the FX mod as an add-on mod
@ Ragtag,
Thank you very much!
Kaleun
Frantic8882
09-25-10, 10:02 AM
Thanks, TDW.
BowfinSS287
09-25-10, 11:06 AM
thanks for the info TDW
rascal101
09-25-10, 08:18 PM
Hi to you and thanks for this mod- a question or two
I have Old Style Explosions V1.1 instralled, does this work with this mod, do they clash or complement with one another -
Also - I have been using the latest version of your mod - have seen debris and splashes - but I have not seen some of the other items you claim for this mod, please refer to the list below - I wonder if other mods are negating the effect
Changelog:
v0.0.1 - first official release
- changed the torp explosion effect
- added debris to shell explosions (Seen and appreciated)
- debris makes splashes when contacting the water (plus sound) (Seen and appreciated)
- debris will float on water for a period of time then sink down into the abyss (Seen and appreciated)
- added additional explosions to fires (time based). Additional explosions have sound and debris - (Not seen, no secondary explosions seen)
- all sounds added also have an underwater sound for hydrophone pickup
- Distress flares were added to all ships. They will only fire one distress flare based on damage taken (Not seen, no flares seen during any encounter)
- all torpedoes were changed to use the new torp explosion effect
v0.0.2 - added spray and wakes to all periscopes, radio rod, DF Loop, and FuMB1Metox antenna - (doesnt seem to be working, certainly not seen)
- DF Loop will randomly rotate at different speeds and different directions simulating the radio operator searching for signals (NO DF Loop detected on any model sub)
- DF Loop is now visible underwater. It will hide when the sub's depth is > 13m and will reappear when sub's depth is <= 13m (NO DF Loop detected on any model sub)
- Radio rod starts rising at 6.5m and is fully deployed at 13m. At 21m the radio rod will start to be undeployed and at ~26m it will be fully undeployed (hidden). As the sub submerges the radio rod will always be slightly visible out of the water until the sub's depth is ~ > 13m
v0.0.3 - fixed bug of splashes being seen inside sub (No Radio Rod seen on any model sub)
Here is a list of my activated mods, perhaps something is clashing or the order needs to be changed, any advise?
Sh5EnvModGold
Grossdeutscher Rundfunk
MightyFine Crew Mod 1.2.1 Alt faces
NDB,NDH OM#1 - No Dialog Indicator
Royale_Adio's Turm Emblems Package
Shadow Improvement Mod
sobers no shoe sound mod
sobers talking conning crew mod
Lite Campaign LC 1.2
Old Style Explosions V1.1
Enhanced FunelSmoke_by HanSolo78
BRF 1.3 full
The Elite Campaign 1.1
U-boat Historical Specifications 1.4
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
Loading Screens Mod 2.0
SV&Com Underwater Mod
HiDef Realistic Interface V2.0
HiDef Realism Patch V2.10
sobers base wave mechanics for SH5 V5
Wordeees' Actual Footage Menu V2
ImprovedWaves_Improved Pitch&Roll
R7 HiRes Alt English Panels
Cerberus62 Additional Merchant Ship
FX_Update_0_0_3_ByTheDarkWraith
IRAI_0_0_26_ByTheDarkWraith
Environment 3.7MOD
FX_Update_0_0_3_BARF_Fix
SteelViking's Interior Mod V1.2
Looking forward to your assistance
Rascal
TheDarkWraith
10-06-10, 05:57 PM
I'm porting over my live AI ships from SH3 to SH5. I've got all the necessary nodes and everything in place and now have to edit all the ship's to add the necessary nodes needed. Here I've edited the NLL ship and added ship's horn and whistle and the starshell gun. As you can see it fired a starshell to light up the night (and the starshell 'flare' in the sky does add light to everything under it):
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3111
Lots more work to do as far as all the ships but it'll be worth it :D
My live AI ships gives ships the ability to:
- add a PA announcement or whistle (user customizable to 20 different ones - 10 for military and 10 for civilian)
- add a horn that will sound when enemy detected (can be heard for long distances - user customizable to 20 different horns - 10 for military and 10 for civilian)
- can have combination of both above
- add a starshell gun to the ships that when they detect a contact will fire starshells in the direction of the contact
DavyJonesFootlocker
10-06-10, 06:18 PM
Man, that's fantastic.:salute:
Trevally.
10-07-10, 12:16 PM
Excellent:up:
Venatore
10-07-10, 11:48 PM
I'm porting over my live AI ships from SH3 to SH5. I've got all the necessary nodes and everything in place and now have to edit all the ship's to add the necessary nodes needed. Here I've edited the NLL ship and added ship's horn and whistle and the starshell gun. As you can see it fired a starshell to light up the night (and the starshell 'flare' in the sky does add light to everything under it):
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3111
Lots more work to do as far as all the ships but it'll be worth it :D
TheDarkWraith,
I thank you for your endeavors in modding SHV. I consider you to be one of the top three leading Hardcore Modders developing mods in the realm of SHV.
Your subject knowledge is far superior than most modders lurking within the SHV shadowy depths.....including me.......keep up the good work, you are very much needed in the long term survivability of the SHV franchise.
Kind Regards
Venatore
TheDarkWraith
10-08-10, 09:40 AM
TheDarkWraith,
I thank you for your endeavors in modding SHV. I consider you to be one of the top three leading Hardcore Modders developing mods in the realm of SHV.
Your subject knowledge is far superior than most modders lurking within the SHV shadowy depths.....including me.......keep up the good work, you are very much needed in the long term survivability of the SHV franchise.
