View Full Version : Oil Slicks
Just wondering if anyone has found the texture or item that controls the oil slicks left by ships when they sink?
I really hate the blue ink look it has.
Marhkimov
09-12-05, 07:27 PM
Yea, that blue ink is kind of repulsive... anyone have any ideas?
iambecomelife
09-12-05, 08:30 PM
I'm almost certain that the relevant info is in data\library\particles.dat. I do not know exactly how to do the necessary editing, although I think you can make it so that the oil slick covers less territory. Would any of you guys mind digging through the file with me, maybe sharing some thoughts...? :hmm:
debris.dat is where the info is stored I think.
I think there's a value there that states how long they stay visible as well. But I haven't done any messing around with it yet.
Farside
09-13-05, 10:37 AM
also is there any way to reduce the fire or something, when theres a fire on the water it just seems as if me comp stops
Try reducing your particle denisity in video options to say 50%.
Farside
09-13-05, 11:09 AM
*double post*
Farside
09-13-05, 11:09 AM
lol its already at 50, still makes me shudder
ty anyway !!
My condolences. Unfortunately SH3's particle system is rather poorly implemented.
WolfyBrandon
09-13-05, 09:31 PM
I also would be interested in a better oil slick mod...
Is there a way to make oil slicks and debris left by the ships stay around for longer? I hate how it dissapears after a while. Id like to shoot a bunch of ships in a convoy and dive deep to avoid the destroyers trying to find me... then surface later to see all the carnage :rock:
Wolfy
iambecomelife
09-13-05, 09:48 PM
I'll check the particles and debris files to see what I can do. However, if there's someone else who has hex editing skills - PLEASE help out here. There have to be a handful of people who are really good at it...
Savages_Wolf wrote:
also would be interested in a better oil slick mod...
Is there a way to make oil slicks and debris left by the ships stay around for longer? I hate how it dissapears after a while. Id like to shoot a bunch of ships in a convoy and dive deep to avoid the destroyers trying to find me... then surface later to see all the carnage
I agree! :up:
Rubini
Agreed with all of the above, I to opened a topic about this, if it was possible to make oil slicks way >WAY< larger then the tiny 10x10m they are now.
As I said, debris dat should be your man.
Opening it with datconverter and enlarging the oil slicks (through hex editing after extracting the obj info through dat converter) should be possible.
Duke of Earl
09-14-05, 07:38 AM
Look for Oil_Floating_Spot down towards the bottom of the debris.dat file... a 'Find' search will get you there quick...
Cordialement, Duke of Earl
Update - seems the oil slicks aren't 3d objects but rather just textures, so the procedure for changing them might be more (or less) complicated.
Well if it is a texture that means it can be changed in color..which is all I want.I personally dont care about making them last longer or bigger as I never stick around long enough after sinking a ship to sight see.
Kpt. Lehmann
09-14-05, 01:21 PM
Salute! Orgy
Do you plan to mod this? It would be pretty neet to see oil slick a little darker and maybe slightly longer-lasting...
WolfyBrandon
09-14-05, 10:59 PM
Salute! Orgy
Do you plan to mod this? It would be pretty neet to see oil slick a little darker and maybe slightly longer-lasting...
Bump!
http://67.18.37.17/2179/50/emo/bumppost.gif
Wolfy
I also would be very happy with blacker, bigger, longer lasting oil slicks :)
And other debris floating around for longer would be great too :up:
Hi; haven't had a chance to do anything yet.
The texture file for debris in debris.dat covers all the boxes, vehicles etc that spawn as debris but doesn't seem to have the oil slick in it. I'm wondering where exactly this texture is, unless I'm missing something.
More research needed.
Duke of Earl
09-15-05, 09:37 PM
Hi; haven't had a chance to do anything yet.
The texture file for debris in debris.dat covers all the boxes, vehicles etc that spawn as debris but doesn't seem to have the oil slick in it. I'm wondering where exactly this texture is, unless I'm missing something.
More research needed.
It's in there... look for Oil_Floating_Spot... down towards the bottom of the .dat file.. I haven't had the time yet to decipher the hex code..
Cordialement, Duke of Earl
Jungman
09-15-05, 11:40 PM
The zone.cfg file has the 'floatability' data in it to make them stay around longer refer to the 60 seconds time for flooding. Alter them and they may stay much longer on the surface. They seem to be made to sink on their own after 60 seconds. ( Crate float = 30)
There is a entry for the 'Troops' and they disappear even quicker (float = 10). I guess if you change that, you will see the seamen floating around in the water...abit grusome.
If you make the life boat indestructable = true, and change the float value, you can get life boats floating around on the surface also...
WolfyBrandon
09-15-05, 11:55 PM
The zone.cfg file has the 'floatability' data in it to make them stay around longer refer to the 60 seconds time for flooding. Alter them and they may stay much longer on the surface. They seem to be made to sink on their own after 60 seconds. ( Crate float = 30)
There is a entry for the 'Troops' and they disappear even quicker (float = 10). I guess if you change that, you will see the seamen floating around in the water...abit grusome.
If you make the life boat indestructable = true, and change the float value, you can get life boats floating around on the surface also...
Good find jungman,
I notised in the external view that the troops dissapear right when they hit the water or soon after. Kinda funny to see them sinking with life vests on hehe. That would be cool to see life boats on the surface from a torpedoed ship. If the oil slick and other floating objects stayed around longer aswell it would be neat when you use your deck gun to kill a target. That way it dosent look like nothing happend there shortly after :( Question: Did U boats ever salvage anything from torpedoed ships?
Wolfy
Soviet_Warlord
09-16-05, 04:46 AM
The zone.cfg file has the 'floatability' data in it to make them stay around longer refer to the 60 seconds time for flooding. Alter them and they may stay much longer on the surface. They seem to be made to sink on their own after 60 seconds. ( Crate float = 30)
There is a entry for the 'Troops' and they disappear even quicker (float = 10). I guess if you change that, you will see the seamen floating around in the water...abit grusome.
If you make the life boat indestructable = true, and change the float value, you can get life boats floating around on the surface also...
Good find jungman,
I notised in the external view that the troops dissapear right when they hit the water or soon after. Kinda funny to see them sinking with life vests on hehe. That would be cool to see life boats on the surface from a torpedoed ship. If the oil slick and other floating objects stayed around longer aswell it would be neat when you use your deck gun to kill a target. That way it dosent look like nothing happend there shortly after :( Question: Did U boats ever salvage anything from torpedoed ships?
Wolfy
Oh yes, they often picked up fresh food from the ship if the supplies were floating on the surface. However, especially in the later years of the war, it became too dangerous to do so. I don't think it was ever done if the ship managed to send off an SOS because then there would often be aircraft coming....Oh yes, U Boats never did this with ships travelling in convoys :P
The zone.cfg file has the 'floatability' data in it to make them stay around longer refer to the 60 seconds time for flooding. Alter them and they may stay much longer on the surface. They seem to be made to sink on their own after 60 seconds. ( Crate float = 30)
There is a entry for the 'Troops' and they disappear even quicker (float = 10). I guess if you change that, you will see the seamen floating around in the water...abit grusome.
If you make the life boat indestructable = true, and change the float value, you can get life boats floating around on the surface also...
ooooo
Sawdust
09-16-05, 04:54 AM
Oh yes, they often picked up fresh food from the ship if the supplies were floating on the surface.
Yeah, I read of one instance when a U-boat found a bunch of fresh butter from a sunken ship. They ate a bunch on the way back to port, and all of the crewmen took some home with them to their families (wrapped in cloth, I guess, due to wartime Tupperware shortages)) after docking!
Hi guys,
Awesome find! We are looking forward on your work here! :up:
Rubini.
Kpt. Lehmann
09-16-05, 08:11 AM
I will echo Rubini here... Great find!
It is quite amazing how much material is becoming exposed for modification.
Nippelspanner
09-16-05, 08:56 AM
I would love to see a mod with longer swimming things like oil slicks (and burning ones), crates, bodies and all this stuff... this is an important feature i think...
:up:
Col7777
09-16-05, 10:44 AM
@ Jungman,
I opened the Zone.cfg but couldn't find the Crate float = 30 or the float = 10 in the Troops section, any help appreciated.
iambecomelife
09-16-05, 06:56 PM
Oh yes, they often picked up fresh food from the ship if the supplies were floating on the surface.
Yeah, I read of one instance when a U-boat found a bunch of fresh butter from a sunken ship. They ate a bunch on the way back to port, and all of the crewmen took some home with them to their families (wrapped in cloth, I guess, due to wartime Tupperware shortages)) after docking!
I remember a pic of a U-boat that had pillaged a sunken merchant's cargo of tires in order to help with the homefront rubber shortage. However, I'm not sure how much that would have helped, since submarines obviously did not have much cargo capacity. :-?
Hunterbear
09-16-05, 10:26 PM
Hi guys,
Looks like you're on the right path so I hope more minds converge on this so we can come up with a solution.
I don't know if this is going to be any help, but I was looking through some other files with a hex editor to see if there were any references to the debris field.
I was looking through the SH3Collisions.act file (which I don't know if it can be modified or not without screwing up the game); down at address 0001A57C through the next 3 lines it references: Debris..Controller for object debris....SH3ZonesCtrl.
Then down at address 0001A7B8 it references: ObjectRemains...The visual effects when distroying the object........r...r...r...s...s...r..Object..The name of the object to remain instead.
You can also find stuff if you search for: SinkingEffects (0001BAB6) in that file too.
If you look at the lines in that area, it looks like some kind of sphere to define the area for this action to take place. Dunno?
Like I said, I don't know if it helps our cause or not but maybe it will give someone with more experience a better lead on how to manipulate the right file to achieve the effect we're seeking.
PS- I don't know if anyone has come across this or not before, I tried to search the forum but no hit, but I found a dolphin in the DLF.dat file that has DLF_comun.tga skin for the dolphin. I was trying to find out how to use this in-game; like having some dolphins ride the bow of my sub - eye candy stuff. Is it just one of those coulda woulda shoulda ideas the devs put in but never activated? I was just trying to find out how the seagulls were implemented and maybe a similar way could be devised to get this in-game for the dolphins, but I guess this requires a SDK.
Good luck on the endevour!
:up:
Happy hunting!
:arrgh!:
PS- I don't know if anyone has come across this or not before, I tried to search the forum but no hit, but I found a dolphin in the DLF.dat file that has DLF_comun.tga skin for the dolphin. I was trying to find out how to use this in-game; like having some dolphins ride the bow of my sub - eye candy stuff. Is it just one of those coulda woulda shoulda ideas the devs put in but never activated? I was just trying to find out how the seagulls were implemented and maybe a similar way could be devised to get this in-game for the dolphins, but I guess this requires a SDK.
Excellent find Hunterbear. :up:
What a day for SH3. So many news in one day...oh God...where are we going?
Rubini.
Kpt. Lehmann
09-17-05, 12:55 AM
lol I found the dolphin .tga file about a month ago and just thought it was an "Easter egg."
I was looking through the SH3Collisions.act file (which I don't know if it can be modified or not without screwing up the game); down at address 0001A57C through the next 3 lines it references: Debris..Controller for object debris....SH3ZonesCtrl.
Then down at address 0001A7B8 it references: ObjectRemains...The visual effects when distroying the object........r...r...r...s...s...r.. Object..The name of the object to remain instead.
You can also find stuff if you search for: SinkingEffects (0001BAB6) in that file too.
Hmmm, would that perhaps refer to being able to place in a different 'debris' item instead of the default? Such as life-boats full of people spawning in the explosion and sitting on the surface for the specified amount of time :hmm:
Jungman
09-17-05, 12:27 PM
Col7777
Zone.cfg
[OilLeak]
Multiplier=1.000000
Flotability=0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.400000
Critical=No
Effect1=#Oil_trace, 20
FloodingTime=120
CargoType=None
---------------------
[CargoMerchandise]
Multiplier=1.000000
Flotability=20.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[Cargo1]
Multiplier=1.000000
Flotability=20.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[Cargo2]
Multiplier=1.000000
Flotability=20.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[CargoTest]
Multiplier=1.000000
Flotability=100.000000 (Never sink test?)
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996 (Sink time?)
CargoType=None
[Troops]
Multiplier=1.000000
Flotability=10.000000 (No very good at floating on water)
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000 ( Quick sinking, Men sink once hit water)
Critical=No
FloodingTime=70
CargoType=None
[CargoLST]
Multiplier=1.000000
Flotability=30.000000
HitPoints=60
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
They are there, try fiddle with the numbers, I never tested them. I know these affect the objects float time and sink rate.
WolfyBrandon
09-17-05, 02:25 PM
Hmmm, would that perhaps refer to being able to place in a different 'debris' item instead of the default? Such as life-boats full of people spawning in the explosion and sitting on the surface for the specified amount of time :hmm:
That would be awesome if that could be moded. In the movie named Sink The Tanker, and at one point the captian says he believes that the destroyer is turning away and going to pick up surviors. If that could actually be done within the game it could make some easy targets of some surface ships :)
They are there, try fiddle with the numbers, I never tested them. I know these affect the objects float time and sink rate.
Great Work Jungman! :rock: :up:
Wolfy
Jungman
09-17-05, 02:44 PM
Have you seen these guys out fishing lately? :arrgh!:
http://img272.imageshack.us/img272/4619/lifeboat039bx.jpg (http://imageshack.us)
kriller2
09-17-05, 02:44 PM
hmm.... I have tried alot of diffent values with the troops, but I can't get them to float... :hmm: it looks like the troops don't care about the modding :P
There is a entry for the 'Troops' and they disappear even quicker (float = 10). I guess if you change that, you will see the seamen floating around in the water...abit grusome.
If you make the life boat indestructable = true, and change the float value, you can get life boats floating around on the surface also...
Yeah, very nasty but if it's possible I think we should do it for the sake of immersiveness
Anyone else has an opinion about his? :hmm:
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