View Full Version : Depth Charge FX effects.......... UPDATED
Redwine
12-13-05, 10:37 AM
Thanks to Timetraveller MiniTweaker and tweak files, was posible for me to make a new depth charge explosion FX effect.
If some body want to try it, here it is :
UPDATED : 23/02/2006 02:29 Zulu
Stage 4:
New Readme adapted to diferent versions of Tweak Files for TimeTraveller Minitweaker program. Thanks JonZ for help :up:
Stage 3 :
New version with sound unsincronization fixed using TT's Mini Tweaker, thanks a new time TT :up:
I used an Incognito sound form his pack to fill the effect because it is too long now, full credit for him for this sound. Thanks to him for her job :up:
http://rapidshare.de/files/13914661/Depth_Charges_FX_Stage_4.zip.html
Still working to found better sound effect.
Screen shots are not good way to see it, because it is a cinematic secuence, not posible to capture it in only one screen shot.
Updated : Screen shots
http://img509.imageshack.us/img509/5880/dcfx17ft.th.jpg (http://img509.imageshack.us/my.php?image=dcfx17ft.jpg)
http://img509.imageshack.us/img509/6771/dcfx28kk.th.jpg (http://img509.imageshack.us/my.php?image=dcfx28kk.jpg)
http://img509.imageshack.us/img509/665/dcfx31hr.th.jpg (http://img509.imageshack.us/my.php?image=dcfx31hr.jpg)
FX effect is a little bit big, because it is intended for eyecandy purposes, then you can watch the new explosions from far ranges from your periscope.
If you dont like it, you can make your own, using TT's program.
Manual Editing guide is included, in the case you are using a modified "particles.dat" file. in example, Marhkimov is working on a nice new smoke and fires FX effects.
I still working on it, may be i can made a better effect for a Stage 2.
:up:
HundertzehnGustav
12-13-05, 10:46 AM
Bigger Bang....? me please! :oops: :rotfl:
Redwine
12-13-05, 10:48 AM
Bigger Bang....? me please! :oops: :rotfl:
Good point !
:rotfl: dont scare ! Only image is bigger not the explosion damage and power !!!
:up:
HundertzehnGustav
12-13-05, 11:40 AM
i see ... no nuke toorpedoes, jhust eyecandy.
but thats what i want.... :D
Hartmann
12-13-05, 12:50 PM
Bigger Bang....? me please! :oops: :rotfl:
Good point !
:rotfl: dont scare ! Only image is bigger not the explosion damage and power !!!
:up:
Great :up:
:rotfl: i´m lucky that is eye candy only :rotfl:
A uber destroyer with underwater cameras and nuke depth charges its too much
:rotfl: :rotfl:
Duke of Earl
12-13-05, 01:42 PM
Make mine Hollywood style, please... :D
Is this gonna conflict with any of the surface explosion effects?... belay that, I see the Manual Edit guide for modified particle files...
Cordialement, Duke of Earl
timetraveller
12-13-05, 03:01 PM
Wow, thanks Redwine :up: :up: :up:
Can't wait to try this.
TT
Marhkimov
12-13-05, 03:13 PM
Redwine,
Since you have the DC explosions, and I made the super smoke, we should combine our effects.
But to me, it's too "yellow." Is that the way you wanted it?
Redwine
12-14-05, 08:37 AM
@ Hartmann :
Thanks Hartmann for interesting ....
@ Duke
Duke, it will be in conflict with any other mod wich change the particles file, due to that i made the manaul editing guide.
I think so, every mod in this game must to come with a manual editing guide.
I am working now into a new gun muzzle and explosion flashes FX, i cant found where to stops textures spin-up.
Spin of textures, make them so plains, with no textures, and in too uniform colour.
Stoping the sping, you can se better the textures.
@ TT
TT, thanks for the tweak pogram, this mod is not a great thing, but itroduce an eyecandy change.
@ Marhkimov
Marhkimov, you or any other are free to incorporate it at any mod.
I made it in that colours, because there are many diferent underwater visibility. Some low underwater visibility can see near to nothing.
If you are refering to the residual smoke cloud, it initially start up in orage colour, i dont like it, but it is codified into the effect and i was not able to change it.
If you are refering to the central fireball, i reduce the yellowish of it stoping it sping angle, initially it was a cinematic effect of 8 frames rotating.
I put now some screen shots for a very clear water, i am using the underwater visibility at maximun.... as you can see, they are not too much yellow at my video card settings and the higher posible underwater visibility.
For those who are using limited underwater visibility, the effect will be more soft.....
:up:
Duke of Earl
12-14-05, 02:32 PM
@Redwine... good effects.. I like 'em
2 things:
a. Very noticeable time lag (~ 1.0 - 1.5 sec) between detonation noise and visual bubble/fireball bloom... observed with both torpedo and wabo detonations... can't figure out how to tweak the time lag away...
b. Where can I find the particles_dat.txt file for TT's Mini Tweaker?
BELAY THAT - TT released DC rules for MiniTweaker in the Particles thread... now, what do these rules do?