Kind Regards
Venatore
well this addition to the FX Update mod needs some help from others in the sound area. There are 10 available whistles/announcements for civilian and 10 also for military and 10 available horns for civilian and 10 also for military and currently I only have 1 whistle/announcement and 1 horn for both. I'm hoping that someone can make the remaining ones for this mod. Any takers? I know you probably don't understand what they do or how they work so I'm going to make a demo available for the NLL ship here soon. This way you'll get an idea of what the whistles/announcements and horns are/do.
TheDarkWraith
10-08-10, 10:50 AM
Here is the FX Update v0.0.4 NLL demo: http://www.filefront.com/17364431/FX-Update-0-0-4-NLL-Demo.7z/
When you unzip it be sure to read the documentation in the \Documentation folder before enabling the mod/making changes
This will give you an idea of what my live AI ships idea is all about. It will also enable you, if you're so willing, to make new sounds for the mod for the ship's whistle/announcements and horns :|\\
SashaKA001
10-08-10, 12:19 PM
Report, the sound was heard in the distance as soon as I started to shoot:yeah:, but the flares are not seen:wah::wah::wah:.
Venatore
10-08-10, 03:44 PM
I could supply you with some very unique sounds that the SHV community has never heard before. I'm unable to understand the documentation (very well written) however; my knowledge in this area is 0% :damn:
I'll create a folder, dump sounds into it, send it to you, thus; you can go through them at your leisure and if it's done by you at least you know it's done to your standard and correctness.
Sorry for the basic help that I can give, but; the sound gathering is were I'm extremely well conversed in........this I can help you with :yep:
Kind Regards Venatore
Trevally.
10-08-10, 03:54 PM
I have been finding it difficult to find good sounds for this Venatore, so if you could upload them that would be great.
Venatore
10-08-10, 04:01 PM
I have been finding it difficult to find good sounds for this Venatore, so if you could upload them that would be great.
I'm on it Trevally :salute:
DavyJonesFootlocker
10-08-10, 05:10 PM
Just tested this out in Campaign mode and the merchant I hit with the deck gun started to whistle like a tea kettle and sent out a bright white light. Looks and sounds pretty neat.:yeah:
Venatore
10-08-10, 05:39 PM
12 x sounds already captured and still going :woot:
Trevally.
10-08-10, 05:44 PM
If it would help, I could upload a data\sea folder with all the ships folders containing the .eqp updated with the equipment nodes (NULL).
It would then be a case of selecting the right sounds (from Venatore) to the ship type, and starshell if required.
TheDarkWraith
10-08-10, 06:27 PM
If it would help, I could upload a data\sea folder with all the ships folders containing the .eqp updated with the equipment nodes (NULL).
It would then be a case of selecting the right sounds (from Venatore) to the ship type, and starshell if required.
wish it were that easy but it isn't. I have to add the M96-M99 nodes to all the ships. That takes time as I have to place them where the 'lookout' is on each ship. Currently I've only done the NLL ship for demo purposes.
Trevally.
10-08-10, 06:35 PM
ah, ok I see:)
TheDarkWraith
10-08-10, 06:44 PM
ah, ok I see:)
for those making sounds for this, here's what I was thinking:
- for civilian ships: a whistle possibly followed by some kind of announcement
- for military ships: possibly a whistle, followed by a GQ announcement, followed by the GQ alarm (dong-dong-dong, general quarters, general quarters, dong-dong-dong). Remembering back from the days I was in the Navy.
For horns:
- some medium-to high pitched ones for small ships
- some low sounds for those big, monstrous cargo ships and tankers
DavyJonesFootlocker
10-08-10, 07:21 PM
Pardon me for saying this TDW but is it worth the trouble? (I mean the alarms) since the likelihood of actually hearing them from afar off, and later on these merchants are armed so surfacing isn't always likely. It is a neat concept in SH5 but especially with having no exterior views on the player may not get the chance to hear these alarms. Don't get me wrong I like the effects but if it is really troublesome why give yourself the headaches when the likelihood we may not hear them at all?
Venatore
10-08-10, 07:57 PM
TheDarkWraith & Trevally.
Check your PM's
Kind Regards
Ven :03:
SashaKA001
10-08-10, 07:59 PM
I'm sorry, but I'm dumb or lick or do not go:damn::damn::damn:, why I do not work like the image from the post # 119. WHY?.
I hear the sound fine, but why no "starshell 'flare".
what am I doing wrong?
Venatore
10-08-10, 08:02 PM
I'm sorry, but I'm dumb or lick or do not go:damn::damn::damn:, why I do not work like the image from the post # 119. WHY?.
I hear the sound fine, but why no "starshell 'flare".
what am I doing wrong?
SashaKA001,
Matey that is not the official mod. It was uploaded for a couple of us modders to understand the data inputting etc.
I haven't even used it; as I'll wait for the official release ....... it's not what you probably wanted to hear :damn:
Regards
Ven :cool:
SashaKA001
10-08-10, 08:08 PM
SashaKA001,
Matey that is not the official mod. It was uploaded for a couple of us modders to understand the data inputting etc.
I haven't even used it; as I'll wait for the official release ....... it's not what you probably wanted to hear :damn:
Regards
Ven :cool:
I know that this is a demo mode but still, I made a written TheDarkWraith, but when I load a training demo mission that ship only shining searchlights and hoots but not for long, and fires me. Yet for some it has appeared.
I want to light at the end of the tunnel.:wah::wah::wah: Give light.:har::har::har:
Venatore
10-08-10, 08:54 PM
:har:
SashaKA001
10-08-10, 09:37 PM
I translate from English to Russian to write here from Russian into English using "translate.google":damn: (that's all) google rocks.:arrgh!::rock: Yes, sometimes words are not clear there, but most important is to grasp the meaning of written material. Sorry if that is not true.:cry:
Or I'm wrong!
TheDarkWraith
10-08-10, 09:53 PM
I know that this is a demo mode but still, I made a written TheDarkWraith, but when I load a training demo mission that ship only shining searchlights and hoots but not for long, and fires me. Yet for some it has appeared.
I want to light at the end of the tunnel.:wah::wah::wah: Give light.:har::har::har:
not sure why. Do you have a mod enabled that has changed and/or modified the stock particles.dat file and/or the stock materials.dat file? Try this: as soon as the demo mission starts, start firing your deck gun at the merchant. See if that doesn't work.
SashaKA001
10-09-10, 06:32 AM
not sure why. Do you have a mod enabled that has changed and/or modified the stock particles.dat file and/or the stock materials.dat file? Try this: as soon as the demo mission starts, start firing your deck gun at the merchant. See if that doesn't work.
particles.dsd -- what is this file? and whether it is you can remove it? it lies in the Library folder
particles.dat -- 425 КБ
Materials.dat -- 6,66 МБ
try :salute::salute::salute: If you can then skinte on any file exchanger, these two files.
THE_MASK
10-09-10, 07:32 AM
I am sorry but this thread reminds me of this .
http://www.youtube.com/watch?v=Pst3azDYfiI&feature=related
DavyJonesFootlocker
10-09-10, 07:39 AM
'Allo 'Allo! Ah, man the good old days! Where is my little tank?:har::har::har::har:
SashaKA001
10-09-10, 09:45 AM
A. A AA AAA to work:rock::rock::rock:, for some reason I had ParticlesDetail = 0, put ParticlesDetail = 6 and worked.:woot::woot::woot:
PL_Andrev
10-14-10, 02:34 PM
TDW,
Is possible to add a splash to conning tower if it is hit by high waves or on small depth (6-8m)?
THE_MASK
10-14-10, 05:19 PM
TDW,
Is possible to add a splash to conning tower if it is hit by high waves or on small depth (6-8m)?I adjusted the splash wave on the deck gun and it worked pretty good .
TheDarkWraith
10-14-10, 06:42 PM
Been working on the visual damage for the sub and conning tower. Coming along nicely:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3126
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3127
DavyJonesFootlocker
10-14-10, 07:07 PM
With that kind of damage it still floats?:06:
TheDarkWraith
10-14-10, 08:02 PM
With that kind of damage it still floats?:06:
yeah surprising isn't it? Did you expect more from Ubi? This is why they didn't make this available in the release of the game. I just like the fact that some kind of damage is being shown. Although it doesn't show for little damage like small caliber bullet hits, it's only for major damage like 5in shells and such :nope:
Tried to make the SH3/4 way of the damage being shown work but it won't. Has to be the granny way now.....
THE_MASK
10-14-10, 09:17 PM
yeah surprising isn't it? Did you expect more from Ubi? This is why they didn't make this available in the release of the game. I just like the fact that some kind of damage is being shown. Although it doesn't show for little damage like small caliber bullet hits, it's only for major damage like 5in shells and such :nope:
Tried to make the SH3/4 way of the damage being shown work but it won't. Has to be the granny way now.....Is there some sort of small explosion/smoke animation to go with it .
reaper7
10-15-10, 08:04 AM
Love the way the lookouts face is damaged too :har:.
TheDarkWraith
10-15-10, 12:19 PM
Love the way the lookouts face is damaged too :har:.
nice isn't it? :shifty: The granny way of adding damage is removing vertices from 3D meshes. The old SH3/4 way was adding a 'dirt' texture to the texture that was damaged at the location of the impact.
What I haven't been able to nail down is how the granny way determines how many vertices are removed. There has to be something that says if damage is > x then remove vertices. There also has to be something that says x damage relates to y vertices removed (some kind of ratio it can apply to the amount of damage to determine # of vertices to remove) :hmmm:
reaper7
10-15-10, 12:54 PM
Ya, It seems granny models has turned out to be a modders nightmare.
By using them everything is effected including applying random skins etc :nope:
DavyJonesFootlocker
10-15-10, 04:12 PM
Here's an idea. Instead of the mesh why not make a skin with damage on it. Only trouble is it won't automatically be applied during actual damage..or could it be?:hmmm:
reaper7
10-16-10, 10:09 AM
Here's an idea. Instead of the mesh why not make a skin with damage on it. Only trouble is it won't automatically be applied during actual damage..or could it be?:hmmm:
Only problem with skins now is in SH5 there applied like in patches so if you create a skin texture with a damaged portion it could end up anywhere on the model in multiple places. :nope:
SH3/4 method way much better you could paint the hull the way you wanted as the hull skin was one continuous graphic. Now the same hull skin is applied in repeating strips :damn:.
TheDarkWraith
10-16-10, 01:57 PM
v0.0.4 released. See post #1 for details :|\\
Venatore
10-16-10, 04:01 PM
v0.0.4 released. See post #1 for details
Added damage decals to all subs (human and AI) (when sub takes damage there will be visual evidence of it on the outside of the sub - won't show for small caliber gun damage)
TheDarkWraith,
Thank you for the update, looking forward to seeing the damage decal effects :yep:
Kind Regards
Venatore
Sepp von Ch.
10-17-10, 04:43 PM
Been working on the visual damage for the sub and conning tower. Coming along nicely:
Fantastic TDW!!!!!:o
:up:
I have this problem with FX_Update_0.0.4:
http://s1.postimage.org/FtCnr.jpg (http://postimage.org/image/2c7f2agec/)
TheDarkWraith
10-17-10, 04:45 PM
I have this problem with FX_Update_0.0.4:
http://s1.postimage.org/FtCnr.jpg (http://postimage.org/image/2c7f2agec/)
is the debris floating in mid air?? :o
Sepp von Ch.
10-17-10, 04:55 PM
Yes, the debris hanging there permanently:-?
TheDarkWraith
10-17-10, 05:04 PM
Yes, the debris hanging there permanently:-?
After some time it doesn't sink away into the abyss? :06:
Sepp von Ch.
10-17-10, 05:10 PM
They don´t ever fall down...
DavyJonesFootlocker
10-17-10, 05:11 PM
It's toilet paper floating.:D
Cerberus62
10-17-10, 07:04 PM
Met the same problems with the debris animation: The fragments emitted after an explosion are jumping back in the air when they hit the water, then endlessly bouncing up and down. Occurs with v0.0.3 and v0.0.4 as well.
The alarm whistling seems to be much to loud, almost causing a hearing loss if your closer to the ship than a mile or so - even if your inside the sub.
The damage displayed at the subs hull is huge. I'm pretty shure a type VII boat wouldn't stay afloat with four holes punched in it, each 3 meters in diameter. IMHO this problem has been discussed before: http://174.123.69.202/~subsimc/radioroom/showthread.php?t=167713&page=3
For now I'm using v0.0.3, which works fine for me, after deleting TDW_FXU_Debris_Materials.dat and TDW_FXU_Debris_Particles.dat.
vitovt13
10-19-10, 12:35 AM
I have problem with FX_Update_0.0.4_UHS_Fix. When submerged at periscope depth antenna sticking out of the water.:hmmm:
http://s55.radikal.ru/i148/1010/29/8793dc5f5807t.jpg (http://radikal.ru/F/s55.radikal.ru/i148/1010/29/8793dc5f5807.bmp.html) http://s003.radikal.ru/i203/1010/68/c837bb2c6cc2t.jpg (http://radikal.ru/F/s003.radikal.ru/i203/1010/68/c837bb2c6cc2.bmp.html)
Sepp von Ch.
10-19-10, 07:53 PM
When will visual damage for the sub and conning tower please? I´m looking forward!:ahoy:
TheDarkWraith
10-19-10, 09:30 PM
When will visual damage for the sub and conning tower please? I´m looking forward!:ahoy:
it was released in v0.0.4
TheDarkWraith
10-20-10, 09:28 AM
Met the same problems with the debris animation: The fragments emitted after an explosion are jumping back in the air when they hit the water, then endlessly bouncing up and down. Occurs with v0.0.3 and v0.0.4 as well.
does this problem appear to happen when in heavy seas? Does it appear in calm seas?
TheDarkWraith
10-20-10, 09:31 AM
I have problem with FX_Update_0.0.4_UHS_Fix. When submerged at periscope depth antenna sticking out of the water.:hmmm:
http://s55.radikal.ru/i148/1010/29/8793dc5f5807t.jpg (http://radikal.ru/F/s55.radikal.ru/i148/1010/29/8793dc5f5807.bmp.html) http://s003.radikal.ru/i203/1010/68/c837bb2c6cc2t.jpg (http://radikal.ru/F/s003.radikal.ru/i203/1010/68/c837bb2c6cc2.bmp.html)
completely normal. The round DF loop will hide around 11m depth. The radio antenna will continue to stick out of the water and at a depth of around 18-20m it will start to hide and be completely hidden at 30m :DL
vitovt13
10-20-10, 01:42 PM
completely normal. The round DF loop will hide around 11m depth. The radio antenna will continue to stick out of the water and at a depth of around 18-20m it will start to hide and be completely hidden at 30m :DL
thanks,TDW:salute:, did't know all the nuances:oops:
completely normal. The round DF loop will hide around 11m depth. The radio antenna will continue to stick out of the water and at a depth of around 18-20m it will start to hide and be completely hidden at 30m :DL
but makes it tricky to avoid being spotted when moving around at PD. :)
Cerberus62
10-20-10, 03:27 PM
does this problem appear to happen when in heavy seas? Does it appear in calm seas?
In both situations the sea has been rather calm. The debris parts bounced like rubber balls as soon as they hit the surface and didn't came to a rest. So these parts were not floating. I didn't try to find out if this happens in heavy seas, too. Didn't imagine that there could be a difference. :hmmm:
TheDarkWraith
10-20-10, 03:32 PM
In both situations the sea has been rather calm. The debris parts bounced like rubber balls as soon as they hit the surface and didn't came to a rest. So these parts were not floating. I didn't try to find out if this happens in heavy seas, too. Didn't imagine that there could be a difference. :hmmm:
thanks for the feedback. Looks like I've come up with a solution to the problem. Currently testing it now :up:
TheDarkWraith
10-21-10, 01:43 AM
v0.0.5 released. See post #1 for details :|\\
Debris problem should be fixed now. Secondary explosions are more exciting now also :DL
tonschk
10-21-10, 01:57 AM
Many thanks for this :DL TheDarkWraith :salute:
Sepp von Ch.
10-21-10, 10:08 AM
v0.0.5 released. ...Debris problem should be fixed now.
Your support is perfect. Thank you TDW!
Cerberus62
10-21-10, 04:17 PM
Incredible fast update service, DarkWraith... :DL
Well, the debris don't jump back sky-high any longer when they hit the water. But they are often spinning and tumbling at high speed while they seem to hover a metre or so above the water. Explosions are nice, splash effect looks realistic, too. But watching the hovering debris... for me, it breaks the bubble. The movements of the particles simply don't look right. Would enjoy it more if the swimming debris effect would be deleted without substitution, just my 2 cents.
Anyway, thank you very much for all your incredible mods and every effort contributing to a more realistic impression. :salute:
TheDarkWraith
10-21-10, 04:50 PM
Incredible fast update service, DarkWraith... :DL
Well, the debris don't jump back sky-high any longer when they hit the water. But they are often spinning and tumbling at high speed while they seem to hover a metre or so above the water. Explosions are nice, splash effect looks realistic, too. But watching the hovering debris... for me, it breaks the bubble. The movements of the particles simply don't look right. Would enjoy it more if the swimming debris effect would be deleted without substitution, just my 2 cents.
Anyway, thank you very much for all your incredible mods and every effort contributing to a more realistic impression. :salute:
there's more than one way to skin a cat so I have more tricks up my sleeve.....give me some time to try something different :DL
v0.0.5 released. See post #1 for details :|\\
Debris problem should be fixed now. Secondary explosions are more exciting now also :DLThat's what I've been waiting for!!:yep:
Thanks TDW!!:yeah:
PL_Andrev
10-22-10, 06:24 AM
TDW,
Is possible to add a splash to conning tower if it is hit by high waves or on small depth (6-8m)?I adjusted the splash wave on the deck gun and it worked pretty good .
TDW,
Could you update post #2 with next close/far future plans about this mod?
It is good for you and for us to know about your developing program and proposals like mine or Sober's which can be drown in thousands posts...
Gunfighter
10-22-10, 07:49 AM
http://i47.photobucket.com/albums/f163/ABThing/TorpHit.jpg
Now thats a Torpedo Strike, Great TDW and Thank you.
Arclight
10-26-10, 06:33 PM
Hey,
I'll keep this short; Flymar raised an interesting point in BRF thread: ships burn rather excessively. Would it be better, perhaps more realistic, to remove some of the fires?
I can understand fires breaking out and going out of control in the engineroom and near the fuelbunker(s), considering the presence of fuel. But a cargohold fire seems more likely to produce just visible smoke, rather than fire on deck (especially considering the covers always stay intact on the 3D model).
Any thoughts on the matter?
(forgive me if this is the wrong place to raise this discussion. It seemed appropriate)
TheDarkWraith
10-26-10, 06:40 PM
Hey,
I'll keep this short; Flymar raised an interesting point in BRF thread: ships burn rather excessively. Would it be better, perhaps more realistic, to remove some of the fires?
I can understand fires breaking out and going out of control in the engineroom and near the fuelbunker(s), considering the presence of fuel. But a cargohold fire seems more likely to produce just visible smoke, rather than fire on deck (especially considering the covers always stay intact on the 3D model).
Any thoughts on the matter?
(forgive me if this is the wrong place to raise this discussion. It seemed appropriate)
good point. It would be very easy to change some of the fires to just smoke. It's just a time thing to do :DL
Arclight
10-26-10, 06:46 PM
Is it 'just' a matter of removing/modifying the references in the zones.cfg? :06:
I'd happily undertake this myself as part of BRF, hopefully to be included in the supermod. :)
TheDarkWraith
10-26-10, 06:53 PM
Is it 'just' a matter of removing/modifying the references in the zones.cfg? :06:
I'd happily undertake this myself as part of BRF, hopefully to be included in the supermod. :)
nope, not that easy. You have to edit every ship's .zon file and change the type for the boxes that have fire (27h, 28h, and 29h) to smoke for those you would rather see smoke. Easy to do but very time consuming.
If you decide to take it on then let me know what you change in each one so I can update the FX Update mod to match your changes.
Arclight
10-26-10, 06:57 PM
Will do, I prefer to document any changes anyway. At least then I know what the heck I just did once I'm done. :doh:
TheDarkWraith
10-26-10, 06:59 PM
Will do, I prefer to document any changes anyway. At least then I know what the heck I just did once I'm done. :doh:
got an idea: why don't you use my FX Update's .zon files for each ship so that we can avoid incompatibilities? All you would need to do is add an entry in your Zones.cfg file for the flares and comment out the effect called for that entry.
Arclight
10-26-10, 08:32 PM
Would go a long way towards compatibility I wager. :hmmm:
I'll get this started friday of saturday; I'll grab your mod at that point and see if I can make it happen. :yep:
TheDarkWraith
10-26-10, 08:38 PM
Would go a long way towards compatibility I wager. :hmmm:
I'll get this started friday of saturday; I'll grab your mod at that point and see if I can make it happen. :yep:
if you grab the Zones.cfg file from the add-on mod FX_Update_0_0_5_BARF_1_3_Full_Fix you'll have the necessary changes for your Zones.cfg file. You'll just have to comment out the flare effects (make them look like below):
;Modified by TheDarkWraith
[DistressFlareWarship]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=130
Destructible=No
Critical=No
;Effect1=Distress_Flare, 75
FloodingTime=59.999996
CargoType=None
[DistressFlareMerchant]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=65
Destructible=No
Critical=No
;Effect1=Distress_Flare, 75
FloodingTime=59.999996
CargoType=None
Arclight
10-26-10, 09:03 PM
Will do. Did some reconaisance; think I'll be able to figure it out. Think testing the thing to make sure everything is as it should is going to take a lot more time than making the changes. :hmmm:
But when doesn't it, right? :lol:
TheDarkWraith
10-26-10, 09:13 PM
Will do. Did some reconaisance; think I'll be able to figure it out. Think testing the thing to make sure everything is as it should is going to take a lot more time than making the changes. :hmmm:
But when doesn't it, right? :lol:
testing should be moot. All you're doing is replacing a number with another number (fire for smoke) in the Goblin editor. It has to work barring no input errors by user.
I do see one problem: the smoke declares a parent of fire......I'll have to make you a new .dat file with a smoke in it for this....
wait a second...there's an easier way to do this....if we add another entry to the zones.cfg file mirroring the entries for fire but replace the fire effect with the smoke effect then we just have to edit all the ship's .zon files that we want fire replaced with smoke to point to these new entries. I still have to make a new .dat file for the smoke though.
When you edit the ship's .zon files for the ones you want to replace fire for smoke use the following:
218=SmokeSmall
219=SmokeMedium
220=SmokeLarge
I'm sending you a new Zones.cfg file for this. I have to make the .dat file yet
EDIT:
new Zones.cfg file based on BRF and FX Update sent to you along with a new .dat file for the zone smokes.
PL_Andrev
10-27-10, 01:28 AM
Is the splash color adjusted dynamically to current foam color?
:06:
TheDarkWraith
10-27-10, 05:18 AM
Is the splash color adjusted dynamically to current foam color?
:06:
which splash color and adjusting to which foam color?
tonschk
10-27-10, 05:32 AM
which splash color and adjusting to which foam color?
Looks like the side foam color and the bow wake color dont match each other
PL_Andrev
10-27-10, 05:55 AM
Historical missions:
In spite of everything:
http://img27.imageshack.us/img27/2067/splash1r.jpg
River Mayhem:
http://img143.imageshack.us/img143/2990/splash2.jpg
PQ-17:
http://img146.imageshack.us/img146/3697/splash3.jpg
Used mods:
FX 0.5 by TheDarkWright (all mods)
Env 4.1 by W_clear (all mods)
How can I make this mod compatible with Enviro Mod and UHS.. or what is the correct load order for those who use UHS, IRAI, FX and Enviro?
Regarding UHS.. you have a compatibility version for that mod, but it brings back the old and annoying floating problem from the early versions of UHS.. my sub is deck awash when surfaced and only the con tower is visible. In storm, my boat is barely visible. I'm used to mod myself these mods to be compatible with each other but I kinda got tired to do it every time when a new update is released :|
PL_Andrev
10-28-10, 04:28 AM
I thought about flares and I have a few proposals:
- small delay (3-5 seconds) in the firing of flares (currently flaress are fired when the ship is hit)
- other color than 'alarmed' red flare? Orange? Yellow?
- smoke and lights addition to flares (now flare does not produce light)
- firing random (1-3) red flares when the ship is sink
Sailor Steve
10-28-10, 09:45 AM
Looks like the side foam color and the bow wake color dont match each other
This has been a complaint of mine since I saw the very first screenshots. The very white bow wave is how it should be, but the side foam is darker and grayer, and doesn't look right.. It's a stock game thing which I keep hoping someone will be able to correct.
PL_Andrev
10-29-10, 05:01 AM
Tested mission:
Historical mission / The fate of U-110
Installed mods:
IRAI.0.29 (complete) + FX_Update.0.5 + Environmental.4.301
All images are captured with AI sub: Lemp's U-110:
Sometimes the periscope's wake are missing:
http://img408.imageshack.us/img408/7998/lemp1.jpg
But sometimes there are wakes of both periscopes + radio + loop antena when only one periscope is up:
http://img810.imageshack.us/img810/8427/lemp2.jpg
3. Now at the deep: all wakes are still visible:
http://img822.imageshack.us/img822/5456/lamp3x.jpg
Additional:
This is best effect for Destroyer Command 2 :D I looking for U-110 and found him by his periscope's water splash!!!
Great...
:yeah:
PL_Andrev
10-29-10, 05:50 AM
TDW,
Could you fix the splash color when DC goes into water and when DC is exploding?
http://img838.imageshack.us/img838/7088/splash4.jpg
Now I see that there are many water splashes to re-work:
- splash when guns shoots into water
- torpedo hitting splash
- splash when ship is sinking
- splashes when debris are surfacing (when ship is sunk)
7thSeal
11-07-10, 12:37 PM
the fireworks will be removed in upcoming versions. I just have to map out what each baza effect is and how to use it (or not use it).
I know this was asked in the early version of the mod but was wondering if any progress has been made toward this? If I remember there was a mod by someone which removes the fireworks but didn't know if it was compatible with the FX mod. I'll dig around and see if I can find it and try it along with yours and see how it goes. :)
TheDarkWraith
11-07-10, 12:44 PM
I know this was asked in the early version of the mod but was wondering if any progress has been made toward this? If I remember there was a mod by someone which removes the fireworks but didn't know if it was compatible with the FX mod. I'll dig around and see if I can find it and try it along with yours and see how it goes. :)
Haven't been working on this mod anymore yet. My UIs mod with the development of the new tutorial feature is currently taking all my time.
7thSeal
11-07-10, 06:37 PM
No problem, I know you're busy with the different mods and take your time. I found the other mod I was talking about which removes the fireworks and tried it with your mod loaded after it. It worked for the most part but was noticing some oddities with the combo when using the deck gun so I removed it and just sticking with the FX mod. Keep up the great work. :salute:
PL_Andrev
11-08-10, 02:48 AM
It's OK - we're trained to be more patient.
Keep up your great work, TDW.
Cheers,
:salute:
Captn Wilhelm
11-10-10, 07:30 PM
I really love this mod, its added a lot of great stuff.
Would it be possible though, for me to remove the little black debris, damage to the sub (at 74% I had two huge holes in my sub) and the antenna scripting? I've tried multiple things, and even tried opening up the dsd files with xvi32 (how can you make heads or tails of all that mess??!) haha.
Any hints to this would be appreciated. No offense is meant to this great mod! The torpedo effects are awesome and I absolutely love the flares and can't imagine playing with out them now!! :rock:
TheDarkWraith
11-14-10, 06:37 PM
v0.0.6 released. This version changes the external torp reload times to those recommended by wamphyri :|\\
Sepp von Ch.
11-15-10, 05:54 AM
Thank you!:yeah:
Captn Wilhelm
11-15-10, 10:08 AM
:shifty:
Any consideration for making this modular much like IRAI is currently?
TheDarkWraith
11-15-10, 10:15 AM
:shifty:
Any consideration for making this modular much like IRAI is currently?
what are you looking to be modular?
Captn Wilhelm
11-15-10, 10:36 AM
what are you looking to be modular?
Your mod is great and I do really like it a lot TDW. I personally would like to pull out the black particles from ship damage, or reduce the time they stay on the surface and spin, trailing behind a wounded ship. Also visible sub damage and the antenna changes. All are immersion killers for me in my humblest opinion. The external torp load times are more realism based, again, only in my opinion.
Would it be possible to make it modular based on what's effected?
Ships FX mod Pack = torp explosions, particles, flares :rock:, secondary explosions, ect.
Sub FX mod Pack = visible damage, antenna actions, external torp load time
Thanks for your time.
TheDarkWraith
11-15-10, 09:55 PM
Adding bodies to the missing effects now. Here was a good hit on the command deck that ejected some crewmembers:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3263
Bodies float when they hit the water. Some are trying to swim or are flailing about in the water. He he.....If I can get my bleeder to work correctly then some bodies will bleed in the water also :D
SashaKA001
11-15-10, 10:42 PM
Adding bodies to the missing effects now. Here was a good hit on the command deck that ejected some crewmembers:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3263
Bodies float when they hit the water. Some are trying to swim or are flailing about in the water. He he.....If I can get my bleeder to work correctly then some bodies will bleed in the water also :D
cool:rock::rock::rock:
TheDarkWraith
11-16-10, 12:13 AM
got my bleeder working:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3264
Remember war is hell....these kind of things happened. This caused quite a stir when I introduced it in SH3. Remember also that this is a sim and thus it's supposed to model real life and what happened :DL
Wow! :up::yeah:
And when you all have time?:DL
Sepp von Ch.
11-16-10, 03:19 AM
:o
Amazing what you can do TDW!:yeah:
[501]Otto
11-16-10, 07:49 AM
Wow!!! Great work, as usual :yeah: Thx, TDW :salute:
Captn Wilhelm
11-16-10, 10:03 AM
Bodies are cool.
No acknowledgment for my question... :shifty: I think I'll just stop asking you stuff. You seem very busy.. Best of luck. :up:
When the release will take place?
TheDarkWraith
11-16-10, 11:45 AM
When the release will take place?
soon. Adding the 5 other bodies I have for this. I need some officers being ejected from the command room also :D
soon. Adding the 5 other bodies I have for this. I need some officers being ejected from the command room also :D
next version 007?
next week release?
Kentrat
11-16-10, 01:12 PM
[QUOTE=TheDarkWraith;1535993]Adding bodies to the missing effects now. Here was a good hit on the command deck that ejected some crewmembers:
http://www.subsim.com/radioroom/picture.php?albumid=305&pictureid=3263
You're only supposed to blow the bl**dy doors off.... (Michael Caine in 'The Italian job') Thanks TDW, super work! :-)
Gunfighter
11-16-10, 01:22 PM
Thats great kentrat :har::har:
TheDarkWraith
11-16-10, 04:56 PM
finally figured out a way to stop the freakin debris from spinning all over the place :rock: Now every piece of debris sits nice and flat on the water riding the waves like it should. Side effect of this was that I'm able to extend the time the debris stays visible. So now I can have debris around for a good chunk of time before it disappears :D
This SH5 game engine totally screwed everything up from SH3/4. Everything that was easy to do in SH3/4 now is exceedingly difficult. Even simple things like adding a debris controller to an item won't work. That was how I did debris in SH3/4. Now I have to do this convoluted mess of controllers just to get the effect I'm wanting :damn:
I had to figure out a way to stop the debris from spinning because having bodies just sit there and spin on the water surface wouldn't look realistic.
I for one certainly appreciate your hard work and dedication, yes it's a big shame they shifted so far from SH3 engine that was basically a good game to build on.:yep:
TheDarkWraith
11-17-10, 01:17 AM
added lifevests and helmets as possible debris items:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3265
would love to add wood fragments, paddles, pipes, etc. Anyone have any 3D models of these in .obj format? If you could include textures with them that would be great :yep: What else should I add for debris?
added lifevests and helmets as possible debris items:
Nice flying!:D
Do the flying bodies move like in SH3?:hmmm:
TheDarkWraith
11-17-10, 09:53 AM
Do the flying bodies move like in SH3?:hmmm:
but of course :D What fun would it be to have static bodies? :06: Some of the bodies that are floating on the water are also animated :up:
TheDarkWraith
11-17-10, 03:26 PM
Added water reflections for the flares. Here is the white flare (Starshell):
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3271
and here is the red flare:
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3272
the flares are now influenced by the wind. So if there's wind they will drift with the wind :rock: I'm going to make them slowly sink out of the sky also and add a little smoke trail to them since they are burning :D
vitovt13
11-17-10, 03:45 PM
Amazing work!:yeah:With impatience I wait the new version:rock:
nozaurio
11-17-10, 03:50 PM
:up:First of all I congratulate you for such a good job TheDarkWraith.
:hmmm:To sink a ship, always leave a residue or spots of fuel and oil in the water, it will be possible to add this item? or already added ...
TheDarkWraith
11-17-10, 04:04 PM
:up:First of all I congratulate you for such a good job TheDarkWraith.
:hmmm:To sink a ship, always leave a residue or spots of fuel and oil in the water, it will be possible to add this item? or already added ...
I have full plans to add fuel and oil spots on the water. This begs me to ask the questions:
- oil spots will be black
- fuel spots should be what color??
Subhuman230
11-17-10, 04:09 PM
absolutly amazing:yeah:
Subhuman230
11-17-10, 04:11 PM
I have full plans to add fuel and oil spots on the water. This begs me to ask the questions:
- oil spots will be black
- fuel spots should be what color??
A deep dark purple would be a good color for fuel I think
PL_Andrev
11-17-10, 04:32 PM
Added water reflections for the flares. Here is the white flare (Starshell).
The flares are now influenced by the wind. So if there's wind they will drift with the wind :rock: I'm going to make them slowly sink out of the sky also and add a little smoke trail to them since they are burning :D
:o
What can I say...
:yeah:
[501]Otto
11-17-10, 04:40 PM
Excellent work, as always; btw.... are you sure that you´re just modding or planning a complete new game release ??
Thx for your dedication :salute:
TheDarkWraith
11-17-10, 04:42 PM
Otto;1537280']Excellent work, as always; btw.... are you sure that you´re just modding or planning a complete new game release ??
Thx for your dedication :salute:
This game needs lots of work :nope:. It has SO much potential :yep:
Sepp von Ch.
11-17-10, 05:28 PM
This is wonderful news!
You could do something with dude torpedoes please? In SH5, although it was a frequent phenomenon, I have unfotunately encountered this dud torpedo...
TheDarkWraith
11-17-10, 06:05 PM
and here's the flare smoke (smoke coming from the burning flare):
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=3273
:D
7thSeal
11-17-10, 07:17 PM
I'm going to make them slowly sink out of the sky
I was going to ask if they could be made to last longer. Glad to see you're already working on it and the wind effecting them plus the smoke trail and reflections is a bonus. :)
TheDarkWraith
11-17-10, 07:30 PM
I was going to ask if they could be made to last longer. Glad to see you're already working on it and the wind effecting them plus the smoke trail and reflections is a bonus. :)
how long does a flare usually last? I now have them set for 120 seconds
Madox58
11-17-10, 07:38 PM
600 FEET PARACHUTE DISTRESS FLARE RED BURNING TIME 30 SECONDS
This is from a hand held WWII issue Flare Gun.
Search for information on Schermuly.
Krauter
11-17-10, 07:53 PM
Would it be possible to make random fuel/oil spots be able to catch fire? (Although not 100% of the time?)
D.Kruger
11-17-10, 07:54 PM
...before, I did FX Textures for "Silent Hunter 3" to get a realistic smoke, fire, explosions, "Silent Hunter 3" could change the direction of the wind, simulate different explosions.
" Silent Hunter 5 "FX, this is the cheapest animation, this is a big step back ...
http://a.yfrog.com/img408/2618/sh32010020203473428.jpg
http://a.yfrog.com/img139/8855/sh32010013017561384.jpg
And it makes sense to all this back?
TheDarkWraith
11-17-10, 07:56 PM
you are showing screenshots of my SH4 effects for SH3 mod that I did for SH3. Yes, I'm bringing it to SH5 :yep:
Sepp von Ch.
11-17-10, 07:59 PM
Hmmmm... This brown and black smoke is so beautiful!
nozaurio
11-17-10, 08:19 PM
I believe that by sinking an oil tanker is to simulate a major spill of oil that when sinking a cargo ship, of course, if the fuel does not burn:03: ...
I placed some pictures of fuel spill in the ocean, I think I can give an idea of what colors to use:
http://3.bp.blogspot.com/_CShfDUkFtJQ/S-1P8szptrI/AAAAAAAACF0/aO3u4lMujbU/s1600/2.jpghttp://4.bp.blogspot.com/_CShfDUkFtJQ/S-1R6CQwrmI/AAAAAAAACHM/ef_Jsgo8OE4/s1600/14.jpghttp://2.bp.blogspot.com/_CShfDUkFtJQ/S-1QfR_JFeI/AAAAAAAACG0/nNjw6IchLA4/s1600/10.jpg
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