Log in

View Full Version : [WIP] Damaged Engine Smoke


U570
07-12-12, 03:26 AM
Hi all,
I am trying to recreate the look of smoke coming from U-185 when one of her diesel engines seized up, as seen in the top left of this picture
http://www.uboat.net/media/articles/photos/u185_pic57719.jpghttp://www.uboat.net/articles/photos/u185_pic57719.jpghttp://upload.wikimedia.org/wikipedia/commons/thumb/c/c6/U-185.jpg/730px-U-185.jpg
the dense black smoke from the burning left diesel is still pouring out of the stricken boatI have made a node in the .val for the VIIC so far, and I know what needs to be done, but I don't know how to do it :hmmm:. I need to link the smoke to the "Diesel engines damaged" Message, or somewhere along those lines.

postalbyke
07-12-12, 08:42 AM
Which pic? I can't see the link or the photo...

edit: I'm being dumb. Or my browser is. Sorry guys :P

Madox58
07-15-12, 05:54 PM
I think you need to PM Anvart about StateMachineControllers.
:yep:

He's the Expert on stuff like this.
:up:

U570
07-16-12, 01:20 AM
Okay, thanks privateer. I have been trying to understand StateMachines and teach my self. So far I've got a minor idea (copying from other files for smoke, and damaged engines).

Anvart
07-16-12, 04:05 PM
... I am trying to recreate the look of smoke coming from U-185 when one of her diesel engines seized up ...
In sh3 engine there is no event 'seized up'...
I think you need to PM Anvart about StateMachineControllers.
He's the Expert on stuff like this.
StateMachineCtrl determines the behavior of the crew and works with the crew commands only.
What event or UBoat state you choose?
I do not know of anything that is appropriate for your task.
I think, you should use usual technique of damages - *.zon, Zones.cfg and may be new effects (smoke) in particles.dat/Materials.dat.

U570
07-16-12, 04:12 PM
In sh3 engine there is no event 'seized up'...
I'll just set it so the smoke pours out when the engine is xxx amount damaged

Anvart
07-18-12, 12:24 AM
What and where...
You are seeing existing zones of engines (from Zones.cfg) for Type 7c hull (stock game).
You can use existing zones or you can create new types of zones in Zones.cfg and use them.

http://img171.imageshack.us/img171/5660/zonestype7.jpg

http://img696.imageshack.us/img696/3122/zonescfg.jpg

Your actions:
* Zones.cfg. Create a new zones in the list... eg:
192 = MyDEngine1
193 = MyDEngine2
* Zones.cfg. Create two sections in UBoat Items part... eg:
[MyDEngine1]
...
Effect1 = ...
...
[MyDEngine2]
...
Effect1 = ...
...
with existing (in particles.dat) or new effects.
* Create new boxes in NSS_Uboat7 *.zon with new zones Indexes.
...
This is a simplified flow chart.
Sorry if I missed something.

U570
07-18-12, 02:17 AM
Okay, so I have created a new particle generator (based on Racerboy/TDW's exhaust) and linked those nodes to the DieselEngine1 and -2 zones, while using #funnel_smoke as a third effect. Am I on the right track?
Also, brilliant 5-min tutorial :up:

Anvart
07-18-12, 02:32 AM
Okay, so I have created a new particle generator (based on Racerboy/TDW's exhaust) and linked those nodes to the DieselEngine1 and -2 zones, while using #funnel_smoke as a third effect. Am I on the right track?
Also, brilliant 5-min tutorial :up:
'... based on Racerboy/TDW's exhaust ...'
Don't know what is it...
For these things i used obj_Funnel controllers and custom smokes
:03:
Not enough specific information ... but somewhere around that.

U570
07-18-12, 05:23 AM
Here's what I mean:
http://www.subsim.com/radioroom/picture.php?albumid=664&pictureid=5787
The parts in boxes are the particle generators based on this mod: http://www.subsim.com/radioroom/downloads.php?do=file&id=1496

I will try your method to see how easy (most likely) it is.

U570
07-23-12, 06:40 AM
Okay, I have tried and tested the obj_Funnel smoke, set the damage to a relatively logical damage level in the Zones.cfg tested it by getting myself killed many times over, all of which I took major damage to the Diesel Engine room but it didn't smoke. Am I doing it wrong? all I have done is added obj_Funnel to the 7c.sim and linked it to #funnel_smoke in the particle.dat.

Anvart
07-24-12, 06:29 AM
Okay, I have tried and tested the obj_Funnel smoke, set the damage to a relatively logical damage level in the Zones.cfg tested it by getting myself killed many times over, all of which I took major damage to the Diesel Engine room but it didn't smoke.
Look, may be EngineRoom box covers DiselEngine1 and DiselEngine2 boxes in *.zon...
and pay attention to the sizes and position of the boxes
... all I have done is added obj_Funnel to the 7c.sim and linked it to #funnel_smoke in the particle.dat.
:o
Why?
I wrote about the use of obj_Funnel controller in the modes such as diesel "exhaust"...