Cordialement, Duke of Earl
Redwine,
I'm late on this thread (and others) because i'm finishing the new HT mod in the last days, but...I'm waiting for this since the SH3 release! :rock: :rock:
Many thanks!
Rubini.
Redwine
12-17-05, 09:23 AM
Sorry for delay in response..... backing home this morning from a travel.
@Redwine... good effects.. I like 'em
2 things:
a. Very noticeable time lag (~ 1.0 - 1.5 sec) between detonation noise and visual bubble/fireball bloom... observed with both torpedo and wabo detonations... can't figure out how to tweak the time lag away...
Hi Duke !!
I didnt note that, sure because i was using "Sound Speed Mod" wich intentionally introduce a delay into many explosions.
Are you using this mod ?
I will check with original sound files.
b. Where can I find the particles_dat.txt file for TT's Mini Tweaker?
BELAY THAT - TT released DC rules for MiniTweaker in the Particles thread... now, what do these rules do?
Cordialement, Duke of Earl
The TT site has the actualized pack of rule files.
May be you can ask to TT about how the rule files works, but this files is a grid wich allow you read the sentences into the hexagesimal file, and introduce new values in an easy way.
:up:
Redwine,
I'm late on this thread (and others) because i'm finishing the new HT mod in the last days, but...I'm waiting for this since the SH3 release! :rock: :rock:
Many thanks!
Rubini.
Thanks Rubini..... the effect can be modified at pleasure using TT program, plus, it can be done manually, i made a list of settings to manually edit the file.
:up:
timetraveller
12-17-05, 10:42 AM
@Redwine... good effects.. I like 'em
2 things:
a. Very noticeable time lag (~ 1.0 - 1.5 sec) between detonation noise and visual bubble/fireball bloom... observed with both torpedo and wabo detonations... can't figure out how to tweak the time lag away...
b. Where can I find the particles_dat.txt file for TT's Mini Tweaker?
BELAY THAT - TT released DC rules for MiniTweaker in the Particles thread... now, what do these rules do?
Cordialement, Duke of Earl
Hi Duke,
Just saw this question, sorry. All of those rules I released in the particles thread apply to the particles.dat file only.
They actually don't do anything (yet). You load up the rule in Mini Tweaker and YOU make something happen by changing the values. The tweak file (rule in a sense) allows you to do that by defining the locations of the values to be changed..
Hope this helps.
TT
Duke of Earl
12-17-05, 09:59 PM
Hi Duke !!
I didnt note that, sure because i was using "Sound Speed Mod" wich intentionally introduce a delay into many explosions.
Are you using this mod ?
I will check with original sound files.
Hi Redwine,
Nope, I'm not using the 'Speed Sound Mod'... that might be the reason... do you know what particular MiniTweak value needs to be changed?
Cordialement, Duke of Earl
Duke of Earl
12-17-05, 10:02 PM
Hi Duke,
Just saw this question, sorry. All of those rules I released in the particles thread apply to the particles.dat file only.
They actually don't do anything (yet). You load up the rule in Mini Tweaker and YOU make something happen by changing the values. The tweak file (rule in a sense) allows you to do that by defining the locations of the values to be changed..
Hi TT,
As I understand it, if I MiniTweak a value, then ONLY that value will be changed in the Particles.dat file... meaning, the REST of the file will not be overwritten with default values... correct?
Cordialement, Duke of Earl
Redwine
12-17-05, 11:45 PM
Hi Duke !!
I didnt note that, sure because i was using "Sound Speed Mod" wich intentionally introduce a delay into many explosions.
Are you using this mod ?
I will check with original sound files.
Hi Redwine,
Nope, I'm not using the 'Speed Sound Mod'... that might be the reason... do you know what particular MiniTweak value needs to be changed?
Cordialement, Duke of Earl
You was right Duke, the problem was i was using the sound speed mod, then it runs good for me.
The matter is, DC explosion has 3 effects, i enlarge the size of them, and their life time.
But not all the same, not same enlargement in size and life time for all 3, each one has its own changes.
It makes more large in time the effect, then the sound is now too short.
Sound Speed Mod correct thi effect enlargement because it include a delay.
I am working now to introduce a delay into the sound start up, plus i am adding the good "inside the sub" explosion from Incognito, why for ?
Because it is a long sound, and almost inside the sub it cover well the long of the cinematic effect, inside the sub, explosion has two sounds, i put the long one from Incognito, and introduce a delay with TT MiniTweaker into the second.
Edited to actual state :
1]
I replace the following file by Incognito one.....
Depth charges exploding from submarine.wav
2]
And reduce the Delay to zero into
Increase Volume to 200 into
Particles.P05_DepthCharge_Explosion_int--Depth charges exploding from submarine.wav
3]
And increase delay to 2,3 sec into
Particles.P05_@Depthcharge_explosion--P05_@Depthcharge_explosion.wav
I will release a new mod with the changes.
timetraveller
12-18-05, 09:36 AM
Hi Duke,
Just saw this question, sorry. All of those rules I released in the particles thread apply to the particles.dat file only.
They actually don't do anything (yet). You load up the rule in Mini Tