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Fifi
05-01-13, 12:53 AM
Hi :salute:

EDIT:

So our "dream team" of SH5 has reworked and released an update/add-on for TDW FX Update!
It's called "New Torpedoes Explosion - FX Update add-on"
Thanks to Volodya, Gap and all involved in it!!
New torpedo splash and effects avalaible below, and has to be activated after FX Update.

http://www.mediafire.com/download/58cw9kbgbi1vp52/New_Torpedoes_Explosion_-_FX_Update_add-on.7z

volodya61
05-01-13, 05:37 AM
Hi :salute:

For those who want the nice torpedo hitting splash, i've changed one value in FX Update torpedoes_g7a-e file, using S3D app, to put back stock effect visible any distance...

Good find Fifi :up:
Why don't you use Goblin to edit files?

Fifi
05-01-13, 06:26 AM
I made my hand on S3D with SH4...and find it easier.
You know i'm still very basic learner, and Goblin is complicated to me :)

volodya61
05-01-13, 06:38 AM
I made my hand on S3D with SH4...and find it easier.
You know i'm still very basic learner, and Goblin is complicated to me :)

I see..
I have long wanted to get a closer look at these effects.. maybe it's time to do it.. :D

Delta Wolf
05-05-13, 06:55 AM
Hey Guys,

Just a quick question
So i was about to go ahead and install this file to get the nice splash effects, however when i copy/paste into FX Update/data/library my PC asks me do i want to move and replace the file that's in the folder? or move and keep both files?

What would be the correct way?

Thanks all :salute:

volodya61
05-05-13, 07:41 AM
@ Fifi

Perhaps it would be better to ask TDW - where to edit his file than return to the stock settings :06:


@ TDW

TDW, tell us please - where and in what file exactly should/can we edit for increasing range of visibility of your torp explosion water splash effect?

Thank you

Echolot
05-05-13, 08:16 AM
What would be the correct way?

I guess, you should replace the file. :up:

Fifi
05-05-13, 11:02 AM
Hey Guys,

Just a quick question
So i was about to go ahead and install this file to get the nice splash effects, however when i copy/paste into FX Update/data/library my PC asks me do i want to move and replace the file that's in the folder? or move and keep both files?

What would be the correct way?

Thanks all :salute:

Save your original file somewhere (to put it back later on if you want it again) and apply for move and replace. Don't keep both files in same folder, it's useless.

@ Fifi

Perhaps it would be better to ask TDW - where to edit his file than return to the stock settings

He might be busy with something more important...
To me, the stock setting i'm putting back is only a programed visual effect with no interference to other torp file settings he might have done.
But i'm no expert :D
Only can tell i'm using this effect back from quite some time now, and did not noticed any side effect in game using FX Update...

gap
05-05-13, 11:44 AM
Save your original file somewhere (to put it back later on if you want it again) and apply for move and replace. Don't keep both files in same folder, it's useless.

Or you can enable Fifi's patch on top of Fx Update using JSGME, as you do with any other mod :03:


He might be busy with something more important...
To me, the stock setting i'm putting back is only a programed visual effect with no interference to other torp file settings he might have done.
But i'm no expert :D
Only can tell i'm using this effect back from quite some time now, and did not noticed any side effect in game using FX Update...

For what I can see from Fifi's screenie, he just put back the Id of the old torpedo splash effect. Doing it shouldn't cause any side effect.

If for future editing you want to know exactly which effect is used, just open bazafx.dat (where most of the stock effects are stored) in s3d and look for the same Id with the search function or, even better, open the torpedoes_g7a-e.GR2 file in Goblin, merge its sim file, merge bazafx.dat, and then expand any amun_torpedo controller, as you would do with S3d. The water_explosion property will display the name of the effect, instead of its Id :know:

Delta Wolf
05-05-13, 12:10 PM
Thanks Guys :)

volodya61
05-05-13, 01:39 PM
For what I can see from Fifi's screenie, he just put back the Id of the old torpedo splash effect. Doing it shouldn't cause any side effect.
If for future editing you want to know exactly which effect is used, just open bazafx.dat (where most of the stock effects are stored) in s3d and look for the same Id with the search function or, even better, open the torpedoes_g7a-e.GR2 file in Goblin, merge its sim file, merge bazafx.dat, and then expand any amun_torpedo controller, as you would do with S3d. The water_explosion property will display the name of the effect, instead of its Id :know:

Hi Gabriele :salute:

Here is a small misunderstanding.. I wanted to learn from TDW - where exactly to edit ranges of visibility of water splash effect in his files :yep:..
I already figured out it is in - TDW_FXU_Torp_Exsplosion_Particles.dat → TorpExsplosionSplashRDelay (RInitial, LDelay,LInitial) → ParticlesGenerator.. and what now? there are two tabs - GlobalScale and GlobalScaleFar, and both have sub tab - Distance.. so, which one? :hmmm: :06:
Maybe you know?

gap
05-05-13, 03:34 PM
Here is a small misunderstanding...

Ah okay I see your point now :up:


...there are two tabs - GlobalScale and GlobalScaleFar, and both have sub tab - Distance.. so, which one? :hmmm: :06:
Maybe you know?

As I see it, GlobalScaleFar distance is the maximum distance at which the low definition effect is visible; GlobalScale is the same, but for full resolution. Density and opacity scales might play a role too. :salute:

volodya61
05-05-13, 04:06 PM
As I see it, GlobalScaleFar distance is the maximum distance at which the low definition effect is visible; GlobalScale is the same, but for full resolution. Density and opacity scales might play a role too. :salute:

Unfortunately I tried both ways (GlobalScaleFar and GlobalScale) and no luck so far.. I had set the same values as in particles.dat (stock effects).. nothing.. if I set the stock effects to the torpedoes .sim, everything is OK and I can see water splash in a 1 km and further.. TDW's water splash I can see only in a 200-300 meters.. :shifty:
Maybe TDW someday could find a couple minutes and will fix this issue :03:

Fifi
05-05-13, 04:15 PM
Maybe TDW someday could find a couple minutes and will fix this issue :03:

I agree, but i couldn't wait :D that's why i found this little turn around...
I really enjoy to see huge water splash each torp hit! :rock:

gap
05-05-13, 04:16 PM
Unfortunately I tried both ways (GlobalScaleFar and GlobalScale) and no luck so far.. I had set the same values as in particles.dat (stock effects).. nothing.. if I set the stock effects to the torpedoes .sim, everything is OK and I can see water splash in a 1 km and further.. TDW's water splash I can see only in a 200-300 meters.. :shifty:
Maybe TDW someday could find a couple minutes and will fix this issue :03:

what are far density and opacity set to? :hmm2:

volodya61
05-05-13, 04:24 PM
what are far density and opacity set to? :hmm2:

Didn't tried/looked in yet.. just 20 minutes ago have read in your post that they may be involved.. now going to try :)..

gap
05-05-13, 04:29 PM
Didn't tried/looked in yet.. just 20 minutes ago have read in your post that they may be involved.. now going to try :)..

yes, if they are set too low and the effect itself is not big enough, you will hardly notice it at far distance.
Not saying that this is the actual problem with Fx Updates, but tweaking those two parameters might be worth a quick test :salute:

volodya61
05-05-13, 05:29 PM
yes, if they are set too low and the effect itself is not big enough, you will hardly notice it at far distance.
Not saying that this is the actual problem with Fx Updates, but tweaking those two parameters might be worth a quick test :salute:

I finally figured out what's wrong :nope:..
I/we can't edit TDW's files in Goblin.. they are saved incorrectly and don't work (after my edit) at all.. I can only open up them but not edit..

EDIT: So, only TDW be able to find a couple of minutes and fix this issue and help us all..
any other thoughts, Gabriele? S3D doesn't open these files.. even with new files which you sent me earlier..

gap
05-05-13, 05:46 PM
I finally figured out what's wrong :nope:..
I/we can't edit TDW's files in Goblin.. they are saved incorrectly and don't work (after my edit) at all.. I can only open up them but not edit..

EDIT: So, only TDW be able to find a couple of minutes and fix this issue and help us all..
any other thoughts, Gabriele? S3D doesn't open these files.. even with new files which you sent me earlier..

:yep:

I was going to ask you how you had managed to save your changes :-?

volodya61
05-05-13, 05:55 PM
:yep:

I was going to ask you how you had managed to save your changes :-?

Kidding me? :D
I remember he had once advised you to change the height of the chute opening (FX Update).. that's why I was sure that I'm able to edit his files.. at least in this mod..
Any thoughts how can I save them?

EDIT: HEX-Editor?

gap
05-05-13, 06:42 PM
Kidding me? :D
I remember he had once advised you to change the height of the chute opening (FX Update).. that's why I was sure that I'm able to edit his files.. at least in this mod..
Any thoughts how can I save them?

EDIT: HEX-Editor?

Two ways:


Hex Editing (the easier one, but you need to know what to look for)


Do it the hard way:



Open TDW_FXU_Torp_Explosion_Particles.DAT with S3d.
Look for its ParticleGenerators, and replace them with any of the ParticleGenerator found in stock particles.dat (which, dunno why are S3d-friendly... older version of the controller? :hmm2:). The easier way to do it is to copy (shift ctrl c) / paste the new controllers where you want.
Give the pasted generators the same settings as TDW's ParticleGenerators (for reference, you might want to open a second instance of the same file in Goblin), exception made for the settings you want to change. This has to be done manually. :doh:
Save.
If needed, you should repeat the same steps for TDW_FXU_Torp_Explosion_Materials.DAT. :dead:


Is it worth it? :hmmm:

volodya61
05-05-13, 06:54 PM
It's not worth it.. because I don't need any stock ParticlesGenerator.. I only need to change 5-6 numbers in the TDW's ParticleGenerator.. stock ParticleGenerator I can place in torpedoes .sim instead of TDW's without any problems.. but then I couldn't use effects of TDW_FXU_Torp_Exsplosion_Particles.dat :shifty: :nope:

gap
05-05-13, 07:13 PM
It's not worth it.. because I don't need any stock ParticlesGenerator.. I only need to change 5-6 numbers in the TDW's ParticleGenerator.. stock ParticleGenerator I can place in torpedoes .sim instead of TDW's without any problems.. but then I couldn't use effects of TDW_FXU_Torp_Exsplosion_Particles.dat :shifty: :nope:

no, you didn't get me. I didn't suggest you to use the stock torpedo splash particle generator. I suggested you to use a version of the particle generator controller that can be handled by S3d "plus" (:03:), and to set it according to TDW's settings. Copying/pasting it, is just a way to make sure that you are using the right type of controller, but you could have added it (the SH3/SH4, lesser detailed, version of it) through S3d's "append new child chunk" menu, if you know what I mean.

Anyway, I agree with you that it is not worth the time you would spend in it :)

volodya61
05-06-13, 04:55 AM
Anyway, I agree with you that it is not worth the time you would spend in it :)

Anyway, I keep trying.. I am a stubborn guy.. :har:

Fifi
05-06-13, 05:34 AM
Stubborn can be a quality sometime :)

gap
05-06-13, 07:07 AM
Anyway, I keep trying.. I am a stubborn guy.. :har:

Stubborn can be a quality sometime :)

I am not saying that improving the torpedo splash is not worth it; it is of course :yep:
I just meant that the second method suggested by me is too long if you think that TDW could do the same in 10 minuts and probably with better results :03: :salute:

volodya61
05-06-13, 07:34 AM
I just meant that the second method suggested by me is too long if you think that TDW could do the same in 10 minuts and probably with better results :03: :salute:

I know.. he could.. and why he didn't do it so far? I noticed this bug (not visible torpedo splash on far distance) more than a year ago..

PS: am learning OllyDbg now :har:

EDIT: :oops: I thought it works with any file as a regular HEX-Editor..

gap
05-06-13, 08:54 AM
I know.. he could.. and why he didn't do it so far? I noticed this bug (not visible torpedo splash on far distance) more than a year ago..

I see, missing the basics of SH hex editing, I would go for S3d and my long, boring method then :hmmm:


PS: am learning OllyDbg now :har:

EDIT: :oops: I thought it works with any file as a regular HEX-Editor..

If you want to hex edit those settings, I suggest you to download XVI32. There is much information on SH binaries hex editing sparse in the forum, mostly on SHIII and IV (SH5's file structure should be pretty the same anyway), but not an all-embracing tutorial. Learnig hex editing "secrets" without the help of someone who knows them, could take quite a long time (probably longer than doing the changes in S3d, they way I suggested), but on the long therm it will be more fruitful :up:

volodya61
05-06-13, 10:42 AM
I see, missing the basics of SH hex editing, I would go for S3d and my long, boring method then :hmmm:
..
If you want to hex edit those settings, I suggest you to download XVI32. There is much information on SH binaries hex editing sparse in the forum, mostly on SHIII and IV (SH5's file structure should be pretty the same anyway), but not an all-embracing tutorial. Learnig hex editing "secrets" without the help of someone who knows them, could take quite a long time (probably longer than doing the changes in S3d, they way I suggested), but on the long therm it will be more fruitful :up:

I finally did it using UltraEdit.. but for some mystical reason I still can't see water columns after explosion through the scope :hmmm:.. all others effects I can see now.. :06:

gap
05-06-13, 11:52 AM
I finally did it using UltraEdit.. but for some mystical reason I still can't see water columns after explosion through the scope :hmmm:.. all others effects I can see now.. :06:

Are you sure you have edited the right addresses? Using XVI32 I looked for the names used by TDW for his particle generators; take "TorpExplosionSplashRDelay" for instance:

http://img585.imageshack.us/img585/1646/hex1j.jpg

A bit below the ParticleGenerator's label that I had looked for (marked in yellow), I have located the relative GlobalScaleFar group, with its properties: Distance, DensityScale and OpacityScale (green highlighted text strings). The settings you should edit are marked in various shades of red/pink. Using XVI32 you move the cursor on the address you want to edit, and you select from the menu bar Edit => Overwrite String.

I have no idea how to convert from decimal settings set in Goblin/S3d to Hex values (it is not something you simply do with the decimal/hex converter), but you can create a dat file with just one particle generator of the old type (editable via s3d), input there the wanted decimal settings, save the file, open it in the HexEditor, and see from there what should be the desired hexadecimal settings :03:

volodya61
05-06-13, 01:36 PM
Are you sure you have edited the right addresses?

Yep :yep:.. I'm sure..
Let me use the Pics language too :D

before -

http://s19.postimg.org/hu507nlz3/before.jpg (http://postimg.org/image/hu507nlz3/)

after -

http://s19.postimg.org/jn7wvz75r/after.jpg (http://postimg.org/image/jn7wvz75r/)

Also, after a lot of diggings I came to not acceptable results :-?
Fx Update explosion water splash effect, range 1.5 km -

http://s19.postimg.org/55apnzfun/FX_splash1.jpg (http://postimg.org/image/55apnzfun/) . http://s19.postimg.org/dc2pfk5xb/FX_splash2.jpg (http://postimg.org/image/dc2pfk5xb/) . http://s19.postimg.org/w5oick45b/FX_splash3.jpg (http://postimg.org/image/w5oick45b/) . http://s19.postimg.org/fj6y3hb7j/FX_splash4.jpg (http://postimg.org/image/fj6y3hb7j/)

Stock explosion water splash effect, range 1.5 km -

http://s19.postimg.org/irbfgixhb/Stock_splash1.jpg (http://postimg.org/image/irbfgixhb/) . http://s19.postimg.org/sq0zgqwan/Stock_splash2.jpg (http://postimg.org/image/sq0zgqwan/) . http://s19.postimg.org/8763boidb/Stock_splash3.jpg (http://postimg.org/image/8763boidb/) . http://s19.postimg.org/bfakoq4n3/Stock_splash4.jpg (http://postimg.org/image/bfakoq4n3/)

I mentioned earlier about the missing 'water column' effect of FX Update, here -

http://s19.postimg.org/ga49n02yn/water_column1.jpg (http://postimg.org/image/ga49n02yn/) . http://s19.postimg.org/73qkdgn3z/water_column2.jpg (http://postimg.org/image/73qkdgn3z/) . http://s19.postimg.org/x0k8q2qrj/water_column3.jpg (http://postimg.org/image/x0k8q2qrj/) . http://s19.postimg.org/vzk00y9rz/water_column4.jpg (http://postimg.org/image/vzk00y9rz/)

This effect I'm able to see only within range 100-800 meters..

What do you think, guys?

PS:
I have no idea how to convert from decimal settings set in Goblin/S3d to Hex values (it is not something you simply do with the decimal/hex converter)..

You forgot something :D.. Google is our best friend.. :O:

TheDarkWraith
05-06-13, 02:34 PM
I set the effects to be less at greater distances to minimize the impact on the end-users system. If you are up close usually not many items are being rendered in the game and thus the effect is at full effect.

If you want the effects to be less reduced at greater ranges try this: http://www.mediafire.com/?r150o3mpn849udy

:|\\

volodya61
05-06-13, 02:48 PM
I set the effects to be less at greater distances to minimize the impact on the end-users system. If you are up close usually not many items are being rendered in the game and thus the effect is at full effect.

I see :yep:

If you want the effects to be less reduced at greater ranges try this: http://www.mediafire.com/?r150o3mpn849udy

:|\\

Thanks a lot TDW, because my first steps in hex-editing were terrible for me :D..

volodya61
05-06-13, 03:47 PM
If you want the effects to be less reduced at greater ranges try this:
Thanks a lot TDW, because my first steps in hex-editing were terrible for me :D..

Still no luck :-?..
I just have tried even such settings -

http://s19.postimg.org/j5qjlclq7/EDIT.jpg (http://postimg.org/image/j5qjlclq7/)

'Water column' effect is visible at the ranges not further than 700-800 meters.. :nope:

TheDarkWraith
05-06-13, 04:09 PM
'Water column' effect is visible at the ranges not further than 700-800 meters.. :nope:

That's because I have them set to max distance of 700m in that file I posted. How far out you want to see them :06:

Fifi
05-06-13, 04:46 PM
That's because I have them set to max distance of 700m in that file I posted. How far out you want to see them :06:

2000m :yep:...or like stock game splash distance...if my rig can handle it :salute:

volodya61
05-06-13, 05:19 PM
That's because I have them set to max distance of 700m in that file I posted. How far out you want to see them :06:

TDW, I have tried different settings.. 400 (my edition), 700 (your file) and even 1500 - my last edition, as you can see on the screen in my previous post.. 'water columns' effect is not visible further than 700 meters with any settings which I tried.. :shifty:

2000m :yep:...or like stock game splash distance...if my rig can handle it :salute:

Stock game range is 400.. my screens with this range for both files (stock and TDW's) you can see earlier in the thread..

EDIT: I'm not even sure that these values (400, 700 etc.) are in meters.. rather seems like some kind of game's units..

gap
05-06-13, 05:39 PM
TDW, I have tried different settings.. 400m (my edition), 700m (your file) and even 1500m - my last edition, as you can see on the screen in my previous post.. 'water columns' effect is not visible further than 700 meters with any settings which I tried.. :shifty:



Stock game range is 400 meters.. my screens with this range for both files (stock and TDW's) you can see earlier in the thread..

Volodya, have you tried further increasing the far density scale? Try setting it to 1 or more and see what happens :hmm2:

volodya61
05-06-13, 05:43 PM
Volodya, have you tried further increasing the far density scale? Try setting it to 1 or more and see what happens :hmm2:

No, not yet.. do you think it worth to try? I'll try a little later :)..

EDIT: on the other hand - 1 is a stock setting :hmm2:
EDIT2: oops.. I messed up.. I thought you said about opacity scale.. OK.. will try density

gap
05-06-13, 05:51 PM
No, not yet.. do you think it worth to try? I'll try a little later :)..

close density scale is 1. Maybe using 0.05 as far density is pretending too much: particles get so small and so sparse that they are hardly rendered on our monitors :hmmm:

volodya61
05-06-13, 05:59 PM
close density scale is 1. Maybe using 0.05 as far density is pretending too much: particles get so small and so sparse that they are hardly rendered on our monitors :hmmm:

As I said in EDITs :), I will try.. 0.05 was a stock setting so I wasn't playing around much..

volodya61
05-07-13, 09:15 AM
close density scale is 1. Maybe using 0.05 as far density is pretending too much: particles get so small and so sparse that they are hardly rendered on our monitors :hmmm:
As I said in EDITs :), I will try.. 0.05 was a stock setting so I wasn't playing around much..

Still no luck, Gabriele :shifty:

All values were edited as in the screen below -

http://s19.postimg.org/tv8trcmwv/edited_generators.jpg (http://postimg.org/image/tv8trcmwv/)

Let me show you a few screens and you could see what exactly happened in the game.. perhaps you or TDW or someone else would be able to understand what's wrong and what should be edited..
These are shots at different ranges of explosion (300m/500m/700m/800m/900m) -

http://s19.postimg.org/qcwtuym0v/300m.jpg (http://postimg.org/image/qcwtuym0v/) / http://s19.postimg.org/ponzc0nb3/500m.jpg (http://postimg.org/image/ponzc0nb3/) / http://s19.postimg.org/9rp7fauwv/700m.jpg (http://postimg.org/image/9rp7fauwv/) / http://s19.postimg.org/qgqnb7ri7/800m.jpg (http://postimg.org/image/qgqnb7ri7/) / http://s19.postimg.org/wvpo7vy7z/900m.jpg (http://postimg.org/image/wvpo7vy7z/)

Any thoughts, guys :06:

gap
05-07-13, 11:33 AM
Still no luck, Gabriele :shifty:

All values were edited as in the screen below

...

Any thoughts, guys :06:

Yes,

as I understand from your screenshot, you have edited the TorpExplosionGreat ParticleGenerator. It on turn, uses the following ObjectParticles:

TDW_FXU_Particula01
TDW_FXU_Particula02
TDW_FXU_Particula03
TDW_FXU_Particula04

Each of the above particles is set by its own ParticleGenerator in TDW_FXU_Torp_Explosion_Materials.DAT, and for all of them far Distance is set to 100 and far DensityScale to 0.01. Do you see my point?

You basically have a huge splash theoretically visible from 1.5 km away, but composed by particles which get invisible beyond 100 m :03:

volodya61
05-07-13, 11:44 AM
Yes,

as I understand from your screenshot, you have edited the TorpExplosionGreat ParticleGenerator.

Nope :).. I edited all ParticleGenerators in the TDW_FXU_Torp_Explosion_Particles.DAT..

It on turn, uses the following ObjectParticles:

TDW_FXU_Particula01
TDW_FXU_Particula02
TDW_FXU_Particula03
TDW_FXU_Particula04

Each of the above particles is set by its own ParticleGenerator in TDW_FXU_Torp_Explosion_Materials.DAT, and for all of them far Distance is set to 100 and far DensityScale to 0.01. Do you see my point?

You basically have a huge splash theoretically visible from 1.5 km away, but composed by particles which get invisible beyond 100 m :03:

YES :up:.. now I see.. and I see your point clearly..
Well, I will keep digging deeper.. to complete victory..
Thank you, my friend :up:

gap
05-07-13, 11:55 AM
Nope :).. I edited all ParticleGenerators in the TDW_FXU_Torp_Explosion_Particles.DAT..

:up:

Hopefully, all the ObjectParticles used by TDW_FXU_Torp_Explosion_Particles.DAT's particle generators are contained in TDW_FXU_Torp_Explosion_Materials.DAT

YES :up:.. now I see.. and I see your point clearly..
Well, I will keep digging deeper.. to complete victory..
Thank you, my friend :up:

Fingers crossed :salute:

volodya61
05-07-13, 12:07 PM
Hopefully, all the ObjectParticles used by TDW_FXU_Torp_Explosion_Particles.DAT's particle generators are contained in TDW_FXU_Torp_Explosion_Materials.DAT

Fingers crossed :salute:

I hope everything will work soon :)..

volodya61
05-07-13, 01:51 PM
Fingers crossed :salute:
I hope everything will work soon :)..

Yeah, Gabriele! We did it again! :yeah:
DreamTeam :woot:

Have I told you that I'm a stubborn guy? :haha:

All shots were taken at a distance 1.5 km -

http://s19.postimg.org/jdnd9cbgf/water_column1.jpg (http://postimg.org/image/jdnd9cbgf/) . http://s19.postimg.org/pfuzztzwf/water_column2.jpg (http://postimg.org/image/pfuzztzwf/) . http://s19.postimg.org/tdi9p8mpr/water_column3.jpg (http://postimg.org/image/tdi9p8mpr/) . http://s19.postimg.org/xb5jen9j3/water_column4.jpg (http://postimg.org/image/xb5jen9j3/)

http://s19.postimg.org/fz9s6y5fj/water_column5.jpg (http://postimg.org/image/fz9s6y5fj/) . http://s19.postimg.org/j7e9jzrpb/water_column6.jpg (http://postimg.org/image/j7e9jzrpb/) . http://s19.postimg.org/owui4axvj/water_column7.jpg (http://postimg.org/image/owui4axvj/) . http://s19.postimg.org/5g9shs2rj/water_column8.jpg (http://postimg.org/image/5g9shs2rj/)

TheDarkWraith
05-07-13, 04:16 PM
Yeah, Gabriele! We did it again! :yeah:
DreamTeam :woot:

Have I told you that I'm a stubborn guy? :haha:

All shots were taken at a distance 1.5 km -

Good work :up: The best part of it all is you learned something :D If you're not learning something new everyday you're wasting your life away!

When you decide on final values send them to me and I'll make an add-on for FX_Update to give user longer viewing distance for this.

gap
05-07-13, 04:51 PM
Yeah, Gabriele! We did it again! :yeah:
DreamTeam :woot:

:Kaleun_Thumbs_Up:

You got to teach me how you converted from decimal to hexadecimal without using my lame trick :03:

Have I told you that I'm a stubborn guy? :haha:

You didn't need to demonstrate it. I knew it very well yet! :D

Good work :up: The best part of it all is you learned something :D If you're not learning something new everyday you're wasting your life away!

:haha:

definitely true!

When you decide on final values send them to me and I'll make an add-on for FX_Update to give user longer viewing distance for this.

I only wish we could make torpedo splash to look more as seen in the following video (skip to 2:16):

http://www.youtube.com/watch?v=f-2JH_uBuyg

..or in these pictures:

http://www.cityofart.net/bship/torpedo_hit.jpg

http://ww2total.com/WW2/History/Production/Anglo-Americans/images/Torpedo-Volltreffer-px800.jpg

compare them with one of the screenies posted by Volodya:

http://s19.postimg.org/6eq5k2g3n/water_column5.jpg

Imo the water column should be higher and more tapered on top, with later water sprinkles not exceeding in height the main column. Moreover, the material currently used looks more as smoke than as vapourized water. I think we should make brighter and with sharper edges. Finally, dark smoke should be increased, as well as the red particles from fire and explosions :hmm2:

volodya61
05-07-13, 04:55 PM
Good work :up: The best part of it all is you learned something :D If you're not learning something new everyday you're wasting your life away!

When you decide on final values send them to me and I'll make an add-on for FX_Update to give user longer viewing distance for this.

Thank you TDW :)
Hear praise from you is an honor for any modder of SH5 small modders community..

OK, as soon as I carefully test it all and stay on certain values​​, I will send you the files :up:

TheDarkWraith
05-07-13, 05:02 PM
You got to teach me how you converted from decimal to hexadecimal without using my lame trick :03:

I only wish we could make torpedo splash to look more as seen in the following video (skip to 2:16):

Imo the water column should be higher and more tapered on top, with later water sprinkles not exceeding in height the main column. Moreover, the material currently used looks more as smoke than as vapourized water. I think we should make edges sharper, and the main colums should be brighter, though mixed with :hmm2:

Best program for converting to/from float and hex:
http://www.mediafire.com/download.php?jg4xhr3rlrpbz6t

Making new torpedo splash is not hard. I'll play around with it :up: I just needed something to see so I can make it.

gap
05-07-13, 05:06 PM
Best program for converting to/from float and hex:
http://www.mediafire.com/download.php?jg4xhr3rlrpbz6t

Thank you TDW, this is exactly what I needed for :yeah:

Making new torpedo splash is not hard. I'll play around with it :up: I just needed something to see so I can make it.

Have a look at the footage I have linked in my previous post. It is one of the very few color videos recording German torpedoes in action (in slow motion). Impressive :yep: :arrgh!:

volodya61
05-07-13, 05:13 PM
You got to teach me how you converted from decimal to hexadecimal without using my lame trick :03:

If you mean this trick -
...but you can create a dat file with just one particle generator of the old type (editable via s3d), input there the wanted decimal settings, save the file, open it in the HexEditor, and see from there what should be the desired hexadecimal settings...I can tell you - your way is much easier and simpler than way I've used in my first steps in HEX.. some guys on hackzone.ru teached me a little but their way is too difficult so later I used yours..

You didn't need to demonstrate it. I knew it very well yet! :D

:D

Imo the water column should be higher and more tapered on top, with later water sprinkles not exceeding in height the main column. Moreover, the material currently used looks more as smoke than as vapourized water. I think we should make edges sharper, and the main colums should be brighter, though mixed with :hmm2:

Tell me how and I will try :up:

Best program for converting to/from float and hex:
http://www.mediafire.com/download.php?jg4xhr3rlrpbz6t

Thanks a lot for this :up:

gap
05-07-13, 05:34 PM
If you mean this trick -

exactly that one :yep:


I can tell you - your way is much easier and simpler than way I've used in my first steps in HEX.. some guys on hackzone.ru teached me a little but their way is too difficult so later I used yours..

:smug: :har:

I hope you have saved the tool pointed by TDW on your HD by now :03:


Tell me how and I will try :up:

Not that easy. For a start, we should disable all the particle generators used by TDW for his torpedo splash effect, and re-enable them one by one to see what is their effect in game. A quick way to do it could be setting their opacity scale to 0 :hmmm:


Thanks a lot for this :up:

My pleasure :salute:

A while ago I had posted it in the historical guns specs, but you were probably in vacation from SH5 modding :)

Fifi
05-07-13, 05:42 PM
You guys are awesome!! :sunny:
Can't wait to try new torp effect :yeah:

volodya61
05-07-13, 05:46 PM
I hope you have saved the tool pointed by TDW on your HD by now :03:

:yep:

Not that easy. For a start, we should disable all the particle generators used by TDW for his torpedo splash effect, and re-enable them one by one to see what is their effect in game. A quick way to do it could be setting their opacity scale to 0 :hmmm:

Okay, I will try.. I think we are concerned with the TorpExplosionGreat :06:

A while ago I had posted it in the historical guns specs, but you were probably in vacation from SH5 modding :)

Probably :)

gap
05-07-13, 06:02 PM
Okay, I will try.. I think we are concerned with the TorpExplosionGreat :06:

Each particle generator got its own work (possibly one for the water column, one for vapourized water, one for dark smoke, etc), but they all get mixed in the final effect. Keeping all of them active might confuse us. Better editing them one by one, and temporarily disable the remaining ones. I agree with you that TorpExplosionGreat is the best candidate to start with :up:

volodya61
05-07-13, 06:08 PM
Each particle generator got its own work (possibly one for the water column, one for vapourized water, one for dark smoke, etc), but they all get mixed in the final effect. Keeping all of them active might confuse us. Better editing them one by one, and temporarily disable the remaining ones. I agree with you that TorpExplosionGreat is the best candidate to start with :up:

Well, I'll start soon.. not today :D..

@ Fifi

I can send you edited files to test If you will test them extensively :D..

gap
05-07-13, 06:23 PM
Well, I'll start soon.. not today :D..

Take it easy :up:

volodya61
05-07-13, 06:33 PM
Take it easy :up:

Okay :)

BTW have you noticed TDW's converter has revers conversion.. I mean - 1000 to HEX is 00 00 7A 44.. FloatConvert did it so - 1000 → 44 7A 00 00

TheDarkWraith
05-07-13, 06:42 PM
Okay :)

BTW have you noticed TDW's converter has revers conversion.. I mean - 1000 to HEX is 00 00 7A 44.. FloatConvert did it so - 1000 → 44 7A 00 00

The hex number given by the app is it's actual hex value. When working with hex editor you have to take endian type into account. Almost all PCs are little endian by default thus least significant byte is first when viewed in hex editor. Most hex editors let you choose the endian style viewed.

1000 little endian is thus:
00 00 7A 44

1000 big endian is thus:
44 7A 00 00

The app I gave you a link to displays values in big endian notation.

gap
05-07-13, 06:52 PM
Okay :)

BTW have you noticed TDW's converter has revers conversion.. I mean - 1000 to HEX is 00 00 7A 44.. FloatConvert did it so - 1000 → 44 7A 00 00

No, I haven't started messing with it yet. Well spotted anyway: this would have probably been my first mistake :up:


The app I gave you a link to displays values in big endian notation.

Good to know. Thank you again :salute:

volodya61
05-07-13, 06:53 PM
The hex number given by the app is it's actual hex value. When working with hex editor you have to take endian type into account. Almost all PCs are little endian by default thus least significant byte is first when viewed in hex editor. Most hex editors let you choose the endian style viewed.

1000 little endian is thus:
00 00 7A 44

1000 big endian is thus:
44 7A 00 00

The app I gave you a link to displays values in big endian notation.

Ah.. I see now :)
Thanks for the explanation :salute:

volodya61
05-08-13, 09:28 AM
Okay.. here are a few screens..

TorpExplosionWaterDrops Generator only -

http://s19.postimg.org/pnrtntpmn/torpexplosionwaterdrops1.jpg (http://postimg.org/image/pnrtntpmn/) . http://s19.postimg.org/rguqc5atb/torpexplosionwaterdrops2.jpg (http://postimg.org/image/rguqc5atb/) . http://s19.postimg.org/6xzu72wvz/torpexplosionwaterdrops3.jpg (http://postimg.org/image/6xzu72wvz/) . http://s19.postimg.org/d07gxklbz/torpexplosionwaterdrops4.jpg (http://postimg.org/image/d07gxklbz/)


TorpExplosionR&LInitial Generators only -

http://s19.postimg.org/mm11dvchr/torpexplosion_R_Linitial1.jpg (http://postimg.org/image/mm11dvchr/) . http://s19.postimg.org/xznkp2n0f/torpexplosion_R_Linitial2.jpg (http://postimg.org/image/xznkp2n0f/) . http://s19.postimg.org/rn8ff8jy7/torpexplosion_R_Linitial3.jpg (http://postimg.org/image/rn8ff8jy7/) . http://s19.postimg.org/e6githfy7/torpexplosion_R_Linitial4.jpg (http://postimg.org/image/e6githfy7/)


TorpExplosionR&LDelay Generators only -

http://s19.postimg.org/5cpmcdszj/torpexplosion_R_Ldelay1.jpg (http://postimg.org/image/5cpmcdszj/) . http://s19.postimg.org/uy1uc8g73/torpexplosion_R_Ldelay2.jpg (http://postimg.org/image/uy1uc8g73/) . http://s19.postimg.org/63ici5vcv/torpexplosion_R_Ldelay3.jpg (http://postimg.org/image/63ici5vcv/) . http://s19.postimg.org/umkdzgzr3/torpexplosion_R_Ldelay4.jpg (http://postimg.org/image/umkdzgzr3/)


TorpExplosionGreat Generator only -

http://s19.postimg.org/r48e32yv3/torpexplosiongreat1.jpg (http://postimg.org/image/r48e32yv3/) . http://s19.postimg.org/9s81hn5dr/torpexplosiongreat2.jpg (http://postimg.org/image/9s81hn5dr/) . http://s19.postimg.org/udmt9jmyn/torpexplosiongreat3.jpg (http://postimg.org/image/udmt9jmyn/) . http://s19.postimg.org/fiy7vdddr/torpexplosiongreat4.jpg (http://postimg.org/image/fiy7vdddr/)


Any thoughts Gabriele?

gap
05-08-13, 09:56 AM
Okay.. here are a few screens..

...

Any thoughts Gabriele?

Well done Volodya! :up:

It is obvious that we got to start from the TorpExplosionGreat generator. Let me have a look into its settings, and I will report back in a few :03:

volodya61
05-08-13, 10:12 AM
Well done Volodya! :up:

It is obvious that we got to start from the TorpExplosionGreat generator. Let me have a look into its settings, and I will report back in a few :03:

Don't forget, some settings were changed by me - GlobalScaleFar/Distance and DensityScale (1500 and 0.2) in the TDW_FXU_Torp_Explosion_Particles.DAT and the same changes for all TDW_FXU_Particulas in the TDW_FXU_Torp_Explosion_Materials.DAT

SkyBaron
05-08-13, 10:35 AM
Looking good! :salute:

volodya61
05-08-13, 10:53 AM
I've just looked at the first post of the thread again.. Fifi's shots.. maybe stock 'great explosion' effect more closer to realiyt?

I mean this one -

http://img15.hostingpics.net/thumbs/mini_857027Torpsplash.jpg

I'll have a look at the stock particles.dat also :hmm2:

gap
05-08-13, 12:05 PM
Don't forget, some settings were changed by me - GlobalScaleFar/Distance and DensityScale (1500 and 0.2) in the TDW_FXU_Torp_Explosion_Particles.DAT and the same changes for all TDW_FXU_Particulas in the TDW_FXU_Torp_Explosion_Materials.DAT

Currently looking at bitmap particle materials used directly or indirectly by TorpExplosionGreat:


Bitmap Particle: TDW_FXU_PierreE


Object Particle: TDW_FXU_Particula01

Bitmap Particle: TDW_FXU_PierreE2



Object Particle: TDW_FXU_Particula02

Bitmap Particle: TDW_FXU_PierreE



Object Particle: TDW_FXU_Particula03

Bitmap Particle: TDW_FXU_PierreE2



Object Particle: TDW_FXU_Particula04

Bitmap Particle: TDW_FXU_PierreE



These materials are set through 2/0 nodes in TDW_FXU_Torp_Explosion_Materials.DAT and they can be customized at wish in S3d. This is how their embedded bitmap textures look like:

http://img59.imageshack.us/img59/4900/tdwfxupierree.png http://img845.imageshack.us/img845/4152/tdwfxupierree2.png
TDW_FXU_PierreE TDW_FXU_PierreE2

They are almost identical, but PierreE is a bit darker than PierreE2 (difficult to appreciate it against the grey background). A bit too puffy and too soft to give the impression of an ascending column of water, don't you think? I can deal with them anyway :D

...but before doing it, I believe it is time to further split TorpExplosionGreat in parts, and see how each of its ObjectParticles/BitmapParticles behaves in game. For doing it, you can set the opacity and opacity variation of each particle to 0 and re-enable them one by one as you already did with the various particle generators. :salute:

gap
05-08-13, 12:14 PM
I've just looked at the first post of the thread again.. Fifi's shots.. maybe stock 'great explosion' effect more closer to realiyt?

I mean this one -

http://img15.hostingpics.net/thumbs/mini_857027Torpsplash.jpg

I'll have a look at the stock particles.dat also :hmm2:

Yes, its shape is more similar the one seen in historical pictures. But it is way too small. We can take inspiration from it anyway :up:

volodya61
05-08-13, 02:34 PM
...but before doing it, I believe it is time to further split TorpExplosionGreat in parts, and see how each of its ObjectParticles/BitmapParticles behaves in game. For doing it, you can set the opacity and opacity variation of each particle to 0 and re-enable them one by one as you already did with the various particle generators. :salute:

OK :up:
I'll check these all and will take shots..
Honestly, I wasn't able to change all the values ​​in the Generators so I just removed them using S3D.. when I changed all the values in Generator to 0 using HEX then I checked my changes in Goblin and saw that all the values were changed but not to 0.. that's strange because in HEX all these values are 0 :hmmm:.. probably there is some global parameter but I can't find it..

Yes, its shape is more similar the one seen in historical pictures. But it is way too small. We can take inspiration from it anyway :up:

There is weird thing too.. when I tried to open up particles.dat in Goblin it opens already changed (red color text).. and I can't find out the real values :hmm2:.. so real values I can get only using HEX.. :-?

Fifi
05-08-13, 05:28 PM
Volodya, your TorpExplosionGreat Generator only is very close to what i saw in my first screenshot :up:
It looks even better to me, meaning the water column seems a bit higher and less wider. Very nice!

On side note, this little effect is important to me, and has to be nice even if it's only a matter of few seconds, because it's often the reward of many hours of hunting! :D

gap
05-08-13, 07:57 PM
OK :up:
I'll check these all and will take shots..
Honestly, I wasn't able to change all the values ​​in the Generators so I just removed them using S3D.. when I changed all the values in Generator to 0 using HEX then I checked my changes in Goblin and saw that all the values were changed but not to 0.. that's strange because in HEX all these values are 0 :hmmm:.. probably there is some global parameter but I can't find it..

There is weird thing too.. when I tried to open up particles.dat in Goblin it opens already changed (red color text).. and I can't find out the real values :hmm2:.. so real values I can get only using HEX.. :-?

Yes, I have noticed it too... strange things happen to these files when opened in Goblin. At least we don't run the risk to save the corrupted settings accidentally :D

Volodya, your TorpExplosionGreat Generator only is very close to what i saw in my first screenshot :up:
It looks even better to me, meaning the water column seems a bit higher and less wider. Very nice!

On side note, this little effect is important to me, and has to be nice even if it's only a matter of few seconds, because it's often the reward of many hours of hunting! :D

What bothers me more about Fx Update's torpedo splash effect are its eccessive "steamy" effect (I understand that during the impact many particles of water are vapourized, but the base of the column should be composed of bigger water drops), and the long lateral sprinkles, making it to resamble a withered mushroom rather than a sudden and huge column of water rising vertically :O:

Fifi
05-08-13, 09:27 PM
What bothers me more about Fx Update's torpedo splash effect are its eccessive "steamy" effect (I understand that during the impact many particles of water are vapourized, but the base of the column should be composed of bigger water drops), and the long lateral sprinkles, making it to resamble a withered mushroom rather than a sudden and huge column of water rising vertically :O:

And we could go further: depending the depth impact, water column should differt...surface impact, not that much water splash but rather more fire explosion and debris...deeper impact, just big water column without fire explosion :D:O:

volodya61
05-09-13, 02:33 PM
Well..

TDW_FXU_Torp_Explosion_Particles.DAT
→ ParticlesGenerator → TorpExplosionGreat (only)

1. → BitmapParticles → Material → TDW_FXU_PierreE

1.1 → ObjectParticles → Object → ALL

http://s19.postimg.org/yqh7xln9b/1_1_1.jpg (http://postimg.org/image/yqh7xln9b/) . http://s19.postimg.org/gb1sxbfgf/1_1_2.jpg (http://postimg.org/image/gb1sxbfgf/) . http://s19.postimg.org/helx9a03j/1_1_3.jpg (http://postimg.org/image/helx9a03j/) . http://s19.postimg.org/apfdt9erj/1_1_4.jpg (http://postimg.org/image/apfdt9erj/)

1.2 → ObjectParticles → Object → TDW_FXU_Particula01 (only)

http://s19.postimg.org/52j0vsc8v/1_2_1.jpg (http://postimg.org/image/52j0vsc8v/) . http://s19.postimg.org/4ea6cudj3/1_2_2.jpg (http://postimg.org/image/4ea6cudj3/)

1.3 → ObjectParticles → Object → TDW_FXU_Particula02 (only)

http://s19.postimg.org/xhye931mn/1_3_1.jpg (http://postimg.org/image/xhye931mn/) . http://s19.postimg.org/b7aj944cf/1_3_2.jpg (http://postimg.org/image/b7aj944cf/)

1.4 → ObjectParticles → Object → TDW_FXU_Particula03 (only)

http://s19.postimg.org/a6aajzncv/1_4_1.jpg (http://postimg.org/image/a6aajzncv/) . http://s19.postimg.org/zdl6k8qgv/1_4_2.jpg (http://postimg.org/image/zdl6k8qgv/)

1.5 → ObjectParticles → Object → TDW_FXU_Particula04 (only)

http://s19.postimg.org/7er0tdou7/1_5_1.jpg (http://postimg.org/image/7er0tdou7/) . http://s19.postimg.org/flnlyp4an/1_5_2.jpg (http://postimg.org/image/flnlyp4an/)


to be continued..

volodya61
05-09-13, 02:34 PM
..continuation

2. → BitmapParticles → Material → TDW_FXU_PierreE2

2.1 → ObjectParticles → Object → ALL

http://s19.postimg.org/ohye2muwv/2_1_1.jpg (http://postimg.org/image/ohye2muwv/) . http://s19.postimg.org/ytaqvamm7/2_1_2.jpg (http://postimg.org/image/ytaqvamm7/)

2.2 → ObjectParticles → Object → TDW_FXU_Particula01 (only)

http://s19.postimg.org/8z0y5imm7/2_2_1.jpg (http://postimg.org/image/8z0y5imm7/) . http://s19.postimg.org/l269t2xof/2_2_2.jpg (http://postimg.org/image/l269t2xof/)

2.3 → ObjectParticles → Object → TDW_FXU_Particula02 (only)

http://s19.postimg.org/v0r8fk73z/2_3_1.jpg (http://postimg.org/image/v0r8fk73z/) . http://s19.postimg.org/ooc35q41r/2_3_2.jpg (http://postimg.org/image/ooc35q41r/)

2.4 → ObjectParticles → Object → TDW_FXU_Particula03 (only)

http://s19.postimg.org/hz5jppipr/2_4_1.jpg (http://postimg.org/image/hz5jppipr/) . http://s19.postimg.org/8fvuw8v7j/2_4_2.jpg (http://postimg.org/image/8fvuw8v7j/)

2.5 → ObjectParticles → Object → TDW_FXU_Particula04 (only)

http://s19.postimg.org/phooyca2n/2_5_1.jpg (http://postimg.org/image/phooyca2n/) . http://s19.postimg.org/ji5j8fenz/2_5_2.jpg (http://postimg.org/image/ji5j8fenz/)


to be continued..

volodya61
05-09-13, 02:35 PM
..continuation

3. → BitmapParticles → Material → NONE

3.1 → ObjectParticles → Object → ALL

http://s19.postimg.org/4ngxu9533/3_1_1.jpg (http://postimg.org/image/4ngxu9533/) . http://s19.postimg.org/sshnbypdr/3_1_2.jpg (http://postimg.org/image/sshnbypdr/)

3.2 → ObjectParticles → Object → TDW_FXU_Particula01 (only)

http://s19.postimg.org/c6032vwfz/3_2_1.jpg (http://postimg.org/image/c6032vwfz/) . http://s19.postimg.org/sv1iyst1b/3_2_2.jpg (http://postimg.org/image/sv1iyst1b/)

3.3 → ObjectParticles → Object → TDW_FXU_Particula02 (only)

http://s19.postimg.org/a3zlomygv/3_3_1.jpg (http://postimg.org/image/a3zlomygv/) . http://s19.postimg.org/l4uqtnqpr/3_3_2.jpg (http://postimg.org/image/l4uqtnqpr/)

3.4 → ObjectParticles → Object → TDW_FXU_Particula03 (only)

http://s19.postimg.org/6a65fhh4v/3_4_1.jpg (http://postimg.org/image/6a65fhh4v/) . http://s19.postimg.org/jflnllb0f/3_4_2.jpg (http://postimg.org/image/jflnllb0f/)

3.5 → ObjectParticles → Object → TDW_FXU_Particula04 (only)

http://s19.postimg.org/nd8xazxtr/3_5_1.jpg (http://postimg.org/image/nd8xazxtr/) . http://s19.postimg.org/wmfoyuw3j/3_5_2.jpg (http://postimg.org/image/wmfoyuw3j/)

volodya61
05-09-13, 02:43 PM
Honestly, I don't see any significant difference..
Maybe because so many tests and eyes too tired..
Gabriele, perhaps you could see difference with the 'fresh' view..

volodya61
05-09-13, 04:01 PM
Why just these textures? I mean pierreE, pierreE2 and splash_vert_add..
I have looked in the folder Textures.. there are a few.. maybe just to try to change the textures? if this possible at all.. :hmmm:

TheDarkWraith
05-09-13, 04:02 PM
Why just these textures? I mean pierreE, pierreE2 and splash_vert_add..
I have looked in the folder Textures.. there are a few.. maybe just to try to change the textures? if this possible at all.. :hmmm:

I believe I 'hard coded' all the materials used for the torp splash effect into the materials file

volodya61
05-09-13, 04:06 PM
I believe I 'hard coded' all the materials used for the torp splash effect into the materials file

I already know :D..

Fifi
05-09-13, 04:14 PM
Difficult to say...:doh:
This one:
1. → BitmapParticles → Material → TDW_FXU_PierreE
1.1 → ObjectParticles → Object → ALL
And this one:
3. → BitmapParticles → Material → TDW_FXU_NONE
3.1 → ObjectParticles → Object → ALL
...doesn't look bad...but i still like my stock one too! :-?

volodya61
05-09-13, 04:25 PM
Difficult to say...:doh:
This one:
1. → BitmapParticles → Material → TDW_FXU_PierreE
1.1 → ObjectParticles → Object → ALL
And this one:
3. → BitmapParticles → Material → TDW_FXU_NONE
3.1 → ObjectParticles → Object → ALL
...doesn't look bad...but i still like my stock one too! :-?

Fifi we don't do any changes yet.. all pics shows what already is..
And I still can't understand why your stock one works at all :hmmm:.. because it shouldn't.. for the stock torp explosion you had to return the stock files materials.dat and particles.dat.. but, as I remember correctly, you didn't do that :hmmm:..

TheDarkWraith
05-09-13, 04:29 PM
Fifi we don't do any changes yet.. all pics shows what already is..
And I still can't understand why your stock one works at all :hmmm:.. because it shouldn't.. for the stock torp explosion you had to return the stock files materials.dat and particles.dat.. but, as I remember correctly, you didn't do that :hmmm:..

You forget that the torpedo splash effect is specified in the torpedoe's .sim file :yep:

Fifi
05-09-13, 04:32 PM
And I still can't understand why your stock one works at all :hmmm:.. because it shouldn't..
:o:haha:

but, as I remember correctly, you didn't do that
Right. I just copy/past the stock effect ID in TDW file via S3D.

volodya61
05-09-13, 04:33 PM
You forget that the torpedo splash effect is specified in the torpedoe's .sim file :yep:

as I remember Fifi already changed his torpedoes.sim and returned stock settings..

For those who want the nice torpedo hitting splash, i've changed one value in FX Update torpedoes_g7a-e file, using S3D app, to put back stock effect visible any distance.
It's this value, for each type of torpedos:
http://img15.hostingpics.net/thumbs/mini_675218Torpedosplash.jpg (http://www.hostingpics.net/viewer.php?id=675218Torpedosplash.jpg)

volodya61
05-09-13, 04:36 PM
Right. I just copy/past the stock effect ID in TDW file via S3D.

If you are using FX Update then your particles.dat and materials.dat are not the stock ones..

EDIT: small mistake.. materials.dat is changed by DynEnv which you are using too..

Fifi
05-09-13, 04:40 PM
Right again,i'm using FX torpedo.sim :hmmm:
But it's working! :)
EDIT: Ok for your edit! lol

Fifi
05-09-13, 04:58 PM
So should i mention in first post, this turn around is working if using DE? :hmmm:

volodya61
05-09-13, 05:44 PM
So should i mention in first post, this turn around is working if using DE? :hmmm:

It shouldn't work at all.. because particles.dat which you are using is not contain required data.. particle generator of torpexplosiongreat in this file is blank.. maybe you did your changes in incorrect way.. maybe something else.. I don't know..

gap
05-09-13, 07:01 PM
Let's see if I can throw some light on the whole matter, as I see that there is a bit of confusion:

- Wth Fx update, TDW has defined new torpedo splash particles and materials, and has assigned them new effect to existing torpedoes through the splash property of their amun_torpedo controllers. Stock torpedo splash materials and particles, respectively located in materials.dat and particles.dat are unchanged by Fx Updates, but simply they are not used by the mod.

- Fifi has just switched back amun_torpedo to use the stock effect. His changes are compatible with Fx Updates exactly because TDW's mod don't remove the old settings: is simply "bypass" them.

- Dynamic Environment changes material.dat. Don't ask me what exactly :D. Anyway I am sure that torpedo splash materials used by the stock effect are not removed by DynEnv, so Fifi's tweaks are 100% compatible with both Fx Updates and DynEnv :yep:


@ Volodya

I have been looking into the results of all your tests. Thanks for going to all the trouble of doing them. Because we can draw a conclusion I need for some more information though:


What is exactly the difference between the first, the second, and the third set of experiments? As I understand it, you have changed BitmapParticle's material. Is this correct? If so, can I assume that the following row means a blank material (a texture with a black alpha channel)?

3. → BitmapParticles → Material → TDW_FXU_NONE

How have you disabled the ObjectParticles? Have you set their opacity setting to 0, as I had suggested yesterday or what else?


can you take a couple of screenshots with only the BitmapParticle active (all of the ObjectParticles disabled)?

:salute:

volodya61
05-10-13, 05:44 AM
- Wth Fx update, TDW has defined new torpedo splash particles and materials, and has assigned them new effect to existing torpedoes through the splash property of their amun_torpedo controllers. Stock torpedo splash materials and particles, respectively located in materials.dat and particles.dat are unchanged by Fx Updates, but simply they are not used by the mod.

I'm not sure that particles.dat of FXU has stock settings in torpexplosiongreate controller and wasn't changed by FXU.. :06: :hmmm:

What is exactly the difference between the first, the second, and the third set of experiments? As I understand it, you have changed BitmapParticle's material. Is this correct? If so, can I assume that the following row means a blank material (a texture with a black alpha channel)?3. → BitmapParticles → Material → TDW_FXU_NONE

I'm sorry.. it was a mistake.. it had to look like this -
3. → BitmapParticles → Material → NONE Here you can see how I did it -

http://s19.postimg.org/g2mlqcw73/pierre_E.jpg (http://postimg.org/image/g2mlqcw73/) . http://s19.postimg.org/m4u8gukn3/pierre_E2.jpg (http://postimg.org/image/m4u8gukn3/) . http://s19.postimg.org/d79ijhs73/NONE.jpg (http://postimg.org/image/d79ijhs73/)

How have you disabled the ObjectParticles? Have you set their opacity setting to 0, as I had suggested yesterday or what else?

No, I didn't set their Opacity to 0.. I disabled them this way -

http://s19.postimg.org/3qjpcv8cf/disabled_particulas.jpg (http://postimg.org/image/3qjpcv8cf/)

can you take a couple of screenshots with only the BitmapParticle active (all of the ObjectParticles disabled)?

Okay.. here they are -

1. → BitmapParticles → Material → TDW_FXU_PierreE
1.6 → ObjectParticles → Object → ALL Objects/Particulas were disabled (NONE)

http://s19.postimg.org/5ddibu9rz/1_6_1.jpg (http://postimg.org/image/5ddibu9rz/) . http://s19.postimg.org/mrxqk46wv/1_6_2.jpg (http://postimg.org/image/mrxqk46wv/)

2. → BitmapParticles → Material → TDW_FXU_PierreE2
2.6 → ObjectParticles → Object → ALL Objects/Particulas were disabled (NONE)

the same as 1.

3. → BitmapParticles → Material → NONE
3.6 → ObjectParticles → Object → ALL Objects/Particulas were disabled (NONE)

the same as 1.

gap
05-10-13, 07:34 AM
I'm not sure that particles.dat of FXU has stock settings in torpexplosiongreate controller and wasn't changed by FXU.. :06: :hmmm:

Honestly I didn't bother comparing Fx Update's particles.dat with the vanilla one. Anyway I don't see why TDW should have modified torpedo splash fx contained in particles.dat, since FXU got its own version of the effect, located in the custom files that you are currently experimenting with... :hmm2:


I'm sorry.. it was a mistake.. it had to look like this -
Here you can see how I did it -

...

No, I didn't set their Opacity to 0.. I disabled them this way -

Okay, I guess that setting their material/object to "none" is the same as setting opacity to 0, and your screenies seem to confirm it :up:



Okay.. here they are...

Okay, seems that bitmap particles have very little effect, and we shouldn't bother messing with their settings. This leaves us with the four object particles to work with. I am going now to see how their settings changed from stock to FXU version :up:

gap
05-10-13, 10:31 AM
Okay, this is the list of changes between the two version of torp_great_explosion, i.e. particles.dat version (used by stock game and retrieved by Fifi) vs. TDW_FXU_Torp_Explosion_Particles:

particles.dat TDW_FXU_Torp etc.
Property setting settings

LifeTime 10 15

GlobalScaleFar/Distance 400 100
GlobalScaleFar/DensityScale 0.05 0.01


BitmapParticles/Entry#0/Life/Variation 0 0.05

BitmapParticles/Entry#0/Creation/Variation 0 0.05
BitmapParticles/Entry#0/Creation/Overlife/0/LifeTime - Scale 0 - 0 0 - 0.5
BitmapParticles/Entry#0/Creation/Overlife/1/LifeTime - Scale 0.1 - 0 0.025 - 1
BitmapParticles/Entry#0/Creation/Overlife/2/LifeTime - Scale 0.1001 - 1 0.05 - 0
BitmapParticles/Entry#0/Creation/Overlife/3/LifeTime - Scale 0.45 - 1 1 - 0
BitmapParticles/Entry#0/Creation/Overlife/4/LifeTime - Scale 0.45001 - 0 -
BitmapParticles/Entry#0/Creation/Overlife/5/LifeTime - Scale 1 - 0 -

BitmapParticles/Entry#0/Velocity/Velocity 3 1
BitmapParticles/Entry#0/Velocity/Overlife/1/LifeTime - Scale 0.2 - 0 0.1875 - 0

BitmapParticles/Entry#0/Weight/Overlife/0/LifeTime - Scale 0 - 0 0 - 1
BitmapParticles/Entry#0/Weight/Overlife/1/LifeTime - Scale 0.2 - 0.7 0.125 - 1.5
BitmapParticles/Entry#0/Weight/Overlife/2/LifeTime - Scale 1 - 0.4 0.2 - 2
BitmapParticles/Entry#0/Weight/Overlife/3/LifeTime - Scale - 0.5 - 3
BitmapParticles/Entry#0/Weight/Overlife/4/LifeTime - Scale - 1 - 1

BitmapParticles/Entry#0/Opacity/Variation 0 0.05


ObjectParticles/Entry#0/Life/Life 10 30


Only chenged settings listed above.

Surprisingly, most of the changes concern the settings of the one BitmapParticle (TDW_FXU_PierreE). ObjectParticle settings (using TDW_FXU_Particula01 to 04) are almost identical.

Time to have a look into material settings now :salute:

gap
05-10-13, 10:38 AM
PS: based on the settings I have seen so far, I can't figure out what makes torpedo splashes to open up as a fan yet :hmmm:

volodya61
05-10-13, 10:58 AM
PS: based on the settings I have seen so far, I can't figure out what makes torpedo splashes to open up as a fan yet :hmmm:

And TDW says nothing :shifty: :)

volodya61
05-10-13, 11:01 AM
Okay, this is the list of changes between the two version of torp_great_explosion, i.e. particles.dat version (used by stock game and retrieved by Fifi) vs. TDW_FXU_Torp_Explosion_Particles:
..
Only chenged settings listed above.
..
Surprisingly, most of the changes concern the settings of the one BitmapParticle (TDW_FXU_PierreE). ObjectParticle settings (using TDW_FXU_Particula01 to 04) are almost identical.

OK, I will try to duplicate stock settings in the TDW's files.. a lot changes to HEX-editor :-?..

gap
05-10-13, 11:06 AM
OK, I will try to duplicate stock settings in the TDW's files.. a lot changes to HEX-editor :-?..

:hmmm:

wait... if you duplicate ALL of the stock settings in TDW's files, we will end with stock storpedo splash effects... Is that really what we want? :03:

I think we should rather compare the two sets of settings, understand them, and create some new settings. I am already fairly familiar with most of the parameters of SH particles generators, and I think that with a bit of help by TDW himself, we will can achieve a better effect than the ones we have already available :up:

volodya61
05-10-13, 11:16 AM
:hmmm:

wait... if you duplicate ALL of the stock settings in TDW's files, we will end with stock storpedo splash effects... Is that really what we want? :03:

I think we should rather compare the two sets of settings, understand them, and create some new settings. I am already fairly familiar with most of the parameters of SH particles generators, and I think that with a bit of help by TDW himself, we will can achieve a better effect than the ones we have already available :up:

I just wanted to duplicate stock settings to see - the same effect will be in the TDW's files or not :hmmm:

EDIT: anyway, I can test gun or two in our Reworked Guns while waiting new good thoughts :up:

gap
05-10-13, 11:23 AM
I just wanted to duplicate stock settings to see - the same effect will be in the TDW's files or not :hmmm:

EDIT: anyway, I can test gun or two in our Reworked Guns while waiting new good thoughts :up:

:yeah:

volodya61
05-10-13, 11:26 AM
Another question, are you sure that stock particles.dat settings were not changed when/while you opened it in Goblin?

gap
05-10-13, 11:43 AM
Another question, are you sure that stock particles.dat settings were not changed when/while you opened it in Goblin?

I opened the file in S3d :03:

volodya61
05-10-13, 01:35 PM
I opened the file in S3d :03:

:o
S3D?. but.. how??
Something wrong with my eyes.. or head.. or?
New secret version/files? :03:

http://s19.postimg.org/vd092rvun/part_S3_D.jpg (http://postimg.org/image/vd092rvun/)

EDIT: something wrong with my head.. forgot to disable some new files (:03:) in S3D and tried to open file in not original version of S3D.. that's why I said Fifi that some entries in particles.dat of FXU are blank.. I wasn't able to open them in S3D and in Goblin these entries were blank :nope:..

TheDarkWraith
05-10-13, 03:19 PM
PS: based on the settings I have seen so far, I can't figure out what makes torpedo splashes to open up as a fan yet :hmmm:

The EmissionArea property of the FPG/PG. The first float is the size is meters (defines the size of the radius of the emitter's circle), the second float defines the angle (90 being straight up or perpendicular to the face of the emitter). 90 also means everything is basically shooting straight up out of a pipe the radius of size perpendicular to the emitter's face. 45 would give a fan or spray (particles emitting 45 to center and -45 to center)

volodya61
05-11-13, 05:52 AM
The EmissionArea property of the FPG/PG. The first float is the size is meters (defines the size of the radius of the emitter's circle), the second float defines the angle (90 being straight up or perpendicular to the face of the emitter). 90 also means everything is basically shooting straight up out of a pipe the radius of size perpendicular to the emitter's face. 45 would give a fan or spray (particles emitting 45 to center and -45 to center)

Thanks a lot, TDW :salute:

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

http://s19.postimg.org/458096bcv/test2_1.jpg (http://postimg.org/image/458096bcv/) . http://s19.postimg.org/egkd1u327/test2_2.jpg (http://postimg.org/image/egkd1u327/) . http://s19.postimg.org/6cc8x3gn3/test2_3.jpg (http://postimg.org/image/6cc8x3gn3/) . http://s19.postimg.org/pipg09x4v/test2_4.jpg (http://postimg.org/image/pipg09x4v/)

http://s19.postimg.org/7sstccpvj/test2_5.jpg (http://postimg.org/image/7sstccpvj/) . http://s19.postimg.org/4agtfyozj/test2_6.jpg (http://postimg.org/image/4agtfyozj/) . http://s19.postimg.org/e91s2fyf3/test2_7.jpg (http://postimg.org/image/e91s2fyf3/)

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

http://s19.postimg.org/tvt1ftc73/test3_1.jpg (http://postimg.org/image/tvt1ftc73/) . http://s19.postimg.org/bu9wi0i67/test3_2.jpg (http://postimg.org/image/bu9wi0i67/) . http://s19.postimg.org/l3c2s4r27/test3_3.jpg (http://postimg.org/image/l3c2s4r27/) . http://s19.postimg.org/5vw37rz7j/test3_4.jpg (http://postimg.org/image/5vw37rz7j/)

http://s19.postimg.org/uqfl1uk1r/test3_5.jpg (http://postimg.org/image/uqfl1uk1r/) . http://s19.postimg.org/nbq99gy67/test3_6.jpg (http://postimg.org/image/nbq99gy67/) . http://s19.postimg.org/g9sbn9ukf/test3_7.jpg (http://postimg.org/image/g9sbn9ukf/)

volodya61
05-11-13, 05:53 AM
http://s19.postimg.org/wyycwxgjj/test5_1.jpg (http://postimg.org/image/wyycwxgjj/) . http://s19.postimg.org/4ncszvwn3/test5_2.jpg (http://postimg.org/image/4ncszvwn3/) . http://s19.postimg.org/apkfqdl33/test5_3.jpg (http://postimg.org/image/apkfqdl33/) . http://s19.postimg.org/fcqhs58fz/test5_4.jpg (http://postimg.org/image/fcqhs58fz/)

http://s19.postimg.org/rsn7lw1rz/test5_5.jpg (http://postimg.org/image/rsn7lw1rz/) . http://s19.postimg.org/rtx5fb3lr/test5_6.jpg (http://postimg.org/image/rtx5fb3lr/) . http://s19.postimg.org/tn023mosf/test5_7.jpg (http://postimg.org/image/tn023mosf/)

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

http://s19.postimg.org/qu6ujlofz/test7_1.jpg (http://postimg.org/image/qu6ujlofz/) . http://s19.postimg.org/fvvl1ezun/test7_2.jpg (http://postimg.org/image/fvvl1ezun/) . http://s19.postimg.org/jgrgkn4e7/test7_3.jpg (http://postimg.org/image/jgrgkn4e7/) . http://s19.postimg.org/ifvt99csf/test7_4.jpg (http://postimg.org/image/ifvt99csf/)

http://s19.postimg.org/ouuu5xji7/test7_5.jpg (http://postimg.org/image/ouuu5xji7/) . http://s19.postimg.org/h3e47dfcv/test7_6.jpg (http://postimg.org/image/h3e47dfcv/) . http://s19.postimg.org/lqk6952pr/test7_7.jpg (http://postimg.org/image/lqk6952pr/)

volodya61
05-11-13, 05:57 AM
http://s19.postimg.org/vcdqpftvj/test8_1.jpg (http://postimg.org/image/vcdqpftvj/) . http://s19.postimg.org/n85mkp7gf/test8_2.jpg (http://postimg.org/image/n85mkp7gf/) . http://s19.postimg.org/skugytvcv/test8_3.jpg (http://postimg.org/image/skugytvcv/)

http://s19.postimg.org/mxy41csu7/test8_4.jpg (http://postimg.org/image/mxy41csu7/) . http://s19.postimg.org/khwaniarj/test8_5.jpg (http://postimg.org/image/khwaniarj/) . http://s19.postimg.org/o2s66qfb3/test8_6.jpg (http://postimg.org/image/o2s66qfb3/)

http://s19.postimg.org/s0k19vri7/test8_7.jpg (http://postimg.org/image/s0k19vri7/) . http://s19.postimg.org/9z0wc2xhb/test8_8.jpg (http://postimg.org/image/9z0wc2xhb/) . http://s19.postimg.org/b2l0o1i4f/test8_9.jpg (http://postimg.org/image/b2l0o1i4f/)

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

TDW, any new clues/tips? :03: :)

volodya61
05-11-13, 06:14 AM
Gabriele, maybe it's time to think about textures? :salute:

gap
05-11-13, 09:05 AM
The EmissionArea property of the FPG/PG. The first float is the size is meters (defines the size of the radius of the emitter's circle), the second float defines the angle (90 being straight up or perpendicular to the face of the emitter). 90 also means everything is basically shooting straight up out of a pipe the radius of size perpendicular to the emitter's face. 45 would give a fan or spray (particles emitting 45 to center and -45 to center)

Thank you Sir :yeah:

Gabriele, maybe it's time to think about textures? :salute:

Working on them right now :salute:

P.S: your screenies are looking good!

volodya61
05-11-13, 09:59 AM
Working on them right now :salute:

:up:
Don't forget - textures are hard coded into the TDW FXU Materials.dat.. can we remove his textures from the file and place there ours?

P.S: your screenies are looking good!

Which ones? exactly? I'm afraid I can forget changes what I did for some tests :hmmm:

gap
05-11-13, 10:56 AM
:up:
Don't forget - textures are hard coded into the TDW FXU Materials.dat.. can we remove his textures from the file and place there ours?

I think what TDW meant with "hardcoded" is that his torpedo splash material dat contains embedded textures rather than using textures stored in the tex folder. Within S3d I can easily change the embedded textures, or switch the dat file to use external textures :up:

Which ones? exactly? I'm afraid I can forget changes what I did for some tests :hmmm:

Hard to say...

I like especially the first and forth sets of screenies from top, but the following screenshots also look good:

http://s19.postimg.org/rsn7lw1rz/test5_5.jpg
(second set)

http://s19.postimg.org/jgrgkn4e7/test7_3.jpg http://s19.postimg.org/ouuu5xji7/test7_5.jpg
(third set)

I will send you the modified TDW particle dat shortly.
Next step after getting textures right should be making the splash to have a pointed top end, as seen in the pictures at post #49. I think an easy way to do it would be tweaking particle's overlife size (smaller scale towards LifeTime 1). And something we should also deal with are dark smoke and flames getting out of the ship after torpedo impact. As they are now, they look a bit too short in duration, and smoke should a lot bigger imo :hmmm:

volodya61
05-11-13, 12:10 PM
I think what TDW meant with "hardcoded" is that his torpedo splash material dat contains embedded textures rather than using textures stored in the tex folder. Within S3d I can easily change the embedded textures, or switch the dat file to use external textures :up:

I see.. that's good :up:

Hard to say...
I like especially the first and forth sets of screenies from top, but the following screenshots also look good:

Just open images in new tabs and tell me their names :yep:
All sets were taken with different settings in TDW's Particles.dat and Materials.dat..

I will send you the modified TDW particle dat shortly.

:06: maybe materials.dat?

And something we should also deal with are dark smoke and flames getting out of the ship after torpedo impact. As they are now, they look a bit too short in duration, and smoke should a lot bigger imo :hmmm:

Smoke and flames are in others files of FXU :hmm2:.. not in those I already edited..

gap
05-11-13, 12:40 PM
Just open images in new tabs and tell me their names :yep:
All sets were taken with different settings in TDW's Particles.dat and Materials.dat..

Test 2 and test 8 are my favoured ones + the single screenshots I have emedded in my previous post. We are almost there :up:


:06: maybe materials.dat?

That one, my bad. :D
Do you prefer me to send the modded file, or the new textures?


Smoke and flames are in others files of FXU :hmm2:.. not in those I already edited..

yes, I know, nonetheless in TDW_FXU_Torp_Explosion_Materials.DAT there is a texture that apparently could be used for smoke effect. We should check in any of TDW_FXU_Torp_Explosion_Particles.DAT's particle generators uses it :hmm2:

volodya61
05-11-13, 01:07 PM
Test 2 and test 8 are my favoured ones + the single screenshots I have emedded in my previous post. We are almost there :up:

Test 2: angle - 15 in particles.dat and for all particulas in materials.dat
Test 8: angle - 14 in particles.dat and angle - 12, radius - 0.1 (was 0.01) for all particulas in materials.dat

Do you prefer me to send the modded file, or the new textures?

Modded file is better :up:.. I'm still not so familiar with S3D, and simplier to edit it in HEX :D..

yes, I know, nonetheless in TDW_FXU_Torp_Explosion_Materials.DAT there is a texture that apparently could be used for smoke effect. We should check in any of TDW_FXU_Torp_Explosion_Particles.DAT's particle generators uses it :hmm2:

OK, I will look into :up:

gap
05-11-13, 01:37 PM
Test 2: angle - 15 in particles.dat and for all particulas in materials.dat
Test 8: angle - 14 in particles.dat and angle - 12, radius - 0.1 (was 0.01) for all particulas in materials.dat

:up:


Modded file is better :up:.. I'm still not so familiar with S3D, and simplier to edit it in HEX :D..

Okay, no probel.

Unfortunately I have to go out for dinner, but I hope to be back in time for sending you the modded file. :salute:

Sjizzle
05-11-13, 02:16 PM
I think what TDW meant with "hardcoded" is that his torpedo splash material dat contains embedded textures rather than using textures stored in the tex folder. Within S3d I can easily change the embedded textures, or switch the dat file to use external textures :up:



Hard to say...

I like especially the first and forth sets of screenies from top, but the following screenshots also look good:

http://s19.postimg.org/rsn7lw1rz/test5_5.jpg
(second set)

http://s19.postimg.org/jgrgkn4e7/test7_3.jpg http://s19.postimg.org/ouuu5xji7/test7_5.jpg
(third set)

I will send you the modified TDW particle dat shortly.
Next step after getting textures right should be making the splash to have a pointed top end, as seen in the pictures at post #49. I think an easy way to do it would be tweaking particle's overlife size (smaller scale towards LifeTime 1). And something we should also deal with are dark smoke and flames getting out of the ship after torpedo impact. As they are now, they look a bit too short in duration, and smoke should a lot bigger imo :hmmm:

WoW nice job ... :)

volodya61
05-11-13, 02:23 PM
Okay, no probel.
Unfortunately I have to go out for dinner, but I hope to be back in time for sending you the modded file. :salute:

OK, take your time, matey :salute:
Anyway, I'm going to make some tests for Trevally :up:

WoW nice job ... :)

Thanks, though it's not completed yet :)

7thSeal
05-11-13, 04:35 PM
Unfortunately I have to go out for dinner, but I hope to be back

Only if you're by yourself.... dinner and a friend is everything! :)

gap
05-11-13, 07:17 PM
Only if you're by yourself.... dinner and a friend is everything! :)

with friends, "unfortunately"! :()1: :D

OK, take your time, matey :salute:
Anyway, I'm going to make some tests for Trevally :up:

Hey Volodya, can you test this one too, please? :03:

http://www.mediafire.com/?d9mb5959q1pbw5s

Atm I have only changed PierreE2, SplashVert and SplashvertAdd. PierreE should still provide some vapour. Let us know :salute:

volodya61
05-12-13, 08:55 AM
yes, I know, nonetheless in TDW_FXU_Torp_Explosion_Materials.DAT there is a texture that apparently could be used for smoke effect. We should check in any of TDW_FXU_Torp_Explosion_Particles.DAT's particle generators uses it :hmm2:
OK, I will look into :up:

Unfortunately, I could not find this texture in the TDW FXU Particles.dat.. :-?
Looks like some other file uses it..
Have you looked at TwirlSoftBig.tga texture? It looks good for 'water column' :hmm2:..

Atm I have only changed PierreE2, SplashVert and SplashvertAdd. PierreE should still provide some vapour. Let us know :salute:

:up:
I'll test it immediately :salute:

volodya61
05-12-13, 12:11 PM
Okay.. here we are :)..
based on test8 settings -

http://s19.postimg.org/fchb0ntof/SH5_Img_2013_05_12_19_04_20.jpg (http://postimg.org/image/fchb0ntof/) . http://s19.postimg.org/rfmmo84qn/SH5_Img_2013_05_12_19_04_40.jpg (http://postimg.org/image/rfmmo84qn/) . http://s19.postimg.org/ff16nhxbz/SH5_Img_2013_05_12_19_04_58.jpg (http://postimg.org/image/ff16nhxbz/)

http://s19.postimg.org/4thbbhr0f/SH5_Img_2013_05_12_19_06_13.jpg (http://postimg.org/image/4thbbhr0f/) . http://s19.postimg.org/8ed6upvjz/SH5_Img_2013_05_12_19_06_31.jpg (http://postimg.org/image/8ed6upvjz/) . http://s19.postimg.org/b9qa1kzjz/SH5_Img_2013_05_12_19_06_41.jpg (http://postimg.org/image/b9qa1kzjz/)

http://s19.postimg.org/5mtx43x1b/SH5_Img_2013_05_12_19_07_37.jpg (http://postimg.org/image/5mtx43x1b/) . http://s19.postimg.org/kwtsbasjj/SH5_Img_2013_05_12_19_07_55.jpg (http://postimg.org/image/kwtsbasjj/) . http://s19.postimg.org/bp6lrprsv/SH5_Img_2013_05_12_19_09_15.jpg (http://postimg.org/image/bp6lrprsv/)

gap
05-12-13, 12:46 PM
Unfortunately, I could not find this texture in the TDW FXU Particles.dat.. :-?

Looks like some other file uses it..


Neither can I. It is likely that this material is a leftover or, as you are suggesting, is used by some other FXU particle dat file. :hmmm:


Have you looked at TwirlSoftBig.tga texture? It looks good for 'water column' :hmm2:..

I think my custom texture is more appropriate. I did it by merging/tweaking other stock testures :know:


I'll test it immediately :salute:

Okay.. here we are :)..
based on test8 settings -

Look much better now :yeah:

What do you guys think :)

volodya61
05-12-13, 01:00 PM
What do you guys think :)

They don't think.. they are just waiting :D..

What do you think about improve a little other pierre texture?
And any other thoughts? What else can we edit?

gap
05-12-13, 01:15 PM
They don't think.. they are just waiting :D..

I just hope they won't start thinking (...and complaining) when we will send our update to TDW :03:


What do you think about improve a little other pierre texture?

I like some vapour to still be there, but I can see to improved that texture anyway. Have any special idea in mind for it? I should I improve it? :hmm2:

And any other thoughts? What else can we edit?

Making the top end of the water column to look more pointed? Making vapourized water to fall down more slowly and to last a bit longer than the rest?

volodya61
05-12-13, 01:33 PM
I just hope they won't start thinking (...and complaining) when we will send our update to TDW :03:

:har:

I like some vapour to still be there, but I can see to improved that texture anyway. Have any special idea in mind for it? I should I improve it? :hmm2:

I think, someway like you already made for the first one :hmm2:

Making the top end of the water column to look more pointed?

Yes.. how can I make it?

Making vapourized water to fall down more slowly and to last a bit longer than the rest?

I think it's simple, just increase a little life time.. or? :06:

gap
05-12-13, 01:42 PM
I think, someway like you already made for the first one :hmm2:

Do you mean switching the texture from wapour to a proper water splash, or just using a better vapour texture?


Yes.. how can I make it?

I guess we can try playing with particle's size overlife settings. I am going out for dinner again, and I have no time to explain how it works, but I will later or tomorrow :up:


I think it's simple, just increase a little life time.. or? :06:

increase lifetime a bit, reduce intitial speed, reduce weight, maybe reduce also opacity... I have to go now. We will discuss the details later :salute:

volodya61
05-12-13, 01:51 PM
Do you mean switching the texture from wapour to a proper water splash, or just using a better vapour texture?

Why not to try both ways?

I guess we can try playing with particle's size overlife settings...
...
increase lifetime a bit, reduce intitial speed, reduce weight, maybe reduce also opacity... I have to go now. We will discuss the details later :salute:

OK, I will try to play around these parameters :up:

See you :salute:

Adriatico
05-12-13, 03:51 PM
Hope to see new updated download at page one !
:up::o:up:

Fifi
05-12-13, 03:52 PM
Your last screens of latest test looks very nice Volodya! :up:

volodya61
05-12-13, 04:00 PM
Hope to see new updated download at page one !
:up::o:up:

This will be update for FX Update.. when we finish our work we will send our edited files to TDW and he will decide when update will be released :up:

Your last screens of latest test looks very nice Volodya! :up:

Still testing :)..

Adriatico
05-13-13, 07:37 AM
Hope that TDW will clearly announce that moment...:o

Delta Wolf
05-13-13, 08:37 AM
Okay.. here we are :)..
based on test8 settings -

http://s19.postimg.org/fchb0ntof/SH5_Img_2013_05_12_19_04_20.jpg (http://postimg.org/image/fchb0ntof/) . http://s19.postimg.org/rfmmo84qn/SH5_Img_2013_05_12_19_04_40.jpg (http://postimg.org/image/rfmmo84qn/) . http://s19.postimg.org/ff16nhxbz/SH5_Img_2013_05_12_19_04_58.jpg (http://postimg.org/image/ff16nhxbz/)

http://s19.postimg.org/4thbbhr0f/SH5_Img_2013_05_12_19_06_13.jpg (http://postimg.org/image/4thbbhr0f/) . http://s19.postimg.org/8ed6upvjz/SH5_Img_2013_05_12_19_06_31.jpg (http://postimg.org/image/8ed6upvjz/) . http://s19.postimg.org/b9qa1kzjz/SH5_Img_2013_05_12_19_06_41.jpg (http://postimg.org/image/b9qa1kzjz/)

http://s19.postimg.org/5mtx43x1b/SH5_Img_2013_05_12_19_07_37.jpg (http://postimg.org/image/5mtx43x1b/) . http://s19.postimg.org/kwtsbasjj/SH5_Img_2013_05_12_19_07_55.jpg (http://postimg.org/image/kwtsbasjj/) . http://s19.postimg.org/bp6lrprsv/SH5_Img_2013_05_12_19_09_15.jpg (http://postimg.org/image/bp6lrprsv/)


Looking really nice so far Volodya, good job :up:

gap
05-13-13, 09:23 AM
Why not to try both ways?

Okay, wait for my updates :up:

OK, I will try to play around these parameters :up:


About overlife settings. There are two types of the: OverLife is generally calculated over each particle's life (as set with Life and Life Variation parameters), whereas OverGeneratorLife uses total particle generator's life (LifeTime parameter). How they work: they are organized in an array of several entries. Each entry got two properties: LifeTime and Scale. LifeTime is an elapsed-time placer, and it is a percent of particle's of generator's total life; Scale is a multiplier, and it gets multiplied to the general property setting.

Let's make an example:

particula01 in TDW_FXU_Torp_Explosion_Materials.DAT. Its life duration is set to 4 sec (no life variation set). Size setting is 1 x (1 ± 0.5) = 0.5 to 1.5. Overlife settings are:


[0] LifeTime 0; Scale 0 => at 0 x 4 sec = 0 sec, particle's size is 1 x (0.5 to 1.5) x 0 = 0
[1] LifeTime 0.1; Scale 1 => at 0.1 x 4 sec = 0.4 sec, particle's size is 1 x (0.5 to 1.5) = 0.5 to 1.5
[2] LifeTime 0.3; Scale 1.5 => at 0.3 x 4 sec = 1.2 sec, particle's size is 1.5 x (0.5 to 1.5) = 0.75 to 2.25
[3] LifeTime 1; Scale 2.5 => at 1 x 4 sec = 4 sec, particle's size is 2.5 x (0.5 to 2.5) = 1.25 to 6.25
[4] LifeTime 1; Scale 1 => see below
[5] LifeTime 1; Scale 1 => see below


LifeTime settings are ordered in ascending orders from 0 to 1. Particle's size is interpolated linearly between two consecutive overlife settings. Sometimes (like in our example), after the first LifeTime = 1 OverLife entry, there are other entries ([4] and [5] in our case), but I believe tha they are ignored in game. Getting back to the torpedo splash effect, I would try the following settings (settings changed in orange):

[3] LifeTime 0.75; Scale 2.5
[4] LifeTime 1; Scale 0.5

Also, at this stage I suggest to only tweak overlife size of particles using my new water splash texture (i.e. particula01 and 03), as we can expect vapour particles to expand much more in the air. :03:

volodya61
05-13-13, 10:14 AM
Gabriele, this is stock 'great explosion' -

http://s19.postimg.org/3q6uae22n/stock1.jpg (http://postimg.org/image/3q6uae22n/) . http://s19.postimg.org/nm2tpxj3z/stock2.jpg (http://postimg.org/image/nm2tpxj3z/) . http://s19.postimg.org/wv5001rzz/stock3.jpg (http://postimg.org/image/wv5001rzz/) . http://s19.postimg.org/saitl48an/stock4.jpg (http://postimg.org/image/saitl48an/)

'water column' is visible on the dark background only..
I think it sucks :down:

:D

volodya61
05-13-13, 10:14 AM
Okay, wait for my updates :up:

OK, I'll wait :)

About overlife settings...
..
Let's make an example:
...

OK, now I'll try to sort out :D
So, should I change values ​​in the BitmapParticles of the TDW Materials.dat and not in the TDW Particles.dat? right? :)

gap
05-13-13, 10:39 AM
Gabriele, this is stock 'great explosion' -

...

'water column' is visible on the dark background only..
I think it sucks :down:

:D

Yes, it does; even not being finished yet, our splash effect looks so much better! :yeah:

P.S: have you noticed that smoke seems to always come out from the opposite flank than the one struck by torpedo? :hmmm:

OK, I'll wait :)

It won't take long :03:


OK, now I'll try to sort out :D
So, should I change values ​​in the BitmapParticles of the TDW Materials.dat and not in the TDW Particles.dat? right? :)

For what I can see, the size property can be set for BitmapParticles, but not for ObjectParticles. As your preliminary tests have shown, the one BitmapParticle defined in the TorpExplosionGreat particle generator is so subtle that I wouldn't bother tweaking it. This leaves us with BitmapParticles defined in TDW Materials.dat :yep:

Any other question?

volodya61
05-13-13, 11:24 AM
Yes, it does; even not being finished yet, our splash effect looks so much better! :yeah:

Yep :yeah:
only the views of the community isn't heard :hmmm: :D

P.S: have you noticed that smoke seems to always come out from the opposite flank than the one struck by torpedo? :hmmm:

Perhaps it due to settings of my custom mission :hmmm:, I'll try other mission next time..

Any other question?

Nope :).. so far no :D..

TheDarkWraith
05-13-13, 11:32 AM
Once an OverLife time parameter reaches 1 all further entries are ignored :yep: Majority of the OverLife properties are in regards to the particle's life, not the generators life

volodya61
05-13-13, 04:52 PM
P.S: have you noticed that smoke seems to always come out from the opposite flank than the one struck by torpedo? :hmmm:
Perhaps it due to settings of my custom mission :hmmm:, I'll try other mission next time..

http://s19.postimg.org/xft7u7zzz/smoke1.jpg (http://postimg.org/image/xft7u7zzz/) . http://s19.postimg.org/41xhemxa7/smoke2.jpg (http://postimg.org/image/41xhemxa7/) . http://s19.postimg.org/p03ncpx4v/smoke3.jpg (http://postimg.org/image/p03ncpx4v/) . http://s19.postimg.org/56rjk0jr3/smoke4.jpg (http://postimg.org/image/56rjk0jr3/) . http://s19.postimg.org/8rnf38oan/smoke5.jpg (http://postimg.org/image/8rnf38oan/)

As you can see, smoke comes out than depending on torpedoes hit.. rather it depend on ship's type.. maybe it controlled by ship's .zon :hmmm:

volodya61
05-13-13, 04:55 PM
About overlife settings.
...
[3] LifeTime 0.75; Scale 2.5
[4] LifeTime 1; Scale 0.5
Also, at this stage I suggest to only tweak overlife size of particles using my new water splash texture (i.e. particula01 and 03), as we can expect vapour particles to expand much more in the air. :03:

test series with suggested settings :)

http://s19.postimg.org/9v7jf78xr/test1_1.jpg (http://postimg.org/image/9v7jf78xr/) . http://s19.postimg.org/6cvjit81r/test1_2.jpg (http://postimg.org/image/6cvjit81r/) . http://s19.postimg.org/6r1gw5hj3/test1_3.jpg (http://postimg.org/image/6r1gw5hj3/) . http://s19.postimg.org/5q18710jj/test1_4.jpg (http://postimg.org/image/5q18710jj/)

http://s19.postimg.org/76cqp63gf/test1_5.jpg (http://postimg.org/image/76cqp63gf/) . http://s19.postimg.org/cj1l3arcv/test1_6.jpg (http://postimg.org/image/cj1l3arcv/) . http://s19.postimg.org/f1na3zd33/test1_7.jpg (http://postimg.org/image/f1na3zd33/)

volodya61
05-13-13, 04:57 PM
Another issue.. as you remember, I increased a lot GlobalScaleFar/Distance and DensityScale for main ParticleGenerator of GreatTorpExplosion and for all Particulas Generators.. was 100/0.01, now 1500/0.2..
It seems I increased the values a bit too much :haha:

http://s19.postimg.org/m653d0kcf/range1.jpg (http://postimg.org/image/m653d0kcf/) . http://s19.postimg.org/a5jncacxr/range2.jpg (http://postimg.org/image/a5jncacxr/) . http://s19.postimg.org/o0hxur7cv/range3.jpg (http://postimg.org/image/o0hxur7cv/)

As you can see, 'water column' effect is still visible at a distance 7 km :D
I don't know what means 1500, but obviously it's not meters..
So, I decided to reduce all the values to 500/0.075 and re-test last changes..

What do you think, Gabriele?

And.. community?

gap
05-13-13, 06:11 PM
Once an OverLife time parameter reaches 1 all further entries are ignored :yep: Majority of the OverLife properties are in regards to the particle's life, not the generators life

I was almost sure about it, as those extra entries didn't make any sense to me, bu thank you for confirming my supposition :salute:


As you can see, smoke comes out than depending on torpedoes hit.. rather it depend on ship's type.. maybe it controlled by ship's .zon :hmmm:

That sucks :shifty:

I believe that ship explosion effects are placed around GR2 models through their *_FX.GR2 files. If you open one of them in TDW's GR2 editor (an older version), and you select all of their bones, you will notice that they follow ship's silhouette, though you cannot see the 3d model, bu only imegine it. BazaFX effects, on turn, are linked to *_FX.GR2 through the *.fx file. If you want to see which bone is linked to which effect, just merge the three of them (in the order, *_FX.GR2, *.fx and BazaFX.dat).
Bones can be moved around using GR2 Editor, but I am a bit wary about tweaking *_FX.GR2 files anyway, because the last vesion of TDW's editor don't open them, which means that, though opening them, older versions might mess them up :hmmm:

test series with suggested settings :)

Honestly, I don't see them making much difference in therms of pointed top end. On the contrary, they create a fastidious rounded clouds effect on top :doh:

What do you think :hmmm:

Another issue.. as you remember, I increased a lot GlobalScaleFar/Distance and DensityScale for main ParticleGenerator of GreatTorpExplosion and for all Particulas Generators.. was 100/0.01, now 1500/0.2..
It seems I increased the values a bit too much :haha:

As you can see, 'water column' effect is still visible at a distance 7 km :D
I don't know what means 1500, but obviously it's not meters..
So, I decided to reduce all the values to 500/0.075 and re-test last changes..

What do you think, Gabriele?

:up:

And.. community?

Is there anybody out there? :O: :D

volodya61
05-13-13, 06:27 PM
Honestly, in the eyes dazzled by zeros and ones :haha:

http://s19.postimg.org/gzty1z5kv/123.jpg (http://postimg.org/image/gzty1z5kv/)


test series -

http://s19.postimg.org/jju69tiin/test1.jpg (http://postimg.org/image/jju69tiin/) . http://s19.postimg.org/tif4wary7/test2.jpg (http://postimg.org/image/tif4wary7/) . http://s19.postimg.org/d8oyteha7/test3.jpg (http://postimg.org/image/d8oyteha7/)

http://s19.postimg.org/w2arqefi7/test4.jpg (http://postimg.org/image/w2arqefi7/) . http://s19.postimg.org/6xjrczg1r/test5.jpg (http://postimg.org/image/6xjrczg1r/) . http://s19.postimg.org/7ochirif3/test6.jpg (http://postimg.org/image/7ochirif3/)


ranges of visibility (2.5km/3.5km/5km) -

http://s19.postimg.org/6akungj5r/range2500.jpg (http://postimg.org/image/6akungj5r/) / http://s19.postimg.org/ptpfwthxb/range3500.jpg (http://postimg.org/image/ptpfwthxb/) / http://s19.postimg.org/wlfuzo6wv/range5000.jpg (http://postimg.org/image/wlfuzo6wv/)


No thoughts, no suggestions, no opinions..
Then don't complain that we did wrong :timeout:

:03:

EDIT: while I uploaded the pics you was here :D

volodya61
05-13-13, 06:33 PM
Honestly, I don't see them making much difference in therms of pointed top end. On the contrary, they create a fastidious rounded clouds effect on top :doh:

What do you think :hmmm:

I think? I see a little difference.. and changes to better side..

volodya61
05-13-13, 06:49 PM
Okay, wait for my updates :up:
It won't take long :03:

:03:

Don't forget, great torp explosion is a part of work.. torp explosion splashes are waiting for us too :D.. yep, and torp explosion water drops :haha:..

Okay, eyes tired.. going to sleep..

Fifi
05-13-13, 06:54 PM
No thoughts, no suggestions, no opinions..
Then don't complain that we did wrong :timeout:


Volodya, we all think you made a nice job on this!...torp splash are WAY GOOD enough like your latest ones!...i think it's nitpicking now :haha:

gap
05-13-13, 07:12 PM
Honestly, in the eyes dazzled by zeros and ones :haha:

:haha:

http://wallpaperscraft.com/image/matrix_numbers_code_background_47399_480x272.jpg (http://wallpaperscraft.com/image/matrix_numbers_code_background_47399_1920x1200.jpg )


test series -

I think? I see a little difference.. and changes to better side..

Unlike my suggestions, you have tweaked overlife size of particle02 and 04 as well. Don't you? I see it from the small rounded clouds towards the top end of the water splash :03: :O:

I think you should keep their size as per TDW's settings, and reduce a bit their overlife opacity toward the and of their life, as if they were expanding and vanishing in the air :D


ranges of visibility (2.5km/3.5km/5km) -

:up:

gap
05-13-13, 07:20 PM
:03:

Don't forget, great torp explosion is a part of work.. torp explosion splashes are waiting for us too :D.. yep, and torp explosion water drops :haha:..

Okay, eyes tired.. going to sleep..

I forgot to mention that I have already updated TDW's material dat (the one I sent you) with better water splash textures:

http://img46.imageshack.us/img46/5530/tdwfxusplashvertaddold.pnghttp://img607.imageshack.us/img607/5610/tdwfxusplashvertadd.png
old / new

:salute:

gap
05-13-13, 08:10 PM
New PierreE materials:

http://www.mediafire.com/?v8q3yh35e688zkv

four versions included in this pack: versions 2, 3 and 4 replace the previously used texture with three different smoke/vapour-like textures:

http://img38.imageshack.us/img38/817/pierree1.png
ver 2

http://img339.imageshack.us/img339/5074/pierree2.png
ver 3

http://img69.imageshack.us/img69/7800/pierree3.png
ver 4

They have different opacity levels, but if needed I can adjust them. Version 5 changes pierreE to the same new splash-like texture as used for pierreE2 and featured in your last screenshots. Let me know :salute:

Fifi
05-13-13, 09:22 PM
I forgot to mention that I have already updated TDW's material dat (the one I sent you) with better water splash textures:

http://img46.imageshack.us/img46/5530/tdwfxusplashvertaddold.pnghttp://img607.imageshack.us/img607/5610/tdwfxusplashvertadd.png
old / new

:salute:

That's a very good idea! :up:
Old one wasn't that good:
http://img15.hostingpics.net/thumbs/mini_607058EnnemySub.jpg (http://www.hostingpics.net/viewer.php?id=607058EnnemySub.jpg)

volodya61
05-14-13, 05:55 AM
Old one wasn't that good:

As we mentioned earlier - stock effects sucks :D

volodya61
05-14-13, 05:58 AM
:haha:

http://wallpaperscraft.com/image/matrix_numbers_code_background_47399_480x272.jpg (http://wallpaperscraft.com/image/matrix_numbers_code_background_47399_1920x1200.jpg )

Yes, exactly the same ones and zeros :har:

volodya61
05-14-13, 06:39 AM
Unlike my suggestions, you have tweaked overlife size of particle02 and 04 as well. Don't you? I see it from the small rounded clouds towards the top end of the water splash :03: :O:
..
I think you should keep their size as per TDW's settings, and reduce a bit their overlife opacity toward the and of their life, as if they were expanding and vanishing in the air :D

No, I didn't.. all was done as you suggested.. particulas 1 and 3 only.. :O:
It could happened because I reduced Density Scale from 0.2 to 0.075..
I'll try to increase them back to see how it affects the overall picture :hmmm:

I forgot to mention that I have already updated TDW's material dat (the one I sent you) with better water splash textures:

I know.. first of all I extracted all new textures from the edited file to see them in the viewer..
But we didn't tested yet this effect (torp explosion splashes) separately..

New PierreE materials:
..
four versions included in this pack: versions 2, 3 and 4 replace the previously used texture with three different smoke/vapour-like textures:
...
They have different opacity levels, but if needed I can adjust them. Version 5 changes pierreE to the same new splash-like texture as used for pierreE2 and featured in your last screenshots. Let me know :salute:

I thought, you decided it's time to me to learn more close S3D and uploaded just textures.. :D
Anyway, can I using S3D to export the textures from your file to my? because otherwise too many changes via HEX editor :D

volodya61
05-14-13, 07:44 AM
Anyway, can I using S3D to export the textures from your file to my? because otherwise too many changes via HEX editor :D

Never mind, I already figured out how it works in S3D :up:

gap
05-14-13, 08:06 AM
Never mind, I already figured out how it works in S3D :up:

yes, it is really easy. From now on I will send you plain tga textures :up:

gap
05-14-13, 08:24 AM
That's a very good idea! :up:
Old one wasn't that good:

yes, that stock texture was so ugly that it made me me feel sick everytime I saw it. My replacement of it has been waiting on my HD for at least two years. Let's hope that it will look better than the original :salute:

No, I didn't.. all was done as you suggested.. particulas 1 and 3 only.. :O:
It could happened because I reduced Density Scale from 0.2 to 0.075..
I'll try to increase them back to see how it affects the overall picture :hmmm:

Okay, let's see what happens.

On a side note, I thought that our overlife size settings might be wrong. I will tell you why: we supposed that at LifeTime = 1 = 4 sec, particles are at the apex of their ascending trajectory, but we didn't take into account that at some moment, due to their weight, particles will start falling down, thus moving back toward the base of the water column before they end their lifecycle and they disappear :hmmm:

volodya61
05-14-13, 09:18 AM
yes, it is really easy. From now on I will send you plain tga textures :up:

OK :up:

Okay, let's see what happens.

On a side note, I thought that our overlife size settings might be wrong. I will tell you why: we supposed that at LifeTime = 1 = 4 sec, particles are at the apex of their ascending trajectory, but we didn't take into account that at some moment, due to their weight, particles will start falling down, thus moving back toward the base of the water column before they end their lifecycle and they disappear :hmmm:

I now finished small revision in the Sea folder and ready for tests..
I think results will be in 3-4 hours and we will see.. if the results will be not satisfactory then we will try to further editing :salute:

gap
05-14-13, 11:53 AM
Slightly improved splash effect:

http://img46.imageshack.us/img46/5530/tdwfxusplashvertaddold.png http://img607.imageshack.us/img607/5610/tdwfxusplashvertadd.png http://img28.imageshack.us/img28/8375/57980273.png
old / new / new improved

@ Volodya

let me know when you need for it, and I will send it to you in tga format :up:

volodya61
05-14-13, 12:08 PM
Slightly improved splash effect:

:yeah:

let me know when you need for it, and I will send it to you in tga format :up:

You can send it to me at any time.. anyway, we will test this effect after we finish with the TorpGreatExplosion :up:

:salute:

volodya61
05-14-13, 12:09 PM
several tests with DensityScale changes..

Distance/DensityScale (800/0.12)

http://s19.postimg.org/haju4adq7/test1_800_0_12.jpg (http://postimg.org/image/haju4adq7/) . http://s19.postimg.org/usqqgkpvj/test2_800_0_12.jpg (http://postimg.org/image/usqqgkpvj/) . http://s19.postimg.org/jho2s7j0f/test3_800_0_12.jpg (http://postimg.org/image/jho2s7j0f/)


Distance/DensityScale (800/0.2)

http://s19.postimg.org/y4tmnm70f/test1_800_0_2.jpg (http://postimg.org/image/y4tmnm70f/) . http://s19.postimg.org/7xsfrnoqn/test2_800_0_2.jpg (http://postimg.org/image/7xsfrnoqn/) . http://s19.postimg.org/xhupy3a4f/test3_800_0_2.jpg (http://postimg.org/image/xhupy3a4f/)


Distance/DensityScale (800/0.4)

http://s19.postimg.org/6laqprrb3/test1_800_0_4.jpg (http://postimg.org/image/6laqprrb3/) . http://s19.postimg.org/gjvpc90qn/test2_800_0_4.jpg (http://postimg.org/image/gjvpc90qn/) . http://s19.postimg.org/46iv5cb27/test3_800_0_4.jpg (http://postimg.org/image/46iv5cb27/)

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

As you can see, there is almost no difference..

Next tests will be done with the following values:
Distance/DensityScale (1000/0.15) in both files - TDW Particles.dat and TDW Materials.dat (for all Particulas)
Also I will try to find the optimum angles in the main ParticleGenerator (TDW Particles.dat) and in the Particula's ParticleGenerators (TDW Materials.dat)
After that I'll test your new textures :up:

gap
05-14-13, 12:38 PM
several tests with DensityScale changes..

Distance/DensityScale (800/0.12)

...

Distance/DensityScale (800/0.2)

...

Distance/DensityScale (800/0.4)

...

As you can see, there is almost no difference..

I would either leave it set to 0.2, or go for a lesser GPU intensive setting of 0.12 and revise size overlife settigs (in the first set of screenies the base of the big splash effect is a bit too transparent) :yep:


Next tests will be done with the following values:
Distance/DensityScale (1000/0.15) in both files - TDW Particles.dat and TDW Materials.dat (for all Particulas)
Also I will try to find the optimum angles in the main ParticleGenerator (TDW Particles.dat) and in the Particula's ParticleGenerators (TDW Materials.dat)
After that I'll test your new textures :up:

Good plan :up:

volodya61
05-14-13, 01:35 PM
another test series :)

1. TDW Particles.dat/GreatTorpExplosion/ParticleGenerator/EmissionArea/Angle
2. TDW Materials.dat/Particula01-04/ParticleGenerator/EmissionArea/Angle


15/10

http://s19.postimg.org/d0etjk4cf/test1_1.jpg (http://postimg.org/image/d0etjk4cf/) . http://s19.postimg.org/kuff4yc5b/test1_2.jpg (http://postimg.org/image/kuff4yc5b/) . http://s19.postimg.org/dshhir8jj/test1_3.jpg (http://postimg.org/image/dshhir8jj/)


10/14

http://s19.postimg.org/u4w4m8c8v/test2_1.jpg (http://postimg.org/image/u4w4m8c8v/) . http://s19.postimg.org/fzqbkf37j/test2_2.jpg (http://postimg.org/image/fzqbkf37j/) . http://s19.postimg.org/r0lgpfvgf/test2_3.jpg (http://postimg.org/image/r0lgpfvgf/)


11/15

http://s19.postimg.org/qp40cof0f/test3_1.jpg (http://postimg.org/image/qp40cof0f/) . http://s19.postimg.org/jaeokat4v/test3_2.jpg (http://postimg.org/image/jaeokat4v/) . http://s19.postimg.org/h749cmtbz/test3_3.jpg (http://postimg.org/image/h749cmtbz/)

http://s19.postimg.org/e1jnmfapr/test3_4.jpg (http://postimg.org/image/e1jnmfapr/) . http://s19.postimg.org/blhu8ksn3/test3_5.jpg (http://postimg.org/image/blhu8ksn3/) . http://s19.postimg.org/oe5y8i48v/test3_6.jpg (http://postimg.org/image/oe5y8i48v/)


I think enough :D
What do you think?

PS: next series: settings of last test + your new textures (I mean, materials 02-05)..

..coming soon..

:har:

gap
05-14-13, 03:08 PM
another test series :)

...

I think enough :D
What do you think?

Without seeing your tweaks in action, I would say 11/15 :up:


PS: next series: settings of last test + your new textures (I mean, materials 02-05)..

..coming soon..

:har:

Looking forward to your news :salute:

Fifi
05-14-13, 03:22 PM
another test series :)

1. TDW Particles.dat/GreatTorpExplosion/ParticleGenerator/EmissionArea/Angle
2. TDW Materials.dat/Particula01-04/ParticleGenerator/EmissionArea/Angle


15/10

http://s19.postimg.org/d0etjk4cf/test1_1.jpg (http://postimg.org/image/d0etjk4cf/) . http://s19.postimg.org/kuff4yc5b/test1_2.jpg (http://postimg.org/image/kuff4yc5b/) . http://s19.postimg.org/dshhir8jj/test1_3.jpg (http://postimg.org/image/dshhir8jj/)


10/14

http://s19.postimg.org/u4w4m8c8v/test2_1.jpg (http://postimg.org/image/u4w4m8c8v/) . http://s19.postimg.org/fzqbkf37j/test2_2.jpg (http://postimg.org/image/fzqbkf37j/) . http://s19.postimg.org/r0lgpfvgf/test2_3.jpg (http://postimg.org/image/r0lgpfvgf/)


11/15

http://s19.postimg.org/qp40cof0f/test3_1.jpg (http://postimg.org/image/qp40cof0f/) . http://s19.postimg.org/jaeokat4v/test3_2.jpg (http://postimg.org/image/jaeokat4v/) . http://s19.postimg.org/h749cmtbz/test3_3.jpg (http://postimg.org/image/h749cmtbz/)

http://s19.postimg.org/e1jnmfapr/test3_4.jpg (http://postimg.org/image/e1jnmfapr/) . http://s19.postimg.org/blhu8ksn3/test3_5.jpg (http://postimg.org/image/blhu8ksn3/) . http://s19.postimg.org/oe5y8i48v/test3_6.jpg (http://postimg.org/image/oe5y8i48v/)


I think enough :D
What do you think?

PS: next series: settings of last test + your new textures (I mean, materials 02-05)..

..coming soon..

:har:

Best i've seen so far!! :sunny:

volodya61
05-14-13, 03:47 PM
Best i've seen so far!! :sunny:

Which ones? they are different.. :O:

Fifi
05-14-13, 03:55 PM
11/15 :up:

volodya61
05-14-13, 04:23 PM
Without seeing your tweaks in action, I would say 11/15 :up:

You can trust me :O: :03:

Looking forward to your news :salute:

OK, here the news -

01 (original texture PierreE)

http://s19.postimg.org/hwrn2qj9b/01_1.jpg (http://postimg.org/image/hwrn2qj9b/) . http://s19.postimg.org/xjiwg3x1b/01_2.jpg (http://postimg.org/image/xjiwg3x1b/) . http://s19.postimg.org/gx1c7143j/01_3.jpg (http://postimg.org/image/gx1c7143j/)


02

http://s19.postimg.org/ptc4ayupr/02_1.jpg (http://postimg.org/image/ptc4ayupr/) . http://s19.postimg.org/iemsil8u7/02_2.jpg (http://postimg.org/image/iemsil8u7/) . http://s19.postimg.org/7gg4e59mn/02_3.jpg (http://postimg.org/image/7gg4e59mn/)


03

http://s19.postimg.org/uj6ndbb3z/03_1.jpg (http://postimg.org/image/uj6ndbb3z/) . http://s19.postimg.org/rqdftaarj/03_2.jpg (http://postimg.org/image/rqdftaarj/) . http://s19.postimg.org/89sq6rfnj/03_3.jpg (http://postimg.org/image/89sq6rfnj/)


04

http://s19.postimg.org/kppg0i8zj/04_1.jpg (http://postimg.org/image/kppg0i8zj/) . http://s19.postimg.org/xidk0fklb/04_2.jpg (http://postimg.org/image/xidk0fklb/) . http://s19.postimg.org/inoym9b0f/04_3.jpg (http://postimg.org/image/inoym9b0f/)


05

http://s19.postimg.org/6zuwrplvj/05_1.jpg (http://postimg.org/image/6zuwrplvj/) . http://s19.postimg.org/yohjz88vz/05_2.jpg (http://postimg.org/image/yohjz88vz/) . http://s19.postimg.org/z2ivytszj/05_3.jpg (http://postimg.org/image/z2ivytszj/)


Okay, Gabriele.. now choose the texture that is to remain and I'm ready for the second act of the ballet - TorpExplosionSplash Generator :smug:

PS: have you any ideas about 'water reflection'?

EDIT: I like 02

gap
05-14-13, 05:33 PM
You can trust me :O: :03:

I would have trusted you, if only you told me which one you prefer :yep:



OK, here the news -

...

Okay, Gabriele.. now choose the texture that is to remain and I'm ready for the second act of the ballet - TorpExplosionSplash Generator :smug:

...

EDIT: I like 02

Yes, 02 is good, but I don't dislike 03 and 04 either :03:


PS: have you any ideas about 'water reflection'?

What do you want to know about it?

Fifi
05-14-13, 05:36 PM
What do you want to know about it?

If it's adjustable in regard of fog intensity :D
No fog=full water reflection
fog=very little reflection...i suppose.

gap
05-14-13, 05:39 PM
If it's adjustable in regard of fog intensity :D
No fog=full water reflection
fog=very little reflection...i suppose.

so, we are talking about ship reflections? :hmm2:

volodya61
05-14-13, 05:41 PM
I would have trusted you, if only you told me which one you prefer :yep:

Last one, of course.. angles 11/15

Yes, 02 is good, but I don't dislike 03 and 04 either :03:

So.. which one you choose?

What do you want to know about it?

:06:

On a side note, I wish we could tone down those reflections, especially at long range, without giving them up completely :hmm2:

volodya61
05-14-13, 05:53 PM
so, we are talking about ship reflections? :hmm2:

Yep.. mixed up a little..

Maybe it's time to send me new splashvert texture?

gap
05-14-13, 05:56 PM
Last one, of course.. angles 11/15

:up:


So.. which one you choose?

I need... to reflect on it :haha: :O:

If it's adjustable in regard of fog intensity :D
No fog=full water reflection
fog=very little reflection...i suppose.

so, we are talking about ship reflections? :hmm2:

:06:

yes, we are evidently :D

I don't think we can dim the effect at night or on heavy fog through the WaterReflection controller (by editing water shader maybe, but I don't understand much about them). Yet, I am quite sure that we can switch it off at long range. Have a look at this thread, please: :03:

http://www.subsim.com/radioroom/showthread.php?p=665247#post665247

gap
05-14-13, 06:02 PM
Maybe it's time to send me new splashvert texture?

Packing them right now :03:

gap
05-14-13, 06:14 PM
Here they are:

http://www.mediafire.com/?d4gczs1cocvx24h

The pack includes SplashVert and SplashVertAdd teextures. Look at file suffixes:

01 long splash version
02 short splash version

Test both of them, please :salute:

volodya61
05-14-13, 06:42 PM
I need... to reflect on it :haha: :O:

:D I think, 02 or 03 :03:

Yet, I am quite sure that we can switch it off at long range. Have a look at this thread, please: :03:

Thanks, I'll look at it more closely tomorrow.. seems interesting reading :up:

Here they are:
The pack includes SplashVert and SplashVertAdd teextures. Look at file suffixes:
01 long splash version
02 short splash version
Test both of them, please :salute:

Thank you :salute:
Sure I will test all what you've done for us.. as always.. :up:

PS: could you look at this files, please.. it's from OHII.. looks like something wrong with the .dat file.. I can't merge its .sim to it.. some objects lost in the model.. - http://rghost.ru/46006797

gap
05-14-13, 07:11 PM
:D I think, 02 or 03 :03:

Yes, after a second look, it must be one of them :yep:


Thanks, I'll look at it more closely tomorrow.. seems interesting reading :up:

Read carefully post #9 :03:


Thank you :salute:
Sure I will test all what you've done for us.. as always.. :up:

:smug:


PS: could you look at this files, please.. it's from OHII.. looks like something wrong with the .dat file.. I can't merge its .sim to it.. some objects lost in the model.. - http://rghost.ru/46006797

The funnel smoke controller is pointing to a parent which is not existing in the dat file. Now the curious thing is that that boat didn't get any funnel. In OH's version of her, the controller is absent. Who added it? Where are the files you have linked in your previous post coming from? :hmmm:

volodya61
05-14-13, 07:39 PM
Read carefully post #9 :03:

OK :up:

The funnel smoke controller is pointing to a parent which is not existing in the dat file. Now the curious thing is that that boat didn't get any funnel. In OH's version of her, the controller is absent. Who added it? Where are the files you have linked in your previous post coming from? :hmmm:

I don't know who added funnel controller.. the files are from OHII v2.2.. except funnel_smoke.dat.. though funnel_smoke also included in OHII because many Japanese ships were edited by Uekel for compatibility with HanSolo's mod..

gap
05-14-13, 07:56 PM
I don't know who added funnel controller.. the files are from OHII v2.2.. except funnel_smoke.dat.. though funnel_smoke also included in OHII because many Japanese ships were edited by Uekel for compatibility with HanSolo's mod..

The sim file you have sent me contains one obj_Funnel and two WaterReflection controllers which, I repeat, are absent from OH's version of the same file. I am sure about it.

There are two possible fixes for your files: either remove the lost controller from the sim file, or add a new node to the dat file, move it around the 3d model where you think the exaust would have been placed (no funnel of that boat), and then give the obj_Funnel controller the same parent Id number as the Id number of the new node. You should also create a new smoke effect especially for that boat, because one wouldn't expect an exaust to emit the same quantity of smoke than a funnel. As for this last task, you can take inspiration from TDW's sub exaust mod. :salute:

volodya61
05-14-13, 08:13 PM
The sim file you have sent me contains one obj_Funnel and two WaterReflection controllers which, I repeat, are absent from OH's version of the same file. I am sure about it.

Sorry, Gabriele.. my bad.. it was HanSolo's or Uekel's file.. just figure out it.. too many folders, too many projects, too many editions.. :oops:
You know what I mean :03:

..or add a new node to the dat file, move it around the 3d model where you think the exaust would have been placed (no funnel of that boat), and then give the obj_Funnel controller the same parent Id number as the Id number of the new node. You should also create a new smoke effect especially for that boat, because one wouldn't expect an exaust to emit the same quantity of smoke than a funnel. As for this last task, you can take inspiration from TDW's sub exaust mod. :salute:

OK, thanks.. I'll try..
It's time to learn S3D..
But I will ask you questions, if I'll not sort it out :03:

:salute:

gap
05-14-13, 09:20 PM
Sorry, Gabriele.. my bad.. it was HanSolo's or Uekel's file.. just figure out it.. too many folders, too many projects, too many editions.. :oops:
You know what I mean :03:

I can understand :haha:


OK, thanks.. I'll try..
It's time to learn S3D..
But I will ask you questions, if I'll not sort it out :03:

:salute:

Ask whatever you need to know. I will be glad to help, if I can :salute:

volodya61
05-15-13, 05:26 AM
Ask whatever you need to know. I will be glad to help, if I can :salute:

Well, I looked at the .dat in S3D.. this is a bit complicated to me at the moment.. 3D-modelling :hmmm: I'm not ready.. yet.. maybe a bit later :)
So far I decided to remove this folder of my edition at all..

Read carefully post #9 :03:

OK.. so, we can try to play with the MaxVisDim and MinVisDim..what do you think?

I can do this after we finish work on the current fix and at the same time with the testing our Reworked Guns :up:
I will need your help for this in creating a several custom missions..

:salute:

gap
05-15-13, 07:20 AM
Well, I looked at the .dat in S3D.. this is a bit complicated to me at the moment.. 3D-modelling :hmmm: I'm not ready.. yet.. maybe a bit later :)
So far I decided to remove this folder of my edition at all..

3D modellng? You don't need to touch the 3D model for adding a new node: you do it as you would foe any controller, and you move it around using x, y and z coordinates :yep:


OK.. so, we can try to play with the MaxVisDim and MinVisDim..what do you think?

Exactly! If water reflections still work as they did in SHIII/IV, there is not reason that we can't reduce them for distant units, though finding the "magic" settings can take a while :up:


I can do this after we finish work on the current fix and at the same time with the testing our Reworked Guns :up:
I will need your help for this in creating a several custom missions..

Okay, no problem :up:

volodya61
05-15-13, 08:40 AM
3D modellng? You don't need to touch the 3D model for adding a new node: you do it as you would foe any controller, and you move it around using x, y and z coordinates :yep:

I opened similar .dat with this node and saw that shipname_cos node has a child node - 3D-model :06:
Could you post a few screens with explaining? if you have time for it, of course :oops:

Exactly! If water reflections still work as they did in SHIII/IV, there is not reason that we can't reduce them for distant units, though finding the "magic" settings can take a while :up:
..
Okay, no problem :up:

Well, I'll certainly turn to it as soon as we finish with this project and prepare it for release :up:

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

Do you agree that the work on the TorpExplosionGreat can be completed?
Are these values acceptable for release?

TDW Particles.dat/TorpExplosionGreat/ParticleGenerator
EmissionArea/Angle 11
GlobalScaleFar/Distanse 1000
GlobalScaleFar/DensityScale 0.15

TDW Materials.dat/Particula(01-04)/ParticleGenerator
EmissionArea/Angle 15
GlobalScaleFar/Distanse 1000
GlobalScaleFar/DensityScale 0.15

TDW Materials.dat/Particula(01, 03)/ParticleGenerator
BitmapParticles/Size/OverLife
[3] LifeTime 0.75; Scale 2.5
[4] LifeTime 1; Scale 0.5

volodya61
05-15-13, 10:17 AM
new series -

TDW Particles.dat/TorpExplosionSplashRInitial and RDelay (other nodes were removed)
both ParticleGenerator/BitmapParticles uses PierreE and PierreE2 textures
Distance and DensityScale in GlobalScaleFar as in TorpExplosionGreat (1000/0.15), others values not changed yet..

03 (PierreE 03 in TDW Materials.dat)

http://s19.postimg.org/5xpbmwsfz/test03_1.jpg (http://postimg.org/image/5xpbmwsfz/) . http://s19.postimg.org/z1djj5gjj/test03_2.jpg (http://postimg.org/image/z1djj5gjj/) . http://s19.postimg.org/vj1jmrfnj/test03_3.jpg (http://postimg.org/image/vj1jmrfnj/) . http://s19.postimg.org/s0u54445b/test03_4.jpg (http://postimg.org/image/s0u54445b/)

http://s19.postimg.org/z6lw6kd8f/test03_5.jpg (http://postimg.org/image/z6lw6kd8f/) . http://s19.postimg.org/7xais2c5b/test03_6.jpg (http://postimg.org/image/7xais2c5b/)


I think, we can add another textures to the TDW Materials.dat for RInitial and RDelay effects :06:, and PierreE + PierreE2 will use for TorpExplosionGreat effect only..
What do you think?

In the next series will test TDW Particles.dat/TorpExplosionSplashLInitial and LDelay (uses SplashVert and SplashVertAdd textures)

PS: return to the question of outgoing smoke

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

gap
05-15-13, 10:33 AM
I opened similar .dat with this node and saw that shipname_cos node has a child node - 3D-model :06:

This is funnel's 3D model, but as our boat didn't get any funnel, a 3D model shouldn't be required for smoke to be rendered. :yep:


Could you post a few screens with explaining? if you have time for it, of course :oops:


Open NF_boat.dat in S3ditor;


Expand the node called NF_Boat;


Select the node called NF_Boat_B (this is the back part of the boat), right click on it and select Append new child chunk => Nodes(type: 4) => Node (type: 4/100);


Expand the node NF_Boat_B, select the new child node you have just added (you will recognize it because it will be placed at the end of the list, and it will lack a name), right click on it and select Append new child chunk => Label (type 8/0);


The new Label is called by default <New_label>; change its name to NF_Boat_cosh (this is done from the property editing window on the right, Name field.


Now select again the new node which by now is called "NF_Boat_cosh" after the name of its label, and click on "model preview" (bottom section of the right window), a preview of the boat is rendered;


Mimimize the Linked 3D model section (center section of the right window) for making the preview bigger; you do it by clicking on the "Linked 3D model" blue text;


On top of the Model preview window there are many rendering option icons grouped in several groups; 1st group: 3D model rendering options (Solid, Wireframe, Vertices, Solid + Wireframe, Solid + Vertices) - 2nd group: zones editing enabler (only one icon) - 3rd group: textures rendering options (Enable diffuse map, Ambient Occlusion map, Specular map, Specular from diffuse map) - 4th group: various options (Toggle grid, Toggle Selected object's axis, Toggle Selected object's bounding box, Highlight selected object faces [only works with solid rendering mod enabled], Toggle origins visibility, Brightness/Contrast) - 5th group: 3D object's visibility (Selected object's visibility on/off, Unselected object's visibility on/off, and a third option that I don't understand) - 6th group: center view on the selected object (only one icon) - 7th group: toggle animations on/off (if any)


Scroll the mouse wheel for zooming in and out, click and hold the mouse wheel and move the mouse for rotating the model, click and hold the right mouse button and move the mouse for moving the model;


When you get accustomed with mouse controls and rendering options, make sure that the NF_Boat_cosh node is still selected, that you have a clear view of the 3D model, and that either the "Toggle axes icon" or "Toggle origins" (or, even better, both of them) are selected. If you did all of the above correctly, you should see the selected node as a red dot, with the 3 axes coming out fro its center.


By default new nodes are placed at unit's origin (roughly amidships). You should move your node where smoke is expected to come out. For doing it , you need to modify Node positioning settings (top section of the right window, if a node is selected). Ignore roation settings and play with translation settings; X is width-aligned, Y is height-aligned and Z is lenght-aligned. Each unit is equal to 10 m. As soon as you enter a new setting, node's position will be updated accordingly in the preview window.


when you finish, change the Id of the new node according to what is set as parent Id the obj_Funnel controller in NF_boat.sim, or conversely change the parent Id of the controller to the Id of the nwe node. :up:

Sartoris
05-15-13, 11:28 AM
Thank you for your work, I missed the splashes.

However, I wish these blocky, pixellated explosions were completely removed or reworked. They break the immersion for me.


new series -

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

volodya61
05-15-13, 11:29 AM
This is funnel's 3D model, but as our boat didn't get any funnel, a 3D model shouldn't be required for smoke to be rendered. :yep:

Open NF_boat.dat in S3ditor;
...
:up:

WOW!.. just wow :up:

I feel like in kindergarten :D

Thanks :salute:

EDIT: Gabriele, what about the other questions? :03:

Sjizzle
05-15-13, 12:14 PM
wow nice work guys i can't wait for the releas date :):Kaleun_Salivating:

gap
05-15-13, 12:25 PM
WOW!.. just wow :up:

I feel like in kindergarten :D

Thanks :salute:

When I write an "how to" for someone, I hope that someone else, a new comer, will read my instructions and will be lured into following them.
Once you start messing with SH object and controllers, no matter for which task, understanding their structure, and the logics behind them, is relatively easy. But future modders (which, by the way, we desperately need for) need for a good starting point; having a fresh memory of my first steps in SH modding, and of how hard was for me deciphering what I was reading on the forum, I try to make my instructions as detailed as possible :know:

EDIT: Gabriele, what about the other questions? :03:

new series -

TDW Particles.dat/TorpExplosionSplashRInitial and RDelay (other nodes were removed)
both ParticleGenerator/BitmapParticles uses PierreE and PierreE2 textures
Distance and DensityScale in GlobalScaleFar as in TorpExplosionGreat (1000/0.15), others values not changed yet..

03 (PierreE 03 in TDW Materials.dat)

...

I think, we can add another textures to the TDW Materials.dat for RInitial and RDelay effects :06:, and PierreE + PierreE2 will use for TorpExplosionGreat effect only..
What do you think?

Those particles look extremely blurred. What are their size (main and overlife) settings? Have you them by hand? :hmmm:


In the next series will test TDW Particles.dat/TorpExplosionSplashLInitial and LDelay (uses SplashVert and SplashVertAdd textures)

they are probably specular to RInitial and RDelay, and they will look as bad. But checking them won't hurt :03:

PS: return to the question of outgoing smoke

Have you taken the screenshot with sober's smoke screen mod enabled? If so, we should do the following:

1 - Retrieve the original smoke settings
2 - Duplicate the same particle generator (but with sober's settings) and linking it to some other particle generator which is played only when ships get alerted... TDW's flares. for instance.
3 - Modify the duplicated particle generator for making it to behave according to our liking.

What do you think? I hope that sober and TDW will be fine with it :)

volodya61
05-15-13, 01:21 PM
When I write an "how to" for someone, I hope that someone else, a new comer, will read my instructions and will be lured into following them.
Once you start messing with SH object and controllers, no matter for which task, understanding their structure, and the logics behind them, is relatively easy. But future modders (which, by the way, we desperately need for) need for a good starting point; having a fresh memory of my first steps in SH modding, and of how hard was for me deciphering what I was reading on the forum, I try to make my instructions as detailed as possible :know:

:up: Thanks again

Those particles look extremely blurred. What are their size (main and overlife) settings? Have you them by hand? :hmmm:

http://s19.postimg.org/5djhbpdz3/LInitial.jpg (http://postimg.org/image/5djhbpdz3/) . http://s19.postimg.org/ezd1s054v/LDelay.jpg (http://postimg.org/image/ezd1s054v/) . http://s19.postimg.org/65m5awi67/RInitial.jpg (http://postimg.org/image/65m5awi67/) . http://s19.postimg.org/iya9attrz/RDelay.jpg (http://postimg.org/image/iya9attrz/)

they are probably specular to RInitial and RDelay, and they will look as bad. But checking them won't hurt :03:

No, they are not specular (for some weird reason).. see next post..

Have you taken the screenshot with sober's smoke screen mod enabled? If so, we should do the following:
1 - Retrieve the original smoke settings
2 - Duplicate the same particle generator (but with sober's settings) and linking it to some other particle generator which is played only when ships get alerted... TDW's flares. for instance.
3 - Modify the duplicated particle generator for making it to behave according to our liking.
What do you think? I hope that sober and TDW will be fine with it :)

Yes.. Sober's smoke is there..
Well.. I'll try it.. later :)
I think it's time (for me) to make a to do list.. too many projects at the same time.. :D

volodya61
05-15-13, 01:22 PM
new series -
oops :).. temporary absence..

Something initially wrong in the principle of destination of textures for these effects :hmmm:

TorpExsplosionSplashRInitial - TDW_FXU_PierreE2
TorpExsplosionSplashRDelay - TDW_FXU_PierreE
TorpExsplosionSplashLInitial - TDW_FXU_SplashVert
TorpExsplosionSplashLDelay - TDW_FXU_SplashVert

When I appointed TDW_FXU_SplashVertAdd to TorpExsplosionSplashLInitial this happened -

http://s19.postimg.org/c01jr569r/test_X1.jpg (http://postimg.org/image/c01jr569r/) . http://s19.postimg.org/wy7pp864f/test_X2.jpg (http://postimg.org/image/wy7pp864f/)

Maybe it's texture's error.. maybe something else..

gap
05-15-13, 02:01 PM
No, they are not specular (for some weird reason).. see next post..


new series -
oops :).. temporary absence..

Something initially wrong in the principle of destination of textures for these effects :hmmm:

TorpExsplosionSplashRInitial - TDW_FXU_PierreE2
TorpExsplosionSplashRDelay - TDW_FXU_PierreE
TorpExsplosionSplashLInitial - TDW_FXU_SplashVert
TorpExsplosionSplashLDelay - TDW_FXU_SplashVert

When I appointed TDW_FXU_SplashVertAdd to TorpExsplosionSplashLInitial this happened -

...

Maybe it's texture's error.. maybe something else..

yes, we missed this detail because you have tested (http://www.subsim.com/radioroom/showpost.php?p=2053296&postcount=64) SplashR and SplashL particle generators together.

Just had a look into stock particle generators, and they use the following textures:


torpedo_splash_L:

BitmapParticle: splash_vert
BitmapParticle: smoke_add



torpedo_splash_R:

BitmapParticle: splash_vert
BitmapParticle: smoke_add



torpedo_splash_L01:

BitmapParticle: splash_vert



torpedo_splash_R01:

BitmapParticle: splash_vert



smoke_add is embedded in TDW torp splash materials dat, but not used.

maybe we should override TDW's settings getting inspiration from stock generators, unless TDW can remember what his settings were meant for :hmm2:


Yes.. Sober's smoke is there..
Well.. I'll try it.. later :)
I think it's time (for me) to make a to do list.. too many projects at the same time.. :D

Just had a look into FXU files, and I know now how TDW got ships to fire his flares. We can do the same with smoke screens, so don't need to link them to the flares. The advantage will be that we will be free to attach the effect to any node/bone (of funnel's top, for instance, or wherever we want).

I wish we could make smoke screens to be triggered randomly after detroyers getting alarmed, but I don't know if this is going to be possible :hmm2:

volodya61
05-15-13, 02:46 PM
OK, what now? our next steps? any suggestions?

PS: have a look on this, please - http://rghost.ru/46026900
is everything right? if yes, could you make simple custom mission with this unit? I want to see how the smoke works and whether it suitable or not.. :hmmm:

gap
05-16-13, 01:18 AM
OK, what now? our next steps? any suggestions?

Attacking Great Britain with ten armies from North Europe? :hmm2: :O:

...or better: :03:


maybe we should override TDW's settings getting inspiration from stock generators, unless TDW can remember what his settings were meant for :hmm2:

PS: have a look on this, please - http://rghost.ru/46026900
is everything right? if yes, could you make simple custom mission with this unit? I want to see how the smoke works and whether it suitable or not.. :hmmm:

Here it is (mission + fixes): :up:

http://www.mediafire.com/?adeudcd508c9kcu

It was a bit more complicated than I had initially thought; the obj_funnel controller was crashing the game. The fix was assigning a dummy 3d model and a dummy texture to the funnel node, and setting it as invisible. As I was at it, I have similarly created a second node, and I have moved the two of them close to two stack-like objects, on each side of the boat. This is the result:

http://img267.imageshack.us/img267/3519/fishingboat.jpg

The boat was moving at 5 knots. Probably too much smoke for such a small vessel and low speed. Tweaking her smoke is now your task. :salute:

volodya61
05-16-13, 05:50 AM
Attacking Great Britain with ten armies from North Europe? :hmm2: :O:
...or better: :03:

I have done it yesterday :O:
just removed TDW's ParticleGenerators from the R&L Initial and R&L Delay then copy/past stock ParticleGenerators to TDW's file.. then change the used textures in the new generators..
You can check it if you want (so I'll sleep peacefully :)) - http://rghost.ru/46035384

but probably you've missed something I post earlier, something wrong with the SplashVertAdd textures.. I can't check my changes in mission because of -

http://s19.postimg.org/ihu3liccf/texture_error.jpg (http://postimg.org/image/ihu3liccf/)


Here it is (mission + fixes): :up:
...
The boat was moving at 5 knots. Probably too much smoke for such a small vessel and low speed. Tweaking her smoke is now your task. :salute:

Thank you Gabriele :yeah:

But it was my lesson and my homework :hmph:
:O:

Thanks..
Anyway, I think there are more tasks for me for the study of the S3D in the future :haha:

EDIT: oops.. again new avatar http://s19.postimg.org/y3cr41qm7/facepalm.gif

volodya61
05-16-13, 06:21 AM
..just removed TDW's ParticleGenerators from the R&L Initial and R&L Delay then copy/past stock ParticleGenerators to TDW's file.. then change the used textures in the new generators..

a little explanation -

R&L Initial/ParticleGenerator/BitmapParticles/
Material - TDW_FXU_SplashVert.tga (01)
Material - TDW_FXU_SmokeAdd.tga

R&L Delay/ParticleGenerator/BitmapParticles/
Material - TDW_FXU_SplashVertAdd.tga (01)

NOTE: for some reason, witchcraft, we are no longer able to check TDW_Particles/RInitial+RDelay using Goblin.. as soon as I merge TDW_Materials, RInitial&Delay generators takes their initial parameters.. I mean TDW's parameters, one BitmapParticles entry in RInitial and old textures for both (PierreE and PierreE2) :hmmm:.. and all other values ​​accordingly..
:o but only for the view mode.. when I then open up file in S3D or in HEX, every values are as they should be :hmmm:..

TDW's mystery.. (Black Magic :D)

gap
05-16-13, 06:45 AM
I have done it yesterday :O:
just removed TDW's ParticleGenerators from the R&L Initial and R&L Delay then copy/past stock ParticleGenerators to TDW's file.. then change the used textures in the new generators..
You can check it if you want (so I'll sleep peacefully :)) - http://rghost.ru/46035384

but probably you've missed something I post earlier, something wrong with the SplashVertAdd textures.. I can't check my changes in mission because of

...



Does replacing the new texture with the old one, solve the problem? :hmm2:


Thank you Gabriele :yeah:

But it was my lesson and my homework :hmph:
:O:

Take it as an addition to my lesson; your homework will be looking into my changes and replicating them for any unit which might require it :O:


Anyway, I think there are more tasks for me for the study of the S3D in the future :haha:

S3d is a neat tool. Pity that skwas decided not to support the new SH5 controllers...

PS, tip of the day: press Shift Ctrl C to copy a node with all its child nodes and controllers :03:

gap
05-16-13, 06:49 AM
NOTE: for some reason, witchcraft, we are no longer able to check TDW_Particles/RInitial+RDelay using Goblin.. as soon as I merge TDW_Materials...


I am starting to think that your dat files might be corrupted. Try importing my splash vert texture in a fresh copy of TDW's material dat, enable together with a fresh copy of TDW's particles dat, and tell me what happens :hmmm:

volodya61
05-16-13, 08:06 AM
I am starting to think that your dat files might be corrupted. Try importing my splash vert texture in a fresh copy of TDW's material dat, enable together with a fresh copy of TDW's particles dat, and tell me what happens :hmmm:

I'll try that.. I'm pretty sure that in fresh files everything will work.. :-?
But I'm starting to think that we can't change anything in these ParticleGenerators: R&L Initial and R&L Delay.. all changes I've done in Hex not works so far :shifty:.. something else in TDW Particles.dat manages all nodes..
Two weeks of useless work.. I'm going to give up.. :nope:

volodya61
05-16-13, 08:50 AM
I'll try that.. I'm pretty sure that in fresh files everything will work.. :-?

Your textures in TDW's original files -

http://s19.postimg.org/5eyh28m4f/SH5_Img_2013_05_16_17_32_24.jpg (http://postimg.org/image/5eyh28m4f/) . http://s19.postimg.org/leh4lsi67/SH5_Img_2013_05_16_17_33_21.jpg (http://postimg.org/image/leh4lsi67/) . http://s19.postimg.org/79bbjz94v/SH5_Img_2013_05_16_17_33_36.jpg (http://postimg.org/image/79bbjz94v/)

gap
05-16-13, 01:13 PM
Your textures in TDW's original files -

I need to adjust that texture but indeed the problem is worse than a single texture corrupted. :-?

I'll try that.. I'm pretty sure that in fresh files everything will work.. :-?
But I'm starting to think that we can't change anything in these ParticleGenerators: R&L Initial and R&L Delay.. all changes I've done in Hex not works so far :shifty:.. something else in TDW Particles.dat manages all nodes..

Yes, it is probably betterr limiting ourselves to change single settings. We are to unexperienced to add/remove whole particle generators to the file. :hmmm:


Two weeks of useless work.. I'm going to give up.. :nope:

Don't you have a back up copy of the files? :o

Well, at least all of our "valid" tweaks are well documented in this thread, and they are not that many.

Volodya, let's keep on our work; we can't give up right now! :) :salute:

volodya61
05-16-13, 02:18 PM
Yes, it is probably betterr limiting ourselves to change single settings. We are to unexperienced to add/remove whole particle generators to the file. :hmmm:

It's TDW's file.. Black Magic :nope:

Don't you have a back up copy of the files? :o

A few dozen.. and it's not easy to sort out there :-?..

Well, at least all of our "valid" tweaks are well documented in this thread, and they are not that many.

All the changes are well documented in my head :D..

Volodya, let's keep on our work; we can't give up right now! :) :salute:

It was a momentary weakness :03:
I've done all changes from scratch again (to be sure).. and was testing after change each value.. tired a little :)..

I need to adjust that texture but indeed the problem is worse than a single texture corrupted. :-?

Wait a few, I'm finishing the last tests and will post several screens soon..
Just with my low-speed connection screens uploading will take some time :)..

gap
05-16-13, 03:04 PM
It's TDW's file.. Black Magic :nope:

No, I don't think so. The reason is probably easier than we can imagine. Take my words with a pinch of salt, but I suppose that sections in a binary file (particle generator controllers or bitmap/object particles within each particle generator in our case) must be declared somewhere in the file. You cannot just add/delete them without updating that index :hmmm:


A few dozen.. and it's not easy to sort out there :-?..

A few dozens? :huh: :haha:


All the changes are well documented in my head :D..

It was a momentary weakness :03:
I've done all changes from scratch again (to be sure).. and was testing after change each value.. tired a little :)..

That is good news :yeah:


Wait a few, I'm finishing the last tests and will post several screens soon..
Just with my low-speed connection screens uploading will take some time :)..

I am not sure yet, but I am leaning toward replacing the splash_vert texture with something else. They are visble through the hull, and this is not right :hmmm:

volodya61
05-16-13, 03:24 PM
No, I don't think so. The reason is probably easier than we can imagine. Take my words with a pinch of salt, but I suppose that sections in a binary file (particle generator controllers or bitmap/object particles within each particle generator in our case) must be declared somewhere in the file. You cannot just add/delete them without updating that index :hmmm:

But I'm just wanted to play this game.. a little.. eighteen months ago.. :wah:

:har:

A few dozens? :huh: :haha:

Just about as.. :03:

I am not sure yet, but I am leaning toward replacing the splash_vert texture with something else. They are visble through the hull, and this is not right :hmmm:

I didn't took shots behind the hull.. but I can do it next time.. if needed.. :yep:

volodya61
05-16-13, 03:25 PM
All the TorpExplosionSplash ParticleGenerators (R&L Initial, R&L Delay) in TDW's file are using only TDW_FXU_SplashVert.tga texture as default..

Initial

http://s19.postimg.org/42lde3e2n/INITIAL1.jpg (http://postimg.org/image/42lde3e2n/) . http://s19.postimg.org/m6odyqbr3/INITIAL2.jpg (http://postimg.org/image/m6odyqbr3/) . http://s19.postimg.org/nmzwgvenz/INITIAL3.jpg (http://postimg.org/image/nmzwgvenz/)


Delay

http://s19.postimg.org/bmegg579b/DELAY1.jpg (http://postimg.org/image/bmegg579b/) . http://s19.postimg.org/iqw9p6ein/DELAY2.jpg (http://postimg.org/image/iqw9p6ein/) . http://s19.postimg.org/gaugbbwfz/DELAY3.jpg (http://postimg.org/image/gaugbbwfz/)


In my opinion - not enough saturation and the amount of white color on the texture itself.. but I'm not competent enough on graphic issues..

volodya61
05-16-13, 03:26 PM
just a few views :) -

http://s19.postimg.org/uioqdpyin/image.jpg (http://postimg.org/image/uioqdpyin/) . http://s19.postimg.org/516bu4gsf/image.jpg (http://postimg.org/image/516bu4gsf/) . http://s19.postimg.org/stfn5nitb/image.jpg (http://postimg.org/image/stfn5nitb/)

http://s19.postimg.org/5t8ztbkzj/image.jpg (http://postimg.org/image/5t8ztbkzj/) . http://s19.postimg.org/ozm6wi1hb/image.jpg (http://postimg.org/image/ozm6wi1hb/) . http://s19.postimg.org/ucb1ampdr/image.jpg (http://postimg.org/image/ucb1ampdr/)

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

http://s19.postimg.org/x7o4hhtdr/image.jpg (http://postimg.org/image/x7o4hhtdr/) . http://s19.postimg.org/cot8cffgf/image.jpg (http://postimg.org/image/cot8cffgf/) . http://s19.postimg.org/qjriuw9vj/image.jpg (http://postimg.org/image/qjriuw9vj/)

http://s19.postimg.org/9x9yltgxr/image.jpg (http://postimg.org/image/9x9yltgxr/) . http://s19.postimg.org/tf9nyvk73/image.jpg (http://postimg.org/image/tf9nyvk73/) . http://s19.postimg.org/h1wtryuin/image.jpg (http://postimg.org/image/h1wtryuin/)

gap
05-16-13, 04:05 PM
All the TorpExplosionSplash ParticleGenerators (R&L Initial, R&L Delay) in TDW's file are using only TDW_FXU_SplashVert.tga texture as default..

Do you mean that you have changed the BitmapParticle used by RInitial and RDelay from PierreE2 to SplashVert?


In my opinion - not enough saturation and the amount of white color on the texture itself.. but I'm not competent enough on graphic issues..

I can do anything with those textures: increase/decrease contrast and saturation, change alpha channe's transparency, increase size, etc. But I need to know what each generator is meant for, and at which moment of the overall effect they are played. In particular, I am missing what the R and L (Intial and Delay) particle generators are meant to represent (water sprays from the explosion, small splashes from debris falling down on the water surface, vapourized water, etc). Difficult to figure it out from screenshots. You saw them in action: did you get any idea about my questions?

volodya61
05-16-13, 05:04 PM
...They are visble through the hull, and this is not right :hmmm:
I didn't took shots behind the hull.. but I can do it next time.. if needed.. :yep:

a few shots -

Initial

http://s19.postimg.org/afa5yscu7/initial1.jpg (http://postimg.org/image/afa5yscu7/) . http://s19.postimg.org/rtue729z3/initial2.jpg (http://postimg.org/image/rtue729z3/)

Delay

http://s19.postimg.org/d0fqmb27z/delay1.jpg (http://postimg.org/image/d0fqmb27z/) . http://s19.postimg.org/bzfhx6l8f/delay2.jpg (http://postimg.org/image/bzfhx6l8f/)


I don't think they are visible through the hull :hmmm:

volodya61
05-16-13, 05:05 PM
Do you mean that you have changed the BitmapParticle used by RInitial and RDelay from PierreE2 to SplashVert?

No.. you was right.. they are specular with L.. and all their parameters are the same..
It's weird thing.. I told you yesterday.. when I merged Materials.dat to Particles.dat to see which textures R-bitmap uses, all the values in R generators were changed.. but they were changed only visually.. file itself was not changed..

I hope you could understand me and my poor language..

I can do anything with those textures: increase/decrease contrast and saturation, change alpha channe's transparency, increase size, etc. But I need to know what each generator is meant for, and at which moment of the overall effect they are played. In particular, I am missing what the R and L (Intial and Delay) particle generators are meant to represent (water sprays from the explosion, small splashes from debris falling down on the water surface, vapourized water, etc). Difficult to figure it out from screenshots. You saw them in action: did you get any idea about my questions?

They represent just right and left hand water splashes..
Full name - Torp Explosion Splash Right (Left) Initial (Delay)..
All what we are doing last weeks applies only to torpedo explosion..

see here -

Initial

http://s19.postimg.org/n1p69d4ov/initial1.jpg (http://postimg.org/image/n1p69d4ov/)

Delay

http://s19.postimg.org/jgopcearj/delay1.jpg (http://postimg.org/image/jgopcearj/)


Don't you recognize your own texture :O: :03:

gap
05-16-13, 05:27 PM
No.. you was right.. they are specular with L.. and all their parameters are the same..
It's weird thing.. I told you yesterday.. when I merged Materials.dat to Particles.dat to see which textures R-bitmap uses, all the values in R generators were changed.. but they were changed only visually.. file itself was not changed..

I see, I guess that you have checked actual material Id's in Hex Editor then. Don't you? :03:


They represent just right and left hand water splashes..
Full name - Torp Explosion Splash Right (Left) Initial (Delay)..
All what we are doing last weeks applies only to torpedo explosion..
Don't you recognize your own texture :O: :03:

So I have to look just at the huge splashes outlined with the red line in your screenies, am I correct? What confused me were the many, much smaller and brighter, little splashes :hmmm:

If you can confirm this, I will rework my texture right away :up:

Fifi
05-16-13, 05:37 PM
http://farewellstranger.com/wp-content/uploads/2011/04/dream-team.jpg

:up:

gap
05-16-13, 05:52 PM
:haha:

Good crossword Fifi :up:

gap
05-16-13, 06:10 PM
Okay, new splash vert texture:

http://www.mediafire.com/view/?s536v83llnd2i7d

Made it 256 x 256 pixels this time, and I have also used a different template:

http://img195.imageshack.us/img195/4651/tdwfxusplashvert03.png

Let me know if you need it bigger (I hope not, for memory usage reasons), lesser opaque, etc :up:

volodya61
05-16-13, 06:42 PM
I see, I guess that you have checked actual material Id's in Hex Editor then. Don't you? :03:

To be sure I've checked all those nodes in HEX editor.. bit by bit.. :)
It was really long way :haha:

So I have to look just at the huge splashes outlined with the red line in your screenies, am I correct? What confused me were the many, much smaller and brighter, little splashes :hmmm:

Yes, you're correct.. 'small bright splashes' was generator - TorpExsplosionWaterDrops.. I haven't checked yet which texture it use :oops:..

:haha:
Good crossword Fifi :up:

Agree :har:

Okay, new splash vert texture:
...
Let me know if you need it bigger (I hope not, for memory usage reasons), lesser opaque, etc :up:

Very good :up:
I'm a little tired but I'll strive to test it right now :)

gap
05-16-13, 06:51 PM
Very good :up:
I'm a little tired but I'll strive to test it right now :)

No hurry. Betterr doing things steb by step, making sure not to make irreversible errors, as our recent experience demonstrates :D

volodya61
05-16-13, 07:51 PM
No hurry. Betterr doing things steb by step, making sure not to make irreversible errors, as our recent experience demonstrates :D

Gabriele, could you make it 128x128 like old one, because something wrong again.. :hmmm:

EDIT: and I could check it out tomorrow.. after the rest :Kaleun_Sleep: :D

RDelay&Initial don't work again.. and LDelay&Initial don't work as they should.. returned the old texture and it works again..
Probably we can't increase 'length' of this file (in bits).. :hmmm:

PS:
..'small bright splashes' was generator - TorpExsplosionWaterDrops.. I haven't checked yet which texture it use :oops:..

It uses TDW_FXU_SplashVertAdd.tga :D

gap
05-16-13, 08:00 PM
Gabriele, could you make it 128x128 like old one, because something wrong again.. :hmmm:

EDIT: and I could check it out tomorrow.. after the rest :Kaleun_Sleep: :D

RDelay&Initial don't work again.. and LDelay&Initial don't work as they should.. returned the old texture and it works again..
Probably we can't increase 'length' of this file (in bits).. :hmmm:

No problem:

http://www.mediafire.com/view/?s5cs0la92p7y3ic

If it works, send me the latest version of TDW's torp splash material dat: I want to se if I can make it to accept bigger textures :03:


PS:

It uses TDW_FXU_SplashVertAdd.tga :D

Good to know :up:

volodya61
05-16-13, 08:13 PM
No problem:

Brain refuses to serve me.. I was able to do it myself.. I forgot about my Photoshop http://s19.postimg.org/qbw15hmgv/facepalm.gif

If it works, send me the latest version of TDW's torp splash material dat: I want to se if I can make it to accept bigger textures :03:

:timeout: after the rest :)

volodya61
05-17-13, 05:29 AM
News, Gabriele.. honestly, don't know good or bad.. rather weird as always with these TDW's files..

We can't add new TDW_FXU_VertSplash texture to the already HEX edited file.. any new VertSplash texture.. I mean it doesn't matter 128x128 or 256x256..

But we still can add any texture to the original file and HEX-edit it after that..
Here is your new 256x256 texture in the original file -

http://s19.postimg.org/sz6tvepz3/vertspl1.jpg (http://postimg.org/image/sz6tvepz3/) . http://s19.postimg.org/vujx29tz3/vertspl2.jpg (http://postimg.org/image/vujx29tz3/)

Yesterday, I at first added all the textures and then edited the files.. so, I think we can choose acceptable texture and then I'll make other changes..

In a few I'll post several screens with tests of new texture.. perhaps something will have to change/edit..

gap
05-17-13, 06:44 AM
News, Gabriele.. honestly, don't know good or bad.. rather weird as always with these TDW's files..

We can't add new TDW_FXU_VertSplashAdd texture to the already HEX edited file.. any new VertSplashAdd texture.. I mean it doesn't matter 128x128 or 256x256..

But we still can add any texture to the original file and HEX-edit it after that..

I see. Probably an error in your way to hex-edit the file. We should ask TDW about it :hmm2:



Here is your new 256x256 texture in the original file

maybe this one...

http://s19.postimg.org/vujx29tz3/vertspl2.jpg (http://postimg.org/image/vujx29tz3/)

corresponds to the small version of the following texture:

http://img195.imageshack.us/img195/4651/tdwfxusplashvert03.png

but this other one:

http://s19.postimg.org/sz6tvepz3/vertspl1.jpg (http://postimg.org/image/sz6tvepz3/)

...look more like this:

http://img28.imageshack.us/img28/8375/57980273.png

(look at the water cones below the splashes) :03:

volodya61
05-17-13, 07:12 AM
I see. Probably an error in your way to hex-edit the file. We should ask TDW about it :hmm2:

No.. file was workable.. and all the changes worked.. as soon as I added new texture to the Materials.dat as file become unworkable..

maybe this one...
corresponds to the small version of the following texture:
..
but this other one:
...look more like this:
..
(look at the water cones below the splashes) :03:

No, it was the same texture - TDW_FXU_SplashVert_03.tga :hmmm:..
Just different effects, on the first screen - Initial, on the second - Delay..
This time I took fresh original file and added only this texture..
I don't understand anything more :nope:.. corrupted JSGME work? corrupted game's root folder?

And again new strange thing, I'm not able to remove ParticlesGenerators from the Particles.dat as I already did before - http://www.subsim.com/radioroom/showpost.php?p=2053296&postcount=64

I removed them using S3D but in the game I still can see all the effects..
Maybe it's time to give up :03:

gap
05-17-13, 08:19 AM
No, it was the same texture - TDW_FXU_SplashVert_03.tga :hmmm:..
Just different effects, on the first screen - Initial, on the second - Delay..
This time I took fresh original file and added only this texture..

Volodya, I am sure: the effect portrayed in the second screenie of my previous post derives from either TDW_FXU_SplashVert_01.tga or TDW_FXU_SplashVert_02.tga. If you look closely at it you will agree :yep:


Maybe it's time to give up :03:

NEVER! :D

volodya61
05-17-13, 08:59 AM
Volodya, I am sure: the effect portrayed in the second screenie of my previous post derives from either TDW_FXU_SplashVert_01.tga or TDW_FXU_SplashVert_02.tga. If you look closely at it you will agree :yep:

I can see it as good as you.. but.. both screens were taken in a few seconds between them.. at that moment Materials.dat contained only TDW_FXU_SplashVert_03.tga.. it was fresh Materials.dat and I've added only one texture..

NEVER! :D

Yeah.. you know.. sometimes.. :dead:
:)

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

This is some kind of mysticism..
I was beginning to think that I'm so stupid and have checked everything and each file 2-3 times..
Reload all the mods (disable/enable) twice.. reload the PC twice..
Now I'm able again to remove out Generators from the Particles.dat.. and able to add any textures to the fresh files.. the same files! (not others)..

And I still don't know by what reason all these happened..

In a half hour I'll upload new screens for thinking.. :)

volodya61
05-17-13, 10:11 AM
new series - (after gave up :rotfl2:)

TDW_FXU_SplashVert_02.tga

Initial

http://s19.postimg.org/f9lhe3hmn/02initial1.jpg (http://postimg.org/image/f9lhe3hmn/) . http://s19.postimg.org/me3an4ovz/02initial2.jpg (http://postimg.org/image/me3an4ovz/) . http://s19.postimg.org/cutlto1dr/02initial3.jpg (http://postimg.org/image/cutlto1dr/) . http://s19.postimg.org/3obb6dw5b/02initial4.jpg (http://postimg.org/image/3obb6dw5b/)

Delay

http://s19.postimg.org/42cn5zg8v/02delay1.jpg (http://postimg.org/image/42cn5zg8v/) . http://s19.postimg.org/tz6biljwf/02delay2.jpg (http://postimg.org/image/tz6biljwf/) . http://s19.postimg.org/69gvtwlj3/02delay3.jpg (http://postimg.org/image/69gvtwlj3/) . http://s19.postimg.org/smomgpmgv/02delay4.jpg (http://postimg.org/image/smomgpmgv/)


TDW_FXU_SplashVert_03.tga

Initial

http://s19.postimg.org/d2h8q6ccf/03initial1.jpg (http://postimg.org/image/d2h8q6ccf/) . http://s19.postimg.org/48qc92pdr/03initial2.jpg (http://postimg.org/image/48qc92pdr/) . http://s19.postimg.org/4a4vg8glb/03initial3.jpg (http://postimg.org/image/4a4vg8glb/) . http://s19.postimg.org/r04097zsv/03initial4.jpg (http://postimg.org/image/r04097zsv/)

Delay

http://s19.postimg.org/gek4x7thb/03delay1.jpg (http://postimg.org/image/gek4x7thb/) . http://s19.postimg.org/a24zndqf3/03delay2.jpg (http://postimg.org/image/a24zndqf3/) . http://s19.postimg.org/dn0v6luyn/03delay3.jpg (http://postimg.org/image/dn0v6luyn/) . http://s19.postimg.org/ia6x8dibj/03delay4.jpg (http://postimg.org/image/ia6x8dibj/)


As you can see, water splashes are visible on the dark background only in both cases.. they are practically invisible at a distance and on the explosion background.. can you do something with it? maybe to increase slightly the filling by white or rather gray splashes, like it was on stock textures? because white is not visible on the explosion background..

What will you say?

volodya61
05-17-13, 11:30 AM
TorpExplosionWaterDrops

TDW_FXU_SplashVertAdd_02.tga

http://s19.postimg.org/bnkpykhkv/drops1.jpg (http://postimg.org/image/bnkpykhkv/) . http://s19.postimg.org/wyia2tzpb/drops2.jpg (http://postimg.org/image/wyia2tzpb/) . http://s19.postimg.org/809k68yrj/drops3.jpg (http://postimg.org/image/809k68yrj/) . http://s19.postimg.org/laxezrpbz/drops4.jpg (http://postimg.org/image/laxezrpbz/)

gap
05-17-13, 12:44 PM
new series - (after gave up :rotfl2:)

...


Makes much more sense now :up:

No doubt, I vote TDW_FXU_SplashVert_03.tga :yep:


As you can see, water splashes are visible on the dark background only in both cases.. they are practically invisible at a distance and on the explosion background.. can you do something with it? maybe to increase slightly the filling by white or rather gray splashes, like it was on stock textures? because white is not visible on the explosion background..

I can increase texture's opacity slightly. But have yo checked it global far distance first?

TorpExplosionWaterDrops

TDW_FXU_SplashVertAdd_02.tga

This definitely needs for a new texture. Is the same texture used by any other particle generator? :hmm2:

volodya61
05-17-13, 01:02 PM
Makes much more sense now :up:
No doubt, I vote TDW_FXU_SplashVert_03.tga :yep:

:up: agree

I can increase texture's opacity slightly. But have yo checked it global far distance first?

Yes, I'll post some screens in an hour..
I'm able now to add new textures to the yesterday's (already edited) files and it will not take much time..
I think something wrong with my PC.. probably sometimes there is some kind of software conflict.. who knows.. now I know that PC's reload enough to solve all the last issues with HEX, controllers etc..

This definitely needs for a new texture. Is the same texture used by any other particle generator? :hmm2:

No one in the TDW_FXU_Torp_Explosion_Particles or Materials..

EDIT: maybe would be better if I send you my edited files, so you could to see new effects in action :06:

Sjizzle
05-17-13, 01:30 PM
u guys are working hard :) some date for releas ?

PS. Nice job all respect from my side

gap
05-17-13, 02:02 PM
Yes, I'll post some screens in an hour..
I'm able now to add new textures to the yesterday's (already edited) files and it will not take much time..
I think something wrong with my PC.. probably sometimes there is some kind of software conflict.. who knows.. now I know that PC's reload enough to solve all the last issues with HEX, controllers etc..

:yeah:


No one in the TDW_FXU_Torp_Explosion_Particles or Materials..

Okay, I will think about an appropriate texture for the water drops effect. :up:


EDIT: maybe would be better if I send you my edited files, so you could to see new effects in action :06:

Unfortunately my overheating problem is getting worse. I cannot test stuff which will take longer than 5 minutes in game :-?
Once and for all I should decide myself to open the case of my laptop, or to buy a new computer...

u guys are working hard :) some date for releas ?

Not yet, but we are getting close, I think :03:

PS. Nice job all respect from my side

Thank you, your nice words are very much appreciated here :salute:

volodya61
05-17-13, 02:09 PM
Yes, I'll post some screens in an hour..

Initial

http://s19.postimg.org/zfh7v5ptr/initial1.jpg (http://postimg.org/image/zfh7v5ptr/) . http://s19.postimg.org/c03w3jvgf/initial2.jpg (http://postimg.org/image/c03w3jvgf/) . http://s19.postimg.org/shmagp6gv/initial3.jpg (http://postimg.org/image/shmagp6gv/) . http://s19.postimg.org/66yfgq96n/initial4.jpg (http://postimg.org/image/66yfgq96n/)

Delay

http://s19.postimg.org/edqf8az9b/delay1.jpg (http://postimg.org/image/edqf8az9b/) . http://s19.postimg.org/bxolugh6n/delay2.jpg (http://postimg.org/image/bxolugh6n/) . http://s19.postimg.org/jext9o6pr/delay3.jpg (http://postimg.org/image/jext9o6pr/)

As you can see, initial effect more or less acceptable.. delay effect needs to be adjusted.. maybe some settings needs to edit.. though perhaps everything might be fixed with the texture editing..

Sjizzle
05-17-13, 02:53 PM
guys if i can help u with a photo gallery where u can upload the photos let me know all it's free i have a hosting and there is some unused space :)

Have a nice day
Sjizzle

volodya61
05-17-13, 03:13 PM
a little more pics with the delay effect -

http://s19.postimg.org/fldjs045b/del1.jpg (http://postimg.org/image/fldjs045b/) . http://s19.postimg.org/wm1hxsni7/del2.jpg (http://postimg.org/image/wm1hxsni7/) . http://s19.postimg.org/sqy3v84cf/del3.jpg (http://postimg.org/image/sqy3v84cf/) . http://s19.postimg.org/e90wn8d1b/del4.jpg (http://postimg.org/image/e90wn8d1b/)

http://s19.postimg.org/64ssihqm7/del5.jpg (http://postimg.org/image/64ssihqm7/) . http://s19.postimg.org/905vpcum7/del6.jpg (http://postimg.org/image/905vpcum7/) . http://s19.postimg.org/r48w9zsan/del7.jpg (http://postimg.org/image/r48w9zsan/) . http://s19.postimg.org/tzlzguwan/del8.jpg (http://postimg.org/image/tzlzguwan/)

volodya61
05-17-13, 03:15 PM
guys if i can help u with a photo gallery where u can upload the photos let me know all it's free i have a hosting and there is some unused space :)

Thank you for the suggestion :yeah:
Honestly, there are many free hostings around here.. :)

gap
05-17-13, 04:12 PM
Initial

...

Delay

...

As you can see, initial effect more or less acceptable.. delay effect needs to be adjusted.. maybe some settings needs to edit..

I like the initial effect, but I agree that the delayed one is too blurry... I would try reducing a bit generator's emission area (for both delayed and initial) and delayed particle's size.

though perhaps everything might be fixed with the texture editing..

I don't think so. Both effects use the same texture but, I repeat, from what I can see the intial effect looks detailed and realistic enough. I can increase a bit the opacity of the texture, through its alpha channel, but imo the main approach should be through particle generator's settings :yep:

gap
05-17-13, 04:41 PM
I can increase a bit the opacity of the texture, through its alpha channel...

here it is

http://www.mediafire.com/view/?594q8el8zb5gf60


http://img195.imageshack.us/img195/4651/tdwfxusplashvert03.png http://img801.imageshack.us/img801/9521/tdwfxusplashvert05.png
TDW_FXU_SplashVert_03 .......... TDW_FXU_SplashVert_05

gap
05-17-13, 05:10 PM
http://www.mediafire.com/view/?m9mb4adqj1myo47

Amother modification of TDW_FXU_SplashVert_03. This time I have skewed a bit the texture and lowered it a bit, in order to reduce the empty space at its bottom left corner. Alpha opacity unchanged. I hope you can appreciate the difference:


http://img195.imageshack.us/img195/4651/tdwfxusplashvert03.png http://img153.imageshack.us/img153/6171/tdwfxusplashvert06.png
TDW_FXU_SplashVert_03 .......... TDW_FXU_SplashVert_06

volodya61
05-18-13, 06:46 AM
I like the initial effect, but I agree that the delayed one is too blurry... I would try reducing a bit generator's emission area (for both delayed and initial) and delayed particle's size.

Reduce size? ok, I'll try that..

I don't think so. Both effects use the same texture but, I repeat, from what I can see the intial effect looks detailed and realistic enough. I can increase a bit the opacity of the texture, through its alpha channel, but imo the main approach should be through particle generator's settings :yep:
here it is
Amother modification of TDW_FXU_SplashVert_03. This time I have skewed a bit the texture and lowered it a bit, in order to reduce the empty space at its bottom left corner. Alpha opacity unchanged. I hope you can appreciate the difference:

:up:

I'll try both textures and other suggestions.. emission area and particle's size.. will report soon..

volodya61
05-18-13, 08:44 AM
..Both effects use the same texture but..

On the other side, we can try to appoint a different textures for both effects :hmmm:

What do you think?

gap
05-18-13, 09:14 AM
Reduce size? ok, I'll try that..

:up:

I'll try both textures and other suggestions.. emission area and particle's size.. will report soon..

Let me know :up:

On the other side, we can try to appoint a different textures for both effects :hmmm:

What do you think?

Yes, we can. But what is the advantage? Have you any particular idea in mind? :hmm2:

volodya61
05-18-13, 09:49 AM
Let me know :up:

TDW_FXU_SplashVert_06

Delay effect only

http://s19.postimg.org/7lvvb31tr/delay_only_1.jpg (http://postimg.org/image/7lvvb31tr/) . http://s19.postimg.org/l42rnddz3/delay_only_2.jpg (http://postimg.org/image/l42rnddz3/) . http://s19.postimg.org/4uclkh3b3/delay_only_3.jpg (http://postimg.org/image/4uclkh3b3/)

Initial effect only

http://s19.postimg.org/eg660rugv/initial_only_1.jpg (http://postimg.org/image/eg660rugv/) . http://s19.postimg.org/d2ej5gv7j/initial_only_2.jpg (http://postimg.org/image/d2ej5gv7j/) . http://s19.postimg.org/w8rq8nbpb/initial_only_3.jpg (http://postimg.org/image/w8rq8nbpb/) . http://s19.postimg.org/v7w2x9k3j/initial_only_4.jpg (http://postimg.org/image/v7w2x9k3j/)

Other settings not changed yet..

Yes, we can. But what is the advantage? Have you any particular idea in mind? :hmm2:

Not yet.. I want try to change bitmap settings at first..

Now:
Delay and Initial Radius - 0.6
Solid Angle 10 for Initial, 0 for Delay
Particles Size 0.8 for Initial, 2 for Delay

any suggestions :hmm2:

EDIT: forgot to say :D
I'm going to try:
Radius - Initial 0.6, Delay 0.4
Angle - Initial 8, Delay 8
Size - Initial 0.7, Delay 1.4

gap
05-18-13, 10:36 AM
Not yet.. I want try to change bitmap settings at first..

Now:
Delay and Initial Radius - 0.6
Solid Angle 10 for Initial, 0 for Delay
Particles Size 0.8 for Initial, 2 for Delay

any suggestions :hmm2:

EDIT: forgot to say :D
I'm going to try:
Radius - Initial 0.6, Delay 0.4
Angle - Initial 8, Delay 8
Size - Initial 0.7, Delay 1.4

Suggestions? Yes, seeing your last screenies relative to the Initial effect, it seems that the splash vert texture is rising up from the water until its base comes completely out of the water, making the splash to look as if it is floating in the air. This is indeed unacceptable. Splashes should burst forth from the sea surface, expand in the air, and then collapse before they can stick completely out. Possible solutions: probably reducing particle's initial speed, or increasing their weight, should make the trick :hmm2:

Rosomaha
05-18-13, 10:41 AM
Hi!
Good work and interesting theme.
You are going to completely change the torpedo explosion effect or only water splash-texture?

Long dreamed of a spectacular explosion of a torpedo in the game - tall vertical column of water with a dirty soot in the center. But I mostly sit in SH4, and my knowledges particles generators leave much to be desired.

But. I have a small collection of textures - explosions, smoke, splashes, and others. If needed, I can help a bit with textures.

volodya61
05-18-13, 11:56 AM
Hi!
Good work and interesting theme.
You are going to completely change the torpedo explosion effect or only water splash-texture?

Hi :salute:
Completely.. see previous pages..

Long dreamed of a spectacular explosion of a torpedo in the game - tall vertical column of water with a dirty soot in the center. But I mostly sit in SH4, and my knowledges particles generators leave much to be desired.

Main explosion is already done.. all we could do you can see in the previous pages too..

But. I have a small collection of textures - explosions, smoke, splashes, and others. If needed, I can help a bit with textures.

Yes, perhaps it would be helpful :up:
Gabriele, what will you say?

Suggestions? Yes, seeing your last screenies relative to the Initial effect, it seems that the splash vert texture is rising up from the water until its base comes completely out of the water, making the splash to look as if it is floating in the air. This is indeed unacceptable. Splashes should burst forth from the sea surface, expand in the air, and then collapse before they can stick completely out. Possible solutions: probably reducing particle's initial speed, or increasing their weight, should make the trick :hmm2:

Okay, I can find 'weight'.. but I can't find 'initial speed'.. only 'velocity'.. don't see 'initial' anywhere.. :hmm2:

PS: don't forget.. this is HEX editor, everything is not so easy :haha:..

EDIT: what means 'variation'?

volodya61
05-18-13, 12:46 PM
:woot:

I finally sorted out what was wrong with effects and edited files sometimes when I complained that changes not works or works wrong.. it wasn't a software conflict..
Sometimes in the test mod folder remain some files.. e.g. old_TDW_FXU_TorpExplosion_Particles.dat or edited_TDW_FXU_TorpExplosion_Materials.dat.. 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..

gap
05-18-13, 04:33 PM
...But. I have a small collection of textures - explosions, smoke, splashes, and others. If needed, I can help a bit with textures.


Yes, perhaps it would be helpful :up:
Gabriele, what will you say?

the more we are, the better/faster we will do :up:

Thank you Rosomaha, and stay tuned :)


Okay, I can find 'weight'.. but I can't find 'initial speed'.. only 'velocity'.. don't see 'initial' anywhere.. :hmm2:

PS: don't forget.. this is HEX editor, everything is not so easy :haha:..

Sorry, velocity = initial speed :up:

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.

The component of this speed in the three axes (i.e. its direction in the 3d space) is determined on turn by the SpeedDirection property. For most particles this is set to 0 / 1 / 0 (x / y / z), meaning that all their initial speed is bound up.
Why do I say 'initial'? for two reasons; first, velocity overlife settings can modify particle's speed at various stages of its life, and second, this speed is also affected by gravitational acceleration, proportionally to itw Weight setting :up:


I finally sorted out what was wrong with effects and edited files sometimes when I complained that changes not works or works wrong.. it wasn't a software conflict..
Sometimes in the test mod folder remain some files.. e.g. old_TDW_FXU_TorpExplosion_Particles.dat or edited_TDW_FXU_TorpExplosion_Materials.dat.. 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, I forgot to mention it: file naming is often dispensable in SH. What really matters are Id's. A corollary to this rule, is that you should never keep your backups in the same folder as the main files, or the game will apply them as well :yep:
There should be a workaround though: changing file extension to one not recognized by SH5 (e.g. rename particles.dat to particles.dat.bak if you want to keep it in the same directory) :up:

volodya61
05-18-13, 04:55 PM
It is the maximum random percent quantity (valid range: 0-1) that can be added or subtracted from the previous settings. For instance:

I see :yep:

yes, I forgot to mention it: file naming is often dispensable in SH. What really matters are Id's. A corollary to this rule, is that you should never keep your backups in the same folder as the main files, or the game will apply them as well :yep:
There should be a workaround though: changing file extension to one not recognized by SH5 (e.g. rename particles.dat to particles.dat.bak if you want to keep it in the same directory) :up:

:) most of my last issues due to this.. now I see..


Well, I had make several tests and didn't saw big changes.. all their (Initial and Delay) settings almost the same.. except one tab - Creation.. what is this?

volodya61
05-18-13, 05:46 PM
EDIT to the previous post :D

Creation (Initial/Delay) -

http://s19.postimg.org/acedzrda7/l_initial_creation.jpg (http://postimg.org/image/acedzrda7/) / http://s19.postimg.org/d7rh6mha7/l_delay_creation.jpg (http://postimg.org/image/d7rh6mha7/)


Other differences (Initial/Delay) -

EmissionArea →
→ SolidAngle 10/0
LifeTime 5/12
BitmapParticles →
→ MaxParticles 20/30
→ Life 2/3
→ Size →
→→ Size 0.8/2
→→ Variation 0.1/0.5
→ Velocity →
→→ Velocity 3/2.5
→→ Variation 2/1

And that is all :hmm2:

gap
05-18-13, 05:54 PM
Well, I had make several tests and didn't saw big changes.. all their (Initial and Delay) settings almost the same.. except one tab - Creation.. what is this?

Creation => Rate, is the number of particles generated per second. Be careful with it: it has a big inpact on computer performance :salute:

gap
05-18-13, 06:30 PM
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: