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volodya61
05-18-13, 07:29 PM
Creation (Initial/Delay) - => initial splash particle generator spawns two times more.....

Gabriele, thanks, but explanation was unnecessary :O:, I'm not so stupid :D
I just wanted to show you differences..

What about overlife settings? I see there are some difference between the two generators (creation rate overlife). These settings can have a big impact as well :yep:

I didn't tested them yet.. maybe tomorrow :up:
Did you think about the new texture for delay? we can use one of unused nodes.. I mean SmokeAdd node or any other.. I don't think that creation a new node in this (TDW_Materials) file is a good idea.. :03:

Rosomaha
05-18-13, 10:11 PM
preview-copies:
http://s9.postimg.org/adpeckel7/exp0_1.png (http://postimage.org/) http://s9.postimg.org/umcryadwb/exp0_3.png (http://postimage.org/) http://s9.postimg.org/n3tmpnmjf/exp0_2.png (http://postimage.org/) http://s9.postimg.org/674jx8ezf/exp0_4.png (http://postimage.org/) http://s9.postimg.org/fg6q7cnvf/exp0_5.png (http://postimage.org/) http://s9.postimg.org/o29zrxzvj/exp0_6.png (http://postimage.org/)

http://s9.postimg.org/op8whgwrj/splash11.png (http://postimage.org/) http://s9.postimg.org/yntv3y673/Water_Splash2.png (http://postimage.org/)
and some others, like the splash and water-explosion. Maybe you could use something. I sent you the files. (http://yadi.sk/d/ViNamH1Y4xiqE)

.. and these files get into the game folder along with other files during enabling through JSGME.. it's weird, but as game doesn't find needed effect in the main file (TDW_Particles.dat or TDW_Materials.dat), it get this effect from any other file.. Yes. Sometimes I also noticed like that. Especially working with textures, sometimes instead of new textures in the game appear old or vice versa. This fad JSGME.)

Trevally.
05-19-13, 03:55 AM
preview-copies:

nice:up:

Fifi
05-19-13, 04:01 AM
:agree:

Would be awesome to have a slightly delay between the 6 first effects like 1/4 second each...

Sartoris
05-19-13, 04:48 AM
I'd be grateful if you could make two versions of this mod: one with explosions, and one without (just the water splashes). In my opinion the explosions look VERY cartoony and outdated, almost like a placeholder graphic. Maybe having just a splash and a burning wreck would look better in the end.

The other option is to try and rework the explosions, although I don't know how difficult that would be.

gap
05-19-13, 08:06 AM
Gabriele, thanks, but explanation was unnecessary :O:, I'm not so stupid :D
I just wanted to show you differences..

I was more thinking out loud than explaining: I needed to convert your numerical differences into visible features. Also notice that my excercise is based on my understanding of generator properties, which might be wrong in some cases :03:


Did you think about the new texture for delay? we can use one of unused nodes.. I mean SmokeAdd node or any other.. I don't think that creation a new node in this (TDW_Materials) file is a good idea.. :03:

Adding new material nodes shouldn't be a problem, and it can be quickly done is S3d. Replacing SmokeAdd is a good idea anyway, as apparently it is not used. Maybe you can replace it with some of Rosomaha's textures; try these for instance: :up:


http://s9.postimg.org/op8whgwrj/splash11.png (http://postimage.org/) http://s9.postimg.org/yntv3y673/Water_Splash2.png (http://postimage.org/)

Yes. Sometimes I also noticed like that. Especially working with textures, sometimes instead of new textures in the game appear old or vice versa. This fad JSGME.)

If you are using Fx Updates, this is probably happening because TDW embedded several textures in his custom material dat files, rather than using textures in the tex folder :yep:

:agree:

Would be awesome to have a slightly delay between the 6 first effects like 1/4 second each...


http://s9.postimg.org/adpeckel7/exp0_1.png (http://postimage.org/) http://s9.postimg.org/umcryadwb/exp0_3.png (http://postimage.org/) http://s9.postimg.org/n3tmpnmjf/exp0_2.png (http://postimage.org/) http://s9.postimg.org/674jx8ezf/exp0_4.png (http://postimage.org/) http://s9.postimg.org/fg6q7cnvf/exp0_5.png (http://postimage.org/) http://s9.postimg.org/o29zrxzvj/exp0_6.png (http://postimage.org/)

I am quite satisfied with the big splash effect that we have already achieved. Rosomaha's textures wouldn't fit in it, as it is composed by many small particles randomly combined together. Speed, direction, size, opacity, etc of those particles is evolving over time, but the texture that they are using is always the same. In other words, you cannot treat them as single frame of an animation. The advantage of this metod is that you can use relatively small textures, and that due to their randomness and their interacting with the surrounding environment, you will never see the same huge splash in game :yep:

I'd be grateful if you could make two versions of this mod: one with explosions, and one without (just the water splashes). In my opinion the explosions look VERY cartoony and outdated, almost like a placeholder graphic. Maybe having just a splash and a burning wreck would look better in the end.

The other option is to try and rework the explosions, although I don't know how difficult that would be.

I don't get your point.
What is your definition of 'explosions' and 'water splashes'?

Sartoris
05-19-13, 08:54 AM
@gap: I was referring to the clouds of fire that erupt out of the ship when a torpedo hits. The original animation looks very blocky and unrealistic, while the ones in sh4 looked somewhat better, in my opinion.

When it comes to the water splashes that you're working on, I really like them. It's just that that the original plumes of fire that erupt look very low-resolution.

For example, the fire cloud in this image:

new series -

http://s19.postimg.org/5xpbmwsfz/test03_1.jpg (http://postimg.org/image/5xpbmwsfz/)
.

gap
05-19-13, 09:48 AM
@gap: I was referring to the clouds of fire that erupt out of the ship when a torpedo hits. The original animation looks very blocky and unrealistic, while the ones in sh4 looked somewhat better, in my opinion.

When it comes to the water splashes that you're working on, I really like them. It's just that that the original plumes of fire that erupt look very low-resolution.

For example, the fire cloud in this image:

Okay, I got you now. I hope that we can improve those explosions too :up:

volodya61
05-19-13, 09:49 AM
...and some others, like the splash and water-explosion. Maybe you could use something. I sent you the files. (http://yadi.sk/d/ViNamH1Y4xiqE)

Thanks a lot Rosomaha :yeah:

Would be awesome to have a slightly delay between the 6 first effects like 1/4 second each...

I think it's impossible as Gap already mentioned..

I was more thinking out loud than explaining: I needed to convert your numerical differences into visible features. Also notice that my excercise is based on my understanding of generator properties, which might be wrong in some cases :03:

I see :up:

Adding new material nodes shouldn't be a problem, and it can be quickly done is S3d. Replacing SmokeAdd is a good idea anyway, as apparently it is not used. Maybe you can replace it with some of Rosomaha's textures; try these for instance: :up:

I'm not sure that TDW's file will work after adding new nodes.. though we didn't try yet :)..
Yes, I will try these new textures.. maybe for SplashVertAdd (water drops) too.. currently I'm working on other tweaks.. see at the bottom of the post..

..When it comes to the water splashes that you're working on, I really like them. It's just that that the original plumes of fire that erupt look very low-resolution.

We aren't working on the water splashes only.. we are working on the whole torpedo explosion effect..
In the image you've posted is not torpedo explosion.. there is secondary explosion on the ship itself.. and we didn't plan to work on it yet..

----------------------------------

Gabriele, over 8 hours and currently working on Creation tab.. as soon as I figured out how it works everything become more easy.. I think I'll finish soon and show some screens.. perhaps new textures not needed more.. I like the effect that has been made so far.. but in any case it must be seen in action rather than on screens.. so probably we need some testers to check it out in the campaign mode..

TheDarkWraith
05-19-13, 10:00 AM
you guys don't really understand what the second parameter does for most items in the FPGs and PGs and thus you are getting very weird results. The second parameter is almost always a variation (in the range of 0.0-1.0). Take Life for instance: first parameter is the lifetime and the second parameter is the variation (in 0.0-1.0). So if life was 10 and variation was 0.25 then there can be a +- 25% variation to the life for each particle emitted.

gap
05-19-13, 10:06 AM
you guys don't really understand what the second parameter does for most items in the FPGs and PGs and thus you are getting very weird results. The second parameter is almost always a variation (in the range of 0.0-1.0). Take Life for instance: first parameter is the lifetime and the second parameter is the variation (in 0.0-1.0). So if life was 10 and variation was 0.25 then there can be a +- 25% variation to the life for each particle emitted.

What is wrong about my definition of it? :hmmm:


EDIT: what means 'variation'?


It is the maximum random percent quantity (valid range: 0-1) that can be added or subtracted from the previous settings. For instance:

Velocity=2
Variation=0.1

would mean an intitial velocity of 2 units per second (= 20 m/s ? :hmmm:) ± 0.2 units per second.

TheDarkWraith
05-19-13, 10:11 AM
Creation (Initial/Delay) - => initial splash particle generator spawns two times more particles per unit of time than delay particles.
EmissionArea →
→ SolidAngle 10/0 => initial particles are spawned within a space of 10 deg from henerator's origin; delay particles are more concentrated.
LifeTime 5/12 => initial particle generator lasts only 5 secons; delay generators lasts more than two times longer.
BitmapParticles →
→ MaxParticles 20/30 => the game can render up to 20 initial particles (when this limit is reached, the game waits for old particles to disappear before genereting new ones); maximum number of delay particles is 50% bigger in comparison.
→ Life 2/3 => initial particles last 2 seconds before desappearing. Delay particles can last 50% longer.
→ Size →
→→ Size 0.8/2 => on average, delay particles are 2.5 times bigger than initial particles.
→→ Variation 0.1/0.5 => initial particle size varies two times more than delay particle size.
→ Velocity →
→→ Velocity 3/2.5 => initial particles are a bit faster than delay particles.
→→ Variation 2/1 => initial particle's speed varies two times more than delay particle speed.

What about overlife settings? I see there are some difference between the two generators (creation rate overlife). These settings can have a big impact as well :yep:

I don't know where you are getting delay particles from :06: The second parameter is a variation in the range 0.0-1.0. Any values over 1.0 are incorrect. The variation works on the first parameter to give you a +- variation :-? EmissionArea is the only exception as the second parameter defines the angle.

volodya61
05-19-13, 10:16 AM
I don't know where you are getting delay particles from :06: ..

Maybe it's strange but it was yours file..

TheDarkWraith
05-19-13, 10:21 AM
Maybe it's strange but it was yours file..

You are referring to the names I used for the Type 4/100 nodes? Ah ok that makes more sense then.

Still the variation values are in range 0.0-1.0. Anything over 1.0 is incorrect.

volodya61
05-19-13, 10:26 AM
Still the variation values are in range 0.0-1.0. Anything over 1.0 is incorrect.

original file of FXU..

http://s19.postimg.org/6l9er6ozj/VAR.jpg (http://postimg.org/image/6l9er6ozj/)

I'll fix this before we send you the files with the reworked torpedo explosion effect..

TheDarkWraith
05-19-13, 10:28 AM
original file of FXU..

http://s19.postimg.org/6l9er6ozj/VAR.jpg (http://postimg.org/image/6l9er6ozj/)

I'll fix this before we send you the files with the reworked torpedo explosion effect..

It appears then I have an error in that file :up:

volodya61
05-19-13, 10:33 AM
It appears then I have an error in that file :up:

Even the Sun has spots :03:

We say - don't mistake the one who does nothing :)

gap
05-19-13, 10:34 AM
It appears then I have an error in that file :up:

yep, "initial" particle velocity variation = 2

I had overlooked this mistake when reviewing your settings as listed by Volodya :yep:

volodya61
05-19-13, 10:38 AM
yep, "initial" particle velocity variation = 2

I had overlooked this mistake when reviewing your settings as listed by Volodya :yep:

Stock particles.dat has the same error also :yep:.. that's why I didn't pay much attention to it..

volodya61
05-19-13, 11:17 AM
Gabriele, to change file's extension (.dds to .tga) in Photoshop, just 'save as'.. is that all?

gap
05-19-13, 11:32 AM
Gabriele, to change file's extension (.dds to .tga) in Photoshop, just 'save as'.. is that all?

:sign_yeah:

beware that there are many file format options. For tga files, you should select 32 bit/pixels in order to retain the alpha channel used for sorting out texture's transparency. Moreover, I suggest you to uncheck RLE compression, as I don't know if it is supported in game :up:

TheDarkWraith
05-19-13, 11:39 AM
Would be awesome to have a slightly delay between the 6 first effects like 1/4 second each...

There is a controller that lets you spawn effects a certain time later. FX_Update makes great use of it :yep:

gap
05-19-13, 11:48 AM
There is a controller that lets you spawn effects a certain time later. FX_Update makes great use of it :yep:

Yes, but if you look into what Fifi's suggestion applies to (TorpExplosionGreat and Rosomaha's textures for it), you will agree with me that in this case it is not a viable solution :salute:

TheDarkWraith
05-19-13, 11:50 AM
Yes, but if you look into what Fifi's suggestion applies to (TorpExplosionGreat and Rosomaha's textures for it), you will agree with me that in this case it is not a viable solution :salute:

There are other ways to do it without using a controller. There is great flexibility built into the FPGs and PGs :yep:

gap
05-19-13, 12:34 PM
There is great flexibility built into the FPGs and PGs :yep:

I agree :sunny:

gap
05-19-13, 01:08 PM
Two new versions of my splash vert textures: v7 (http://www.mediafire.com/view/?7mpi7x5i6ilm1io) and v8 (http://www.mediafire.com/view/?wgfcv1ldvv4vuat)


http://img195.imageshack.us/img195/4651/tdwfxusplashvert03.pnghttp://img801.imageshack.us/img801/9521/tdwfxusplashvert05.pnghttp://img153.imageshack.us/img153/6171/tdwfxusplashvert06.png
v3 / v5 / v6

http://img843.imageshack.us/img843/9905/tdwfxusplashvert07.pnghttp://img853.imageshack.us/img853/5356/tdwfxusplashvert08.png
v7 / v8

volodya61
05-19-13, 01:32 PM
Two new versions of my splash vert textures: v7 (http://www.mediafire.com/view/?7mpi7x5i6ilm1io) and v8 (http://www.mediafire.com/view/?wgfcv1ldvv4vuat)

Great :yeah:

I think now is quite enough :up:
I just tested Rosomaha's WaterSpikes1, it's very similar to your v7.. I added it to the node TwirlSoftBig and appointed for the Delay effect..
Now I'll take your v7 for the Delay effect and v8 for the Initial effect..
And I wanted to take Rosomaha's splash17 or 18 to the WaterDrops (VertSplashAdd) effect..
Look at them, please.. perhaps requires some improvement..

gap
05-19-13, 02:01 PM
I just tested Rosomaha's WaterSpikes1, it's very similar to your v7..

Yes, it looks very similar, but unfortunately it is too small and it would look pixelated for the level of detail we are seeking...


Now I'll take your v7 for the Delay effect and v8 for the Initial effect..

Okay, keep me informed. What I wish, is getting rid of the ugly "splash levitating in the vacuum" effect of the initial particles, and of the pixeleted effect of the delay particles. I made myself a vague idea of how to do it, but let's if you have made progresses first :up:


And I wanted to take Rosomaha's splash17 or 18 to the WaterDrops (VertSplashAdd) effect..
Look at them, please.. perhaps requires some improvement..

Whatever you need, Volodya, but I have still problems in figuring out what texture would fit better with those particles. :hmm2:

volodya61
05-19-13, 02:57 PM
Okay, keep me informed. What I wish, is getting rid of the ugly "splash levitating in the vacuum" effect of the initial particles, and of the pixeleted effect of the delay particles. I made myself a vague idea of how to do it, but let's if you have made progresses first :up:

I've finished with the Delay.. all day long, tired a little.. now 'm going to start with the Initial.. it will be faster..

http://s19.postimg.org/3nhhulnnj/DELAY1.jpg (http://postimg.org/image/3nhhulnnj/) . http://s19.postimg.org/9cxqewttr/DELAY2.jpg (http://postimg.org/image/9cxqewttr/) . http://s19.postimg.org/epmkt1hq7/DELAY3.jpg (http://postimg.org/image/epmkt1hq7/)

http://s19.postimg.org/domc3x0qn/DELAY4.jpg (http://postimg.org/image/domc3x0qn/) . http://s19.postimg.org/x7qxd9zi7/DELAY5.jpg (http://postimg.org/image/x7qxd9zi7/) . http://s19.postimg.org/etge9an7j/DELAY6.jpg (http://postimg.org/image/etge9an7j/)

Whatever you need, Volodya, but I have still problems in figuring out what texture would fit better with those particles. :hmm2:

Okay, I'll try both textures after I finish the Initial and show you a few screens.. :up:

volodya61
05-19-13, 05:12 PM
I finished with the torpedo explosion water splashes.. now they come in a more orderly and I can't make individual shots for each effect.. it's better to watch it in action :yep:..
I like what we have made, Gabriele :up: :salute:

TorpExplosionWaterSplash Initial & Delay

SplashVert textures v7 + v8

http://s19.postimg.org/6t6oyjvnj/I_D_1.jpg (http://postimg.org/image/6t6oyjvnj/) . http://s19.postimg.org/6hp8lsf7j/I_D_2.jpg (http://postimg.org/image/6hp8lsf7j/) . http://s19.postimg.org/667s90yrj/I_D_3.jpg (http://postimg.org/image/667s90yrj/) . http://s19.postimg.org/67hq2g0lb/I_D_4.jpg (http://postimg.org/image/67hq2g0lb/)

http://s19.postimg.org/hl49dnb3z/I_D_5.jpg (http://postimg.org/image/hl49dnb3z/) . http://s19.postimg.org/hz5ld8v7j/I_D_6.jpg (http://postimg.org/image/hz5ld8v7j/) . http://s19.postimg.org/id6xcufb3/I_D_7.jpg (http://postimg.org/image/id6xcufb3/) . http://s19.postimg.org/hoy2twglb/I_D_8.jpg (http://postimg.org/image/hoy2twglb/)


Tomorrow I will look more closely to the torp great explosion.. with my new knowledge :know:..
And will add the new texture to the water drops effect..

Testers Wanted (PM)

Fifi
05-19-13, 05:26 PM
Looks nice! :sunny:

Testers Wanted (PM)

:up:

gap
05-19-13, 06:13 PM
Like 'em. Volodya, you are the man :rock:

volodya61
05-20-13, 08:46 AM
Looks nice! :sunny:
:up:
Like 'em. Volodya, you are the man :rock:

Thanks guys :salute:

Here a few screens with WaterDrops effect, I was using Rosomaha's splash10 texture, just slightly lightened it -

http://s19.postimg.org/6aasgrj0f/WATERDROPSTEXTURE.jpg (http://postimg.org/image/6aasgrj0f/)

http://s19.postimg.org/vchx7cetb/WATERDROPS_1.jpg (http://postimg.org/image/vchx7cetb/) . http://s19.postimg.org/n89t2lse7/WATERDROPS_2.jpg (http://postimg.org/image/n89t2lse7/) . http://s19.postimg.org/hldg54pvj/WATERDROPS_3.jpg (http://postimg.org/image/hldg54pvj/)

Unfortunately, we can't use TwirlSoftBig node (I used it for adding v7 texture for Delay effect) because all nodes in the TDW Materials.dat are employed/engaged by other effects.. TwirlSoftBig is using by DeepWater effect.. so I'll try now to add new node (TDW_FXU_SplashVert2) to the TDW Materials file for the v7 texture..

PS: TDW said/mentioned several times - FPG.. what is F?

Rosomaha
05-20-13, 10:52 AM
Thanks a lot Rosomaha
You're welcome, volodya61.
A little bit more, watch here: water fx (http://yadi.sk/d/x2g7ouEs500Ex). Maybe something useful.

volodya61
05-20-13, 11:41 AM
You're welcome, volodya61.
A little bit more, watch here: water fx (http://yadi.sk/d/x2g7ouEs500Ex). Maybe something useful.

Thank you :salute:

------------------------------------------

Okay.. I've finished.. Now remains only to collect all the effects in one file and I be able to show you a few screens with a new torpedo explosion effect..

gap
05-20-13, 01:40 PM
Thanks guys :salute:

Here a few screens with WaterDrops effect, I was using Rosomaha's splash10 texture, just slightly lightened it -

Not bad, but I feel that there is still space for improving that effect a bit... se below :03:


Unfortunately, we can't use TwirlSoftBig node (I used it for adding v7 texture for Delay effect) because all nodes in the TDW Materials.dat are employed/engaged by other effects.. TwirlSoftBig is using by DeepWater effect.. so I'll try now to add new node (TDW_FXU_SplashVert2) to the TDW Materials file for the v7 texture..

I am sure that adding new textures to "our" dat file is feasible. If you want, I can do it for you. On the other hand I have to confess that my splash vert textures are so similar to each other, that if you switch one for the other, we won't notice it in game. :yep:


PS: TDW said/mentioned several times - FPG.. what is F?

On this thread? I missed it, but I suppose that FPG stands for fast particle generator.

You're welcome, volodya61.
A little bit more, watch here: water fx (http://yadi.sk/d/x2g7ouEs500Ex). Maybe something useful.

Rosomaha, your textures look very good. :up:

I took one of them and I split it in three parts. I think they will be just perfect for the water drops effect. Here they are:

http://www.mediafire.com/?k9ub8e663fi0hn2

http://img11.imageshack.us/img11/7966/tdwfxusplashvertadd03.png http://img40.imageshack.us/img40/9026/tdwfxusplashvertadd04.png http://img811.imageshack.us/img811/9510/tdwfxusplashvertadd05.png

splashvertadd03 / 04 / 05

Volodya, with kind permission by Rosomaha, make good use of them :salute:

volodya61
05-20-13, 02:06 PM
Not bad, but I feel we can still improve that effect a bit... se below :03:

Yep, not we.. you can :D

Volodya, I am sure that adding new textures to "our" dat file is feasible. If you want, I can do it for you. On the other hand I have to confess that my splash vert textures are so similar to each other, that if you switch one for the other, we won't notice it in game. :yep:

I have already done all I need.. see next post :03:..

On this thread? I missed it, but I suppose that FPG stands for fast particle generator.

Okay.. what is fast PG? :har:

I took one of them and I split it in three parts. I think they will be just perfect for the water drops effect. Here they are:
...
Volodya, with kind permission by Rosomaha, make good use of them :salute:

OK :up:
Gabriele, you textures are as good as always but.. see below..

http://s19.postimg.org/5es36jdhb/DIRTY_SPLASH_1.jpg (http://postimg.org/image/5es36jdhb/) . http://s19.postimg.org/hhxeu3ojj/DIRTY_SPLASH_2.jpg (http://postimg.org/image/hhxeu3ojj/) . http://s19.postimg.org/sisjz4gsf/DIRTY_SPLASH_3.jpg (http://postimg.org/image/sisjz4gsf/)

http://s19.postimg.org/edmqxb7r3/DIRTY_SPLASH_4.jpg (http://postimg.org/image/edmqxb7r3/) . http://s19.postimg.org/bxkxjgpof/DIRTY_SPLASH_5.jpg (http://postimg.org/image/bxkxjgpof/) . http://s19.postimg.org/j22qshwxr/DIRTY_SPLASH_6.jpg (http://postimg.org/image/j22qshwxr/)

I replaced here your pierreE2 texture with the smoke_dirt_splash texture of Rosomaha's archive..
What do you think about - to dirty a little both textures (pierreE and PierreE2).. I think slightly dirty texture looks more pleasurable and plausible..
And your last water drops looks too white and bright also..

It's only my opinion, don't throw stones at me :D..

volodya61
05-20-13, 02:13 PM
It's beta-version..
I think, it remains to add the finishing touches.. just slightly change some textures..

http://s19.postimg.org/nl5smj01r/NEW_EXPLOSION_1.jpg (http://postimg.org/image/nl5smj01r/) . http://s19.postimg.org/r61o5r4lb/NEW_EXPLOSION_2.jpg (http://postimg.org/image/r61o5r4lb/) . http://s19.postimg.org/r7blz66f3/NEW_EXPLOSION_3.jpg (http://postimg.org/image/r7blz66f3/) . http://s19.postimg.org/pgskxoovz/NEW_EXPLOSION_4.jpg (http://postimg.org/image/pgskxoovz/)

http://s19.postimg.org/ieunbhla7/NEW_EXPLOSION_5.jpg (http://postimg.org/image/ieunbhla7/) . http://s19.postimg.org/e74ggh98f/NEW_EXPLOSION_6.jpg (http://postimg.org/image/e74ggh98f/) . http://s19.postimg.org/hf8xtivi7/NEW_EXPLOSION_7.jpg (http://postimg.org/image/hf8xtivi7/) . http://s19.postimg.org/i61nzaxvj/NEW_EXPLOSION_8.jpg (http://postimg.org/image/i61nzaxvj/)

--------------------------------------

http://s19.postimg.org/xssxcobnj/NEW_EXPLOSION_11.jpg (http://postimg.org/image/xssxcobnj/) . http://s19.postimg.org/o9j8j7o5b/NEW_EXPLOSION_12.jpg (http://postimg.org/image/o9j8j7o5b/) . http://s19.postimg.org/ruf42fsov/NEW_EXPLOSION_13.jpg (http://postimg.org/image/ruf42fsov/) . http://s19.postimg.org/yywxbgzy7/NEW_EXPLOSION_14.jpg (http://postimg.org/image/yywxbgzy7/)

http://s19.postimg.org/fv3lv4n3z/NEW_EXPLOSION_15.jpg (http://postimg.org/image/fv3lv4n3z/) . http://s19.postimg.org/7qvhqe0ov/NEW_EXPLOSION_16.jpg (http://postimg.org/image/7qvhqe0ov/) . http://s19.postimg.org/3x6muz8qn/NEW_EXPLOSION_17.jpg (http://postimg.org/image/3x6muz8qn/) . http://s19.postimg.org/srq4p1tkv/NEW_EXPLOSION_18.jpg (http://postimg.org/image/srq4p1tkv/)

volodya61
05-20-13, 03:03 PM
And your last water drops looks too white and bright also..

That's what I'm talking about :03:..

http://s19.postimg.org/48o37qp6n/DROPS_1.jpg (http://postimg.org/image/48o37qp6n/) . http://s19.postimg.org/4mu0l2ynz/DROPS_2.jpg (http://postimg.org/image/4mu0l2ynz/) . http://s19.postimg.org/sruq2siyn/DROPS_3.jpg (http://postimg.org/image/sruq2siyn/) . http://s19.postimg.org/ms6yz4y67/DROPS_4.jpg (http://postimg.org/image/ms6yz4y67/)

gap
05-20-13, 03:41 PM
Okay.. what is fast PG? :har:

As I understand it, but take my statements with a pinch of salt, they are low detail particle generators, but with an higher refresh rate than other similar controllers. As their name suggests, they are used for very fast moving/evolving effects such as shell tracers and, more in general, when quick calculation and fast rendering on screen if preferble over detail.


OK :up:
Gabriele, you textures are as good as always but.. see below..

...

I replaced here your pierreE2 texture with the smoke_dirt_splash texture of Rosomaha's archive..
What do you think about - to dirty a little both textures (pierreE and PierreE2).. I think slightly dirty texture looks more pleasurable and plausible..
And your last water drops looks too white and bright also..

It's only my opinion, don't throw stones at me :D..

Not at all. I will make pierre_E (vapour texture) a bit darker. If it won't be enough, I will make the same with pirre_E (water texture), but I think that some contrast between clean water and dirty vapour/smoke will make for a nice effect :03:

It's beta-version..
I think, it remains to add the finishing touches.. just slightly change some textures..

WOW, I think this is the first time I see the whole effect after your tweaks. Looks impressive :rock:

That's what I'm talking about :03:..

Before anything else, try setting waterdrop's IsDensityModifierActive property to 1 (true). Currently it is set to false. And as you are at it, replace splashvertadd05 with splashvertadd03 :know:

gap
05-20-13, 04:21 PM
Afer a second thought, I am going to suggest you the followin test:

keep both my Pierre_E and Pierre_E2 textures in TDW's material.dat, and embed Rosomaha's smoke_dirt_splash as a new material (but you should resize it to 128 x 128 first, or it will eat too much memory) . Then set the four objectparticles found in the same file to use the following materials:

particula01: Pierre_E2
particula02: Pierre_E
particula03 and particula04: Pierre_E3 (smoke_dirt_splash)

Let me know :D

out of curiosity was sober smoke screen disabled during yout last tests?

volodya61
05-20-13, 04:48 PM
Not at all. I will make pierre_E (vapour texture) a bit darker. If it won't be enough, I will make the same with pirre_E (water texture), but I think that some contrast between clean water and dirty vapour/smoke will make for a nice effect :03:

Darker.. maybe.. but not dirtier..

your texture (TDW_FXU_PierreE_04)/Rosomaha's texture (smok_dirt_splash)

http://s19.postimg.org/rfm7se0ar/TDW_FXU_Pierre_E_04.jpg (http://postimage.org/) / http://s19.postimg.org/4ffkg22gz/smok_dirt_splash.jpg (http://postimage.org/)

Before anything else, try setting waterdrop's IsDensityModifierActive property to 1 (true). Currently it is set to false. And as you are at it, replace splashvertadd05 with splashvertadd03 :know:

Okay.. here -

http://s19.postimg.org/730fco64f/DROPS_1.jpg (http://postimg.org/image/730fco64f/) . http://s19.postimg.org/s1b6ohvcv/DROPS_2.jpg (http://postimg.org/image/s1b6ohvcv/) . http://s19.postimg.org/75owd8z5r/DROPS_3.jpg (http://postimg.org/image/75owd8z5r/) . http://s19.postimg.org/4pn2zeh33/DROPS_4.jpg (http://postimg.org/image/4pn2zeh33/)

Do you see any significant difference? I don't..

your texture (TDW_FXU_SplashVertAdd_03)/Rosomaha's texture (splash10) a little lightened

http://s19.postimg.org/n91dd20oz/TDW_FXU_Splash_Vert_Add_03.jpg (http://postimage.org/) / http://s19.postimg.org/xkdq5pseb/splash10_1.jpg (http://postimage.org/)

volodya61
05-20-13, 04:49 PM
Afer a second thought, I am going to suggest you the followin test:

keep both my Pierre_E and Pierre_E2 textures in TDW's material.dat, and embed Rosomaha's smoke_dirt_splash as a new material (but you should resize it to 128 x 128 first, or it will eat too much memory) . Then set the four objectparticles found in the same file to use the following materials:

particula01: Pierre_E2
particula02: Pierre_E
particula03 and particula04: Pierre_E3 (smoke_dirt_splash)

If you think I become very familiar with Hex-editor then I say you: I don't :D
It will take 40-50 minutes.. what for?
And I already have done the similar.. just replace your pierreE2 texture for particulas 01 and 03..

I didn't suggest to replace your texture to smoke_dirt_splash.. I suggested to make your textures (pierreE and pierreE2) slightly dirtier..

out of curiosity was sober smoke screen disabled during yout last tests?

No..

gap
05-20-13, 05:33 PM
If you think I become very familiar with Hex-editor then I say you: I don't :D

:rotfl2:


It will take 40-50 minutes..

Most of the work can be done in photoshop s3d, and I can do it myself if you prefer. Come on man, don't be lazy :D

what for?

If you ask me, my idea was having a mixture of water, vapour and smoke more or less in the same proportion :03:


And I already have done the similar.. just replace your pierreE2 texture for particulas 01 and 03..

PierreE2 is essential: it is the texture used for water; you can't replace it totally or we will get back to the smoky splash we had before...


I didn't suggest to replace your texture to smoke_dirt_splash.. I suggested to make your textures (pierreE and pierreE2) slightly dirtier..

This is not really a problem, here is a set of modified pierre_E textures, turned from vapour to smoke (i.e. from white-light grey to dark gray).

http://www.mediafire.com/?7trysbpza5tfucc

But before using them (no matter if following my suggestion on not), I think you should really disable sober's mod, and see if smoke coming out from the portholes (vertically instead of orizontally as per sober's settings), won't be enough to dirty the splash without need of any other change :yep:

P.S: we will restore sober's smoke screen, but using a dedicated particle generator and new "triggers" for it. I have already idea of how to do it :know:

volodya61
05-20-13, 05:57 PM
Most of the work can be done in photoshop s3d, and I can do it myself if you prefer. Come on man, don't be lazy :D

Work in Photoshop and S3D will take 5 minutes.. most of the work here in HEX.. reassign textures/materials etc..
And don't call me lazy :timeout:
Lord knows, how many hours I already gave to this..

If you ask me, my idea was having a mixture of water, vapour and smoke more or less in the same proportion :03:

I will try it.. tomorrow.. or after tomorrow.. :D
Just tired..

PierreE2 is essential: it is the texture used for water; you can't replace it totally or we will get back to the smoky splash we had before...

I've mixed up here.. PierreE and Particulas 02 and 04..

This is not really a problem, here is a set of modified pierre_E textures, turned from vapour to smoke (i.e. from white-light grey to dark gray).

That's what I'm talking about.. gray.. or shades of gray.. where are yellow, dirty yellow, brown and there shades?

But before using them (no matter if following my suggestion on not), I think you should really disable sober's mod, and see if smoke coming out from the portholes (vertically instead of orizontally as per sober's settings), won't be enough to dirty the splash without need of any other change :yep:

When an explosion occurs there is no smoke yet.. smoke appears after the whole explosion effect..
But okay, I will disable sober's smoke..

gap
05-20-13, 06:09 PM
Work in Photoshop and S3D will take 5 minutes.. most of the work here in HEX.. reassign textures/materials etc..
And don't call me lazy :timeout:
Lord knows, how many hours I already gave to this..

Don't take it personal: even the most eager persons get their moment of laziness... and this is just your moment :haha: :O:


I will try it.. tomorrow.. or after tomorrow.. :D
Just tired..

Okay, no problem :up:


I've mixed up here.. PierreE and Particulas 02 and 04..

Ah, okay, from your screenies I didn't notice it :up:


That's what I'm talking about.. gray.. or shades of gray.. where are yellow, dirty yellow, brown and there shades?

They are there: I have merged Rosomaha's RGB channel with my alpha channels :yep:


When an explosion occurs there is no smoke yet.. smoke appears after the whole explosion effect..
But okay, I will disable sober's smoke..

Okay, let's see how stock smoke will fit with the rest of the effect :up:

gap
05-20-13, 06:32 PM
Okay.. here -

http://s19.postimg.org/730fco64f/DROPS_1.jpg (http://postimg.org/image/730fco64f/) . http://s19.postimg.org/s1b6ohvcv/DROPS_2.jpg (http://postimg.org/image/s1b6ohvcv/) . http://s19.postimg.org/75owd8z5r/DROPS_3.jpg (http://postimg.org/image/75owd8z5r/) . http://s19.postimg.org/4pn2zeh33/DROPS_4.jpg (http://postimg.org/image/4pn2zeh33/)

Do you see any significant difference? I don't..

your texture (TDW_FXU_SplashVertAdd_03)/Rosomaha's texture (splash10) a little lightened

http://s19.postimg.org/n91dd20oz/TDW_FXU_Splash_Vert_Add_03.jpg (http://postimage.org/) / http://s19.postimg.org/xkdq5pseb/splash10_1.jpg (http://postimage.org/)

:hmmm:

something is wrong here: I see only opaque pixels; this is why this particle looks so shiny and pixelated in comparison with other particles, no matter the texture used. Actually, there should be a range of semi-transparent pixels, providing a better blending of the texture with the background. Are you sure that you have modified the DensityModifier correctly? :hmmm:

Anyway I am going to send you a darker and lesser opaque set of textures, in order to exclude that the problem is coming from there :salute:

gap
05-20-13, 06:33 PM
Anyway I am going to send you a darker and lesser opaque set of textures, in order to exclude that the problem is coming from there :salute:

http://www.mediafire.com/?4yt4e9art8aa54c :up:

volodya61
05-20-13, 07:19 PM
They are there: I have merged Rosomaha's RGB channel with my alpha channels :yep:

At that moment I didn't look at them yet :)..

:hmmm:
something is wrong here: I see only opaque pixels; this is why this particle looks so shiny and pixelated in comparison with other particles, no matter the texture used. Actually, there should be a range of semi-transparent pixels, providing a better blending of the texture with the background. Are you sure that you have modified the DensityModifier correctly? :hmmm:

These are screens from XnView viewer.. though in the game the same.. and yes, I'm sure I had enabled DensityModifier correctly.. there is only one bit in HEX editor that switching it on/off.. 00 or 01..

Anyway I am going to send you a darker and lesser opaque set of textures, in order to exclude that the problem is coming from there :salute:

Okay.. tomorrow will show us.. something :D..

:salute:

Sjizzle
05-21-13, 06:15 AM
today i have tested the water splash in campaign till now works fine... later i will show u some print screen's ...

volodya61
05-21-13, 07:01 AM
today i have tested the water splash in campaign till now works fine... later i will show u some print screen's ...

:yeah:

Looking forward to them

They are there: I have merged Rosomaha's RGB channel with my alpha channels :yep:
At that moment I didn't look at them yet :)..

Gabriele, just tested SplashVert06 and I have to say - this was the best torpedo explosion I have ever seen during our tests :yeah:.. I'm going to try to lighten this texture slightly and then I'll post some screens here..

PS:
P.S: we will restore sober's smoke screen, but using a dedicated particle generator and new "triggers" for it. I have already idea of how to do it :know:

As I remember correctly, there was only change - velocity direction from y to x.. as I now a little familiar with HEX edit and don't need more any secret files for S3D (:03:), I will try to change velocity direction this way:
x - 1
y - 1
z - 0
and then will look what happens in the game..

Sjizzle
05-21-13, 08:17 AM
as i sayd here are some pic. from test.


http://attila-kevin.de/var/resizes/torpedoes-splash/splash12.jpg?m=1369142056

http://attila-kevin.de/index.php/torpedoes-splash/splash12http://attila-kevin.de/var/resizes/torpedoes-splash/splash11.jpg?m=1369142057

http://attila-kevin.de/var/resizes/torpedoes-splash/splash9.jpg?m=1369142058

more pic u can finde here (http://attila-kevin.de/index.php/torpedoes-splash)
http://attila-kevin.de/index.php/torpedoes-splash/splash12 http://attila-kevin.de/index.php/torpedoes-splash/splash11 http://attila-kevin.de/index.php/torpedoes-splash/splash9 http://attila-kevin.de/index.php/torpedoes-splash/splash10 http://attila-kevin.de/index.php/torpedoes-splash/splash8

gap
05-21-13, 08:20 AM
At that moment I didn't look at them yet :)..

I told you that yesterday you were a bit lazy :03: :O:


These are screens from XnView viewer.. though in the game the same..

I was looking at the your in-game screenshots, not at the preview of the textures :yep:


Gabriele, just tested SplashVert06 and I have to say - this was the best torpedo explosion I have ever seen during our tests :yeah:.. I'm going to try to lighten this texture slightly and then I'll post some screens here..

Do you mean SlpashVertAdd_06?


As I remember correctly, there was only change - velocity direction from y to x.. as I now a little familiar with HEX edit and don't need more any secret files for S3D (:03:), I will try to change velocity direction this way:
x - 1
y - 1
z - 0
and then will look what happens in the game..

yes, this:

x - 1
y - 1
z - 0

or, probably better, this: :03: :salute:

x - 0
y - 1
z - 0

today i have tested the water splash in campaign till now works fine... later i will show u some print screen's ...

:up:

Sjizzle
05-21-13, 08:25 AM
:up:

i just posted some pic. :)

gap
05-21-13, 08:34 AM
i just posted some pic. :)

Wonderful screenies, they look so real! :yeah:

volodya61
05-21-13, 08:43 AM
as i sayd here are some pic. from test.
i just posted some pic. :)

:hmmm: It looks like a custom mission.. have you tested it in campaign mode?

I told you that yesterday you were a bit lazy :03: :O:

Arrrgghhh :timeout:

I was looking at the your in-game screenshots, not at the preview of the textures :yep:

Don't know then..

Do you mean SlpashVertAdd_06?

No.. I mean what I said - SplashVert06.. from there -
EDIT: ooops.. mixed up again :oops:, of course, PierreE06..
This is not really a problem, here is a set of modified pierre_E textures, turned from vapour to smoke (i.e. from white-light grey to dark gray).
http://www.mediafire.com/?7trysbpza5tfucc

yes, this:
x - 1
y - 1
z - 0
or, probably better, this: :03: :salute:
x - 0
y - 1
z - 0
:up:

I've already tried first variant.. without much changes..
The second one is a stock settings..
I'm trying now fractional variations.. because this is not just on/off or 00/01 trigger.. I can set there any values..
Right now in test -
x - 0.7
y - 0.3

Sjizzle
05-21-13, 09:01 AM
:hmmm: It looks like a custom mission.. have you tested it in campaign mode?





now i am looking for pic what i have made in campaign :) i have 40G pic on my HDD and i made a mistake didnt name it wich on was from capmaing and wich one from costum but in next 30 min i put some pic from campaing :)

Sjizzle
05-21-13, 09:42 AM
here we go from Danzing Bay

http://attila-kevin.de/var/resizes/torpedoes-splash/Danzing%20bay2.jpg?m=1369146124

http://attila-kevin.de/var/resizes/torpedoes-splash/Danzing%20bay4.jpg?m=1369147298

http://attila-kevin.de/var/resizes/torpedoes-splash/Danzing%20bay5.jpg?m=1369147300

this mod work fine in campaign didnt had any problem ... i will make more test i will try to hunt a convoy to see there how it's work.

gap
05-21-13, 10:12 AM
No.. I mean what I said - SplashVert06.. from there -
EDIT: ooops.. mixed up again :oops:, of course, PierreE06..

:03:

http://img197.imageshack.us/img197/9068/pierree6.png


I've already tried first variant.. without much changes..
The second one is a stock settings..
I'm trying now fractional variations.. because this is not just on/off or 00/01 trigger.. I can set there any values..
Right now in test -
x - 0.7
y - 0.3

Finally I have realized why smoke was always moving toward ship's right side, no matter which side was struck by your torpedoes. X, Y and Z settings are vectors. Positive values mean that the particle is moving rightward, upward and frontward relative to its parent node/bone.

Believe me Volodya, there is no other way to set those smoke particles than retrieving stock settings. Any other setting would give slightly unrealistic results, if we want to represent smoke from explosions. :yep:

here we go from Danzing Bay

this mod work fine in campaign didnt had any problem ... i will make more test i will try to hunt a convoy to see there how it's work.

Good :up:

please let us know if you notice any lag after hitting multiple targets at once :salute:

volodya61
05-21-13, 10:49 AM
here we go from Danzing Bay

:up:

... i will make more test i will try to hunt a convoy to see there how it's work.

Yes, let us know if any freezes or lags will occurs near the large/huge convoy, as Gap said :yep:

:03:

http://img197.imageshack.us/img197/9068/pierree6.png

Yes, exactly this one.. just lightened a bit.. -

http://s19.postimg.org/je7mlcd8f/DIRTY1.jpg (http://postimg.org/image/je7mlcd8f/) . http://s19.postimg.org/70usefnjz/DIRTY2.jpg (http://postimg.org/image/70usefnjz/) . http://s19.postimg.org/ir8pvtgcf/DIRTY3.jpg (http://postimg.org/image/ir8pvtgcf/)

Finally I have realized why smoke was always moving toward ship's right side, no matter which side was struck by your torpedoes.

Okay, if so, what is this? -

http://s19.postimg.org/jq8bwa8lb/smoke.jpg (http://postimg.org/image/jq8bwa8lb/) . http://s19.postimg.org/8rnf38oan/smoke5.jpg (http://postimg.org/image/8rnf38oan/)



X, Y and Z settings are vectors. Positive values mean that the particle is moving rightward, upward and frontward relative to its parent node/bone.
Believe me Volodya, there is no other way to set those smoke particles than retrieving stock settings. Any other setting would give slightly unrealistic results, if we want to represent smoke from explosions. :yep:

:hmm2:
x - 0.8, y - 0.2

http://s19.postimg.org/qy5b14vsv/SMOKE1.jpg (http://postimg.org/image/qy5b14vsv/) . http://s19.postimg.org/5prmjphbz/SMOKE2.jpg (http://postimg.org/image/5prmjphbz/) . http://s19.postimg.org/ti0xv8jcv/SMOKE3.jpg (http://postimg.org/image/ti0xv8jcv/)

gap
05-21-13, 11:11 AM
Yes, exactly this one.. just lightened a bit.. -

Can you please take another screenshot in broad daylight? I had to wear my IR equipment to see your previous screenies :)


Okay, if so, what is this? -

I don't know for sure, but probably those smokes are linked to bones with opposite rotation settings. On the other hand, why should smoke move in two opposite directions? The one thing that could make smoke to move laterally is wind, and wind should blow in one direction. :yep:


:hmm2:
x - 0.8, y - 0.2

What is wrong about a beautiful column of smoke rising vertically from an explosion? If you want, we can make it to be wind-affected, but smoke coming out with an orizontal motion, this is something I don't get :hmm2:

volodya61
05-21-13, 11:30 AM
Can you please take another screenshot in broad daylight? I had to wear my IR equipment to see your previous screenies :)

:haha:
No :).. it's a special weather to easier to see a white column :D..
Wait.. in a few..

I don't know for sure, but probably those smokes are linked to bones with opposite rotation settings. On the other hand, why should smoke move in two opposite directions? The one thing that could make smoke to move laterally is wind, and wind should blow in one direction. :yep:

I too.. don't know.. why..

What is wrong about a beautiful column of smoke rising vertically from an explosion? If you want, we can make it to be affected by wind, but smoke coming out with an orizontal motion, this is something I don't get :hmm2:

As you can see, on my screens the smoke come out neither vertically, nor horizontally..
GlobalWindCoef and WindCoef are enabled in each entry in the BitmapParticles..

EDIT: water drops didn't tested yet.. I need/should to increase their size in HEX to see these new drops :D..

gap
05-21-13, 12:23 PM
:haha:
No :).. it's a special weather to easier to see a white column :D..

Yes, but not as good for seeing greyer smoke :O:


As you can see, on my screens the smoke come out neither vertically, nor horizontally..

yep, on the slant. Yet, when there is low or no wind, smoke from ship explosions should look more like this, imo:

http://www.corpobandisticocarlobergamini.com/images/aff_roma3.jpg
Sinking of the Italian destroyer Vincenzo Gioberti by British submarine (1941)

http://www.nps.gov/history/history/online_books/npswapa/extcontent/usmc/pcn-190-003124-00/images/fig13.jpg
Explosion of a Japanese bunker full of torpedo warheads :o during the battle of Roi Namur (1944)

http://ww2.wwarii.com/var/resizes/wwii-equipment/wwii-ships/axis_ships/Imperial-Japanese-Navy/IJN-Aircraft-Carriers/Yamato%20Explosion%207%20Apr%201945.jpg?m=13548997 77

Note the mushroom shaped, nearly vertical, smoke column, and the mixture of darker and brighter smoke :03:


GlobalWindCoef and WindCoef are enabled in each entry in the BitmapParticles..

Okay, if you want I can design a custom mission for you to test the effect of different wind speeds on smoke motion. Again, in my opinion smoke should look like in your last screenshots, only when there's wind, and it should follow wind direction, indeed :03:


EDIT: water drops didn't tested yet.. I need/should to increase their size in HEX to see these new drops :D..

:06:

are they too much transparent now? Please post a screenshot as soon as you test them, I am very interested in this transparency issue :up:

volodya61
05-21-13, 12:56 PM
Yes, but not as good for seeing greyer smoke :O:

It's not exactly grayer.. :)

Okay, if you want I can design a custom mission for you to test the effect of different wind speeds on smoke motion. Again, in my opinion smoke should look like in your last screenshots, only when there's wind, and it should follow wind direction, indeed :03:

I can change the wind speed or direction in any my mission.. I'll test this later..

are they too much transparent now? Please post a screenshot as soon as you test them, I am very interested in this transparency issue :up:

Honestly, I didn't saw water drops at all on the background of other effects.. I'll take file with WaterDrops effect only and 'll test it..

Sjizzle
05-21-13, 01:09 PM
new reports about the torpedo splash on small convoy no fps and no lag problems ( in campaign ) didnt found till now a larg convoy with 20+ 30+ ships

now i keep looking for larg convoy

Rosomaha
05-21-13, 01:26 PM
Hi!
torpedo HIT video: Periscope view of Attack on Japanese freighter by American submarine around Palau Island in Pacific. (http://www.criticalpast.com/video/65675052654_Japanese-freighter_American-submarine_torpedo- attacks_explosion_smoke)

and big boom: Underwater Explosion (http://www.youtube.com/watch?v=EHvUQhO_YiU)

volodya61
05-21-13, 02:23 PM
Can you please take another screenshot in broad daylight? I had to wear my IR equipment to see your previous screenies :)

Here they are -

http://s19.postimg.org/gyjlcpzb3/EXPL1.jpg (http://postimg.org/image/gyjlcpzb3/) . http://s19.postimg.org/wy28w9vcv/EXPL2.jpg (http://postimg.org/image/wy28w9vcv/) . http://s19.postimg.org/lacsfgvlr/EXPL3.jpg (http://postimg.org/image/lacsfgvlr/) . http://s19.postimg.org/exxn5msjj/EXPL4.jpg (http://postimg.org/image/exxn5msjj/)

What is wrong about a beautiful column of smoke rising vertically from an explosion? If you want, we can make it to be wind-affected, but smoke coming out with an orizontal motion, this is something I don't get :hmm2:

Set the values in my Basa_FX.dat - x - 0.2, y - 1 :03:

...are they too much transparent now? Please post a screenshot as soon as you test them, I am very interested in this transparency issue :up:

I don't see this new water drops (VertAdd 06-08) in game at all :shifty:

gap
05-21-13, 03:18 PM
Here they are -

...

Set the values in my Basa_FX.dat - x - 0.2, y - 1 :03:

Good :up:

Is the darker smoke visible in the last screenshot from TDW torpedo splash dat (pierreE), of from baza dat?

It would be cool if smoke (baza dat) lasted much longer than the splash, atteining the shape and the size of the pictures I have linked in my previous post :)


I don't see this new water drops (VertAdd 06-08) in game at all :shifty:

Okay, now I am sure that the problem is some setting in the particle generator. I need to explain you something. There are two main types of alpha channel sorting:

1 - alpha blending: texture pixels are redered more or less transparent, depending on how dark is the corresponding pixel of the alpha channel (blak=fully clear; white=fully opaque)

2 - alpha testing: again, the game reads the alpha channel, but this time any pixel darker than 50% gray is not rendered, and any pixel brighter than 50% white is rendered as fully opaque.

I have darkened the alpha channel of our texture, not that much to render it invisible if alpha blending was used, but for some reason alpha testing is applied, which meas no pixels rendered. I will look into waterdrops particle generator to see what's going on with it :yep:

volodya61
05-21-13, 03:34 PM
Good :up:

Is the darker smoke visible in the last screenshot from TDW torpedo splash dat (pierreE), of from baza dat?

It would be cool if smoke (baza dat) lasted much longer than the splash, atteining the shape and the size of the pictures I have linked in my previous post :)

If you mean black smoke, it's of Baza.dat and it lasts very long time..

Here a couple of shots to show wind coef work -

http://s19.postimg.org/oz2hey5mn/WIND1.jpg (http://postimg.org/image/oz2hey5mn/) . http://s19.postimg.org/680k4sb27/WIND2.jpg (http://postimg.org/image/680k4sb27/)

I will look into waterdrops particle generator to see what's going on with it :yep:

Just want to remind you, I switched to On DensityModifier in my file.. :yep:

Sartoris
05-21-13, 03:52 PM
Wow, great progress! :yeah:

volodya61
05-21-13, 03:55 PM
Wow, great progress! :yeah:

Progress? The work is finished :D

gap
05-21-13, 04:11 PM
Hi!
torpedo HIT video: Periscope view of Attack on Japanese freighter by American submarine around Palau Island in Pacific. (http://www.criticalpast.com/video/65675052654_Japanese-freighter_American-submarine_torpedo- attacks_explosion_smoke)

Nice video. :yep:

and big boom: Underwater Explosion (http://www.youtube.com/watch?v=EHvUQhO_YiU)

LOL :o :haha:

If you mean black smoke, it's of Baza.dat and it lasts very long time..

Here a couple of shots to show wind coef work -

Amazing. I like the mixture of smoke, water and vapour :yeah:

I have two last suggestions:

- what about tweaking smoke size overlife settings, to make its particles to grow a bit bigger in the air?

- I didn't see the new splash in game yet, but what would be very cool is making water particles (particula 01 and 03, if you didn't change their usage) to fall down after ca. 5-10 seconds, and vapour particles (particula 02) to hang midair for a longer time and to slowly vanish in the air, as seen in the first video posted by Rosomaha.

Apart from that, and the water drops problem, I think you are ready to hand over your tweaks to TDW. What do you think?

Just want to remind you, I switched to On DensityModifier in my file.. :yep:

yes, there must be something else. I am looking sor this "little something" as we speak :03:

gap
05-21-13, 04:21 PM
Nice video. :yep:

I think I have found it:

open TDW_FXU_Torp_Explosion_Materials.DAT in S3d, select the TDW_FXU_SplashVertAdd material, and check 'Disable z-buffer write + enable alpha blend'

After doing it, replace the new texture with one of my previous edits of Rosomaha's texture :up:

volodya61
05-21-13, 04:38 PM
I have two last suggestions:

- what about tweaking smoke size overlife settings, to make its particles to grow a bit bigger in the air?

Do you mean black smoke of BazaFX or..?
If so, I think it will go to our to do list..

- I didn't see the new splash in game yet, but what would be very cool is making water particles (particula 01 and 03, if you didn't change their usage) to fall down after ca. 5-10 seconds, and vapour particles (particula 02) to hang midair for a longer time and to slowly vanish in the air, as seen in the first video posted by Rosomaha.

Honestly? I tired a little of these particulas, HEX editor (though I already love this tool :)) etc.. :03:

Apart from that, and the water drops problem, I think you are ready to hand over your tweaks to TDW. What do you think?

It's possible.. how? his PM-box is full.. he doesn't answer to my last questions in his threads.. where is he?

I think I have found it:

open TDW_FXU_Torp_Explosion_Materials.DAT in S3d, select the TDW_FXU_SplashVertAdd material, and check 'Disable z-buffer write + enable alpha blend'

Are you sure I can do it in S3D? HEX not needed?

After doing it, replace the new texture with one of my previous edits of Rosomaha's texture :up:

Do you mean 03-05?

gap
05-21-13, 05:00 PM
Do you mean black smoke of BazaFX or..?
If so, I think it will go to our to do list..

yeah, that one :yep:


Honestly? I tired a little of these particulas, HEX editor (though I already love this tool :)) etc.. :03:

Well, there is no need to rush on it, but did you get my idea? Do you like it? I think it would raise realism a lot :D


It's possible.. how? his PM-box is full.. he doesn't answer to my last questions in his threads.. where is he?

release it here as an iterim patch, and TDW will add it to FX Update with... the next update :D

Are you sure I can do it in S3D? HEX not needed?

200% sure. As is as checking a check box (backup the file first :D)

Do you mean 03-05?

Exactly, start with 03. If they still need to be adjusted a bit and you don't feel like leaving HEX editor, don't esitate asking me on it. :O:

Next step, smoke screens: what do you think? I have started collecting information on them :03:

volodya61
05-21-13, 05:48 PM
yeah, that one :yep:

Later :)

Well, there is no need to rush on it, but did you get my idea? Do you like it? I think it would raise realism a lot :D

Yes, cool idea but.. again later :D..

release it here as an iterim patch, and TDW will add it to FX Update with... the next update :D

I've never created the threads with the releases.. any threads.. here.. better I'll send you the files and you will create a thread with this release..

200% sure. As is as checking a check box (backup the file first :D)
...
Exactly, start with 03. If they still need to be adjusted a bit and you don't feel like leaving HEX editor, don't esitate asking me on it. :O:

Already done.. that was what we are looking for.. what for? :haha: see below..

Next step, smoke screens: what do you think? I have started collecting information on them :03:

I was planning to do something with the ship reflections.. when I revised sea folders, I noticed some imported and even stock ships without any reflection controllers at all..

--------------------------------

water drops effect
stand alone -

http://s19.postimg.org/jez6vslj3/DROPS1.jpg (http://postimg.org/image/jez6vslj3/) . http://s19.postimg.org/4kalhmby7/DROPS2.jpg (http://postimg.org/image/4kalhmby7/)

on the background of others -

http://s19.postimg.org/4ybxh7w1r/DROPS3.jpg (http://postimg.org/image/4ybxh7w1r/) . http://s19.postimg.org/b0o5lg9vj/DROPS4.jpg (http://postimg.org/image/b0o5lg9vj/)

I don't think that 'water drops' effect has greatly improved the overall picture :har:

gap
05-21-13, 06:07 PM
Later :)

...

Yes, cool idea but.. again later :D..

What can I say if not "later" :yep:


I've never created the threads with the releases.. any threads.. here.. better I'll send you the files and you will create a thread with this release..

How long would this REL thread last? I think it is better to put a temporary link here or in FXU thread, while we are waiting for TDW to merge your patch with his mod. My two cents :)


Already done.. that was what we are looking for.. what for? :haha: see below..

I agree. I was going to tell you to scrap watedrop controllers at all in order to save some extra memory, but then I thought that they can come in handy fro when (later) we will work on the water falling effect.

But hey man, at last it worked: I knew that some setting wasn't in place!


I was planning to do something with the ship reflections.. when I revised sea folders, I noticed some imported and even stock ships without any reflection controllers at all.

Okay, but we have just made sober's mod outdated, and I thiink we should provide our forum-mates some alternatives.

Talking about imported ship reflections, I am not sure that SH5 controllers work with them, but I can be wrong :hmm2:

volodya61
05-21-13, 06:39 PM
What can I say if not "later" :yep:

Hey, we just finished large work.. two-three days at rest and I will be ready for the next steps..

How long would this REL thread last? I think it is better to put a temporary link here or in FXU thread, while we are waiting for TDW to merge your patch with his mod. My two cents :)

Well, tomorrow I will check everything again and 'll post the link here and in FX thread..

I agree. I was going to tell you to scrap watedrop controllers at all in order to save some extra memory, but then I thought that they can come in handy fro when (later) we will work on the water falling effect.
But hey man, at last it worked: I knew that some setting wasn't in place!

:up:

Okay, but we have just made sober's mod outdated, and I thiink we should provide our forum-mates some alternatives.

Why do you think we made his mod outdated?
Baza_FX.dat is not included in FX Update.. and all changes I've done were in my own file..

Talking about imported ship reflections, I am not sure that SH5 controllers work with them, but I can be wrong :hmm2:

But then why some of them have this controller and some without it? :hmm2:

OK.. going to sleep now..
Thanks Sjizzle for the testing our work :salute:
Thanks Rosomaha for the textures :salute:
And Gabriele, thanks for the great work, matey :yeah:

:salute:

gap
05-21-13, 07:04 PM
Hey, we just finished large work.. two-three days at rest and I will be ready for the next steps..

Make one week :03:


Well, tomorrow I will check everything again and 'll post the link here and in FX thread..

I predict a big success. You have done a great work with those particle generators. Hopefully SHIII nostalgics won't say anymore (and they were right!) that "SH5 torpedo splash looks so ugly" :yeah:


Why do you think we made his mod outdated?
Baza_FX.dat is not included in FX Update.. and all changes I've done were in my own file..

Arent you going to release your rewoks of the explosion smoke, together with the rest?


But then why some of them have this controller and some without it? :hmm2:

Take my words with a pinch of salt, but those ships were imported by a group of modders when they were still experimenting with the dat format. Everyone had his own theories; someone could have kept the reflection controller just in case or, who knows, someone else could have found the way for getting it to work hopefully. As we are talking about it, I think I have seen the fishing trawler that I messed with the last week casting reflections, but at first I didn't pay attenction to them; I realized that in a second moment, but then, when I looked at my screenies, reflections weren's there. Was it a mirage? :doh:



OK.. going to sleep now..
Thanks testers for the work :salute:
Thanks Rosomaha for the textures :salute:
And Gabriele, thanks for the great work, matey :yeah:

...and thank you too for all you have done; we have just provided a little help :salute:

Fifi
05-21-13, 07:37 PM
You made a great work on this guys, and specialy Volodya :yeah:
Nice dream time! :sunny:
Can't wait to get the final release tomorrow!

... while at it, what do you think of the depth charges explosion rendering?...not the best i've seen in an SH opus :D :gulp:
Problem is we don't have historical pictures as references...of underwater depth charge explosion :hmmm:

http://img15.hostingpics.net/thumbs/mini_783797Depthcharges.jpg (http://www.hostingpics.net/viewer.php?id=783797Depthcharges.jpg)

Sjizzle
05-22-13, 01:07 AM
hiting multiple targets at same time 2 - 3 doesnt causes lag or freezing i hit 3 targets at the same time in small convoy. Later ill come with some print screen.
now i don't have too mutch time cos i must go to work...

Have a nice day
Sjizzle

volodya61
05-22-13, 04:35 AM
Make one week :03:

Too much/long :D

I predict a big success. You have done a great work with those particle generators. Hopefully SHIII nostalgics won't say anymore (and they were right!) that "SH5 torpedo splash looks so ugly" :yeah:

At least, I hope so :)
You know, there is no limit to perfection :03:, and later we definitely return to this idea -

- I didn't see the new splash in game yet, but what would be very cool is making water particles (particula 01 and 03, if you didn't change their usage) to fall down after ca. 5-10 seconds, and vapour particles (particula 02) to hang midair for a longer time and to slowly vanish in the air, as seen in the first video posted by Rosomaha.Arent you going to release your rewoks of the explosion smoke, together with the rest?

It's not exactly explosion smoke, it's rather after explosion smoke and it's not related/associated to FXU.. I think we could release it as a stand alone mod instead of Sober's smoke.. but after its full rework as we have already done with the FXU torpedo explosion effects..

Take my words with a pinch of salt, but those ships were imported by a group of modders when they were still experimenting with the dat format. Everyone had his own theories; someone could have kept the reflection controller just in case or, who knows, someone else could have found the way for getting it to work hopefully. As we are talking about it, I think I have seen the fishing trawler that I messed with the last week casting reflections, but at first I didn't pay attenction to them; I realized that in a second moment, but then, when I looked at my screenies, reflections weren's there. Was it a mirage? :doh:

So, I only need enough the custom missions to check it all.. so this will be a long project :D..
And we completely forgot about our old project - completely reworked sub guns.. it has long been supposed to be released.. later today I'll post in the historical thread my new thoughts about this project..

... while at it, what do you think of the depth charges explosion rendering?...not the best i've seen in an SH opus :D
Problem is we don't have historical pictures as references...of underwater depth charge explosion :hmmm:

Do you really think this mod is badly needed right now? :hmmm:

hiting multiple targets at same time 2 - 3 doesnt causes lag or freezing i hit 3 targets at the same time in small convoy..

Good to know :up:
Thanks

Fifi
05-22-13, 04:50 AM
Do you really think this mod is badly needed right now? :hmmm:


No, of course...but one day could be nice if improved.
Have you seen them?

volodya61
05-22-13, 04:57 AM
No, of course...but one day could be nice if improved.
Have you seen them?

Not yet time to be interested in these effects, I think..
I have more required projects.. from my point of view, of course..

gap
05-22-13, 05:48 AM
At least, I hope so :)
You know, there is no limit to perfection :03:, and later we definitely return to this idea -

Yes, no limit to perfection indeed, but we are getting close :smug: :O:


It's not exactly explosion smoke, it's rather after explosion smoke and it's not related/associated to FXU.. I think we could release it as a stand alone mod instead of Sober's smoke.. but after its full rework as we have already done with the FXU torpedo explosion effects..

I know, it is a different PG, different file, even different parent object (the ship instead of the torpedo), but as they are adjoining effects, and they are contributing to the same general effect splash => explosion=> smoke, I thought in future we could rework FXU's explosion and smoke fx as well. When/if we feel like doing it, indeed :03:


So, I only need enough the custom missions to check it all.. so this will be a long project :D..

I will teach you how to use the same custom mission for testing multiple units, without need of using ME :know:

In the meanwhile, you can have a look at my rework of the fishing boat + funnel smoke. I included a single mission with it, if memory serves me well :hmm2:


And we completely forgot about our old project - completely reworked sub guns.. it has long been supposed to be released.. later today I'll post in the historical thread my new thoughts about this project..

I didn't forget about it: just postponed it a bit. I am looking forward to your new thoughts :up:


... while at it, what do you think of the depth charges explosion rendering?...not the best i've seen in an SH opus :D :gulp:


Do you really think this mod is badly needed right now? :hmmm:

Fifi, the problem with that effect is that anything which is not a GR2 model, looks blurred underwater. If you want an example, look at air bubbles coming out from U-boat's deck :yep:

volodya61
05-22-13, 06:40 AM
I will teach you how to use the same custom mission for testing multiple units, without need of using ME :know:

:up:

In the meanwhile, you can have a look at my rework of the fishing boat + funnel smoke. I included a single mission with it, if memory serves me well :hmm2:

Yes.. it's there.. I've looked at it one or two times :).. there is reflection controller in the .sim, but I didn't notice any reflection in the mission :hmmm:..

I didn't forget about it: just postponed it a bit. I am looking forward to your new thoughts :up:

The thoughts are not so new rather well-forgotten old :03:

Fifi
05-22-13, 04:38 PM
First post updated with your nice work :sunny:

I want to thanks Volodya, Gap, and all involved in it :yeah: :woot:
That was an interesting work to follow in this thread!
Thanks again guys!

PS: i don't know how to edit the thread title, to put "[REL]" in it...

volodya61
05-22-13, 05:18 PM
First post updated with your nice work :sunny:

I want to thanks Volodya, Gap, and all involved in it :yeah: :woot:
That was an interesting work to follow in this thread!
Thanks again guys!

Our pleasure :salute:

PS: i don't know how to edit the thread title, to put "[REL]" in it...

It's not needed I think.. TDW will come and merge this fix to the next version of FX Update :03:

Delta Wolf
05-23-13, 01:03 PM
Really nice work guys :yeah:

Looking forward to seeing these new FX on my monitor :)

Grizwald
05-23-13, 05:07 PM
This looks great, does it need to have the FX update mod enabled to use this or can it be used also as a stand alone mod? Thanks guys!

Fifi
05-23-13, 05:19 PM
^^^Think you'd better have FX Update 0.21 activated before this mod to work correctly :up:
(like in my sig list)

volodya61
05-24-13, 12:25 AM
This looks great, does it need to have the FX update mod enabled to use this or can it be used also as a stand alone mod? Thanks guys!

You can't use it without FX Update.. because it's FX Update's add-on mod..

Grizwald
05-24-13, 10:14 PM
Cool, thanks guys, I will give them a try! :salute:

Edit: Yeah I love it, been playing with them installed for a couple hours, finally found a convoy and the FX mod with the torpedo spalsh is amazing! The flares, oil slicks, everything is damn nice! Well done gents.

gap
05-25-13, 05:13 AM
...finally found a convoy and the FX mod with the torpedo spalsh is amazing! The flares, oil slicks, everything is damn nice! Well done gents.

:yeah:

Fifi
05-29-13, 11:41 PM
:haha: Since i restarted new campaign with fresh install and fresh extracted mods, i now see your FANTASTIC job!! :sunny:

Guess it wasn't working correctly on a mission save...even in bunker...or something :-?

But now...it's a stunning show! :yeah:
Water column happening with slightly delay after explosion is truly a master work.
Many thanks Volodya and Gap again!

gap
05-30-13, 05:54 AM
:haha: Since i restarted new campaign with fresh install and fresh extracted mods, i now see your FANTASTIC job!! :sunny:

Guess it wasn't working correctly on a mission save...even in bunker...or something :-?

But now...it's a stunning show! :yeah:
Water column happening with slightly delay after explosion is truly a master work.
Many thanks Volodya and Gap again!

time to start working on this? :hmm2: :03:


...what would be very cool is making water particles to fall down after ca. 5-10 seconds, and vapour particles to hang midair for a longer time and to slowly vanish in the air, as seen in the first video posted by Rosomaha.

volodya61
05-30-13, 06:07 AM
time to start working on this? :hmm2: :03:

I'm waiting for Trevally with the new test mission for testing gun's mod..
Then I was going to test and work on your idea of new smoke screen mod..
Then I was planning to look more closely to the ship reflections..
Then.. maybe this one :03:..

EDIT: and haven't yet completed testing of a new version of the NewUIs.. :)

gap
05-30-13, 06:53 AM
I'm waiting for Trevally with the new test mission for testing gun's mod..
Then I was going to test and work on your idea of new smoke screen mod..
Then I was planning to look more closely to the ship reflections..
Then.. maybe this one :03:..

EDIT: and haven't yet completed testing of a new version of the NewUIs.. :)

Good plan, I am busy on inporting one of Ju_88's awesome planes in game anyway :up:

volodya61
05-30-13, 08:10 AM
time to start working on this? :hmm2: :03:

I think we can take some ideas and settings in a crashed aircraft splash -

http://s19.postimg.org/elhqft1q7/plane1.jpg (http://postimg.org/image/elhqft1q7/) . http://s19.postimg.org/6u10h8xkv/plane2.jpg (http://postimg.org/image/6u10h8xkv/) . http://s19.postimg.org/8n3x5kirj/plane3.jpg (http://postimg.org/image/8n3x5kirj/)

http://s19.postimg.org/a3ffnplof/plane4.jpg (http://postimg.org/image/a3ffnplof/) . http://s19.postimg.org/ahgrnb5rz/plane5.jpg (http://postimg.org/image/ahgrnb5rz/) . http://s19.postimg.org/451mdh2pr/plane6.jpg (http://postimg.org/image/451mdh2pr/)

Also, bomb explosion splash needs to be improved, in my opinion -

http://s19.postimg.org/ak0na59fj/bomb_splash1.jpg (http://postimg.org/image/ak0na59fj/) . http://s19.postimg.org/47li0b6db/bomb_splash2.jpg (http://postimg.org/image/47li0b6db/) . http://s19.postimg.org/t24zudr7j/bomb_splash3.jpg (http://postimg.org/image/t24zudr7j/)

http://s19.postimg.org/3xikuph4v/bomb_splash4.jpg (http://postimg.org/image/3xikuph4v/) . http://s19.postimg.org/qnhpnp0cf/bomb_splash5.jpg (http://postimg.org/image/qnhpnp0cf/) . http://s19.postimg.org/reafth2pr/bomb_splash6.jpg (http://postimg.org/image/reafth2pr/)


But.. I don't know what files and what nodes contain these effects :hmm2:, and whether they are FXU's effects or stock.. :06: :hmmm:

gap
05-30-13, 08:41 AM
I think we can take some ideas and settings in a crashed aircraft splash -

Also, bomb explosion splash needs to be improved, in my opinion -

But.. I don't know what files and what nodes contain these effects :hmm2:, and whether they are FXU's effects or stock.. :06: :hmmm:

Good ideas! :yeah:

I think the stock effect used for aircraft water splash is #Plane_spliter_explosion_on_water in particles.dat, but I don't know if TDW changed it to another effect.

As for bomb splash, I don't know what is the used effect, but I cam inestigate :salute:

volodya61
05-30-13, 11:34 AM
..As for bomb splash, I don't know what is the used effect, but I cam inestigate :salute:

I think we can take parameters for the bomb explosion splash in the depth charges splash effect.. what do you think? do you know where can I look at the DCs fx?

Fifi
05-30-13, 04:17 PM
Aircrafts and bomb splashes are good idea, but depth charges explosion splash could be usefull too! :D
They aren't so nice ingame, in regard of your recent awesome work imo...

volodya61
05-30-13, 05:09 PM
Aircrafts and bomb splashes are good idea, but depth charges explosion splash could be usefull too! :D
They aren't so nice ingame, in regard of your recent awesome work imo...

What's wrong with the DG's water splashes?

http://s19.postimg.org/6kcdns5xb/DG1.jpg (http://postimg.org/image/6kcdns5xb/) . http://s19.postimg.org/4h1yg464f/DG2.jpg (http://postimg.org/image/4h1yg464f/) . http://s19.postimg.org/8rgmbpb7j/DG3.jpg (http://postimg.org/image/8rgmbpb7j/) . http://s19.postimg.org/5lw0lhslb/DG4.jpg (http://postimg.org/image/5lw0lhslb/)

http://s19.postimg.org/iek4lf473/DG5.jpg (http://postimg.org/image/iek4lf473/) . http://s19.postimg.org/s0iafgkqn/DG6.jpg (http://postimg.org/image/s0iafgkqn/) . http://s19.postimg.org/b19c079j3/DG7.jpg (http://postimg.org/image/b19c079j3/) . http://s19.postimg.org/j81brrzlr/DG8.jpg (http://postimg.org/image/j81brrzlr/)

As far as I have seen them in real life, these ones are very similar.. and even more - almost identical..

Fifi
05-30-13, 05:15 PM
Imo they should be higher, and with a shock wave (underwater) viewable slightly before the water column...
Don't you think?

EDIt: not easy to find picture of what i mean...
On this vid, we can see the shock wave before water column: http://www.youtube.com/watch?v=SbwTI6WaOIk
Ok, those aren't DC but mines from WW2. Last one is just terrible!

DerMo
05-30-13, 07:02 PM
On this vid, we can see the shock wave before water column: http://www.youtube.com/watch?v=SbwTI6WaOIk
Ok, those aren't DC but mines from WW2. Last one is just terrible!

:o, now this is a BANG!

volodya61
05-31-13, 04:31 AM
Imo they should be higher, and with a shock wave (underwater) viewable slightly before the water column...
Don't you think?

EDIt: not easy to find picture of what i mean...
On this vid, we can see the shock wave before water column: http://www.youtube.com/watch?v=SbwTI6WaOIk
Ok, those aren't DC but mines from WW2. Last one is just terrible!

It all depends on the amount of explosives 'on board' :)..
I don't have precise data, perhaps Gabriele could enlighten us..

gap
05-31-13, 04:40 AM
100, 250 and 500 kg Bomb effects (particles.dat):

splash => Bullet_water_splash
bubbles => #dc_bubbles
water explosion => @Depthcharge_deepwater
under explosion => @Depthcharge_explosion
above explosion => @ref_bomb_explosion

As noted by Jace11, for some reason stock game + IRAI + FXU don't use the bombs contained in guns_radars_01.GR2 (they have not amun_Bomb controller assigned), but the low polygon ones of bombs.dat. :hmmm:

Setting different explosion effects for different bombs would be nice :yep:

Standard and Mk IX depth charge effects (Baza_FX.dat):

splash => DC_WaterImpact
bubbles => DC_Bubbles
water explosion => DC_WaterExplosion
under explosion => DC_UnderwaterExpl
above explosion => BAZA_FX_Explozie_mica

volodya61
05-31-13, 04:46 AM
100, 250 and 500 kg Bomb effects (particles.dat):
....
Standard and Mk IX depth charge effects (Baza_FX.dat):
....


:hmmm:
It looks like we have to make a new add-on for FXU included new smoke screens.. and we should do it all together..

EDIT: oops.. sorry, I forgot.. we can make smoke screens as a stand alone because it uses its own files and not included in Baza, particles etc..

gap
05-31-13, 04:49 AM
It all depends on the amount of explosives 'on board' :)..
I don't have precise data, perhaps Gabriele could enlighten us..

The last explosion (the huge one, with a lot of black smoke) can't reallly be taken into account. I had already seen it in another video: it happened when they torpedoed a WWII wreckage that, they thought, could have contained a few armed mines. But it resulted that it was literally crammed of them, lol :o

The first and the second exposions portrayed in Fifi's video could fit better what one would expect for a single bomb, though we should check it by watching more videos. :yep:

gap
05-31-13, 04:56 AM
:hmmm:
It looks like we have to make a new add-on for FXU included new smoke screens.. and we should do it all together..

EDIT: oops.. sorry, I forgot.. we can make smoke screens as a stand alone because it uses its own files and not included in Baza, particles etc..

Any particle generator can be put in whatever file, and made into a stand-alone mod. The only limitation that I know of, is that shared effects, equipments, weapons, etc, must be located in the Library folder, or in a subfolder of it :yep:

Vorkapitan
05-31-13, 02:55 PM
Thank you.

Adriatico
06-01-13, 04:18 AM
This should be really great improvement...:o I can't wait.
Any estimations on possible release date ?

volodya61
06-01-13, 05:17 AM
This should be really great improvement...:o I can't wait.
Any estimations on possible release date ?

:o
The release of the first add-on (New Torpedo Explosion) has already been..
http://www.subsim.com/radioroom/showpost.php?p=2049583&postcount=1
http://www.subsim.com/radioroom/showpost.php?p=2060614&postcount=1034
http://www.subsim.com/radioroom/downloads.php?do=file&id=4067

Adriatico
06-01-13, 10:20 AM
Fantastic work and congratulations...:up:

Finally, I got a filling of explosion&splash... Reall refreshment in gameply.

Many thanks guys...
:woot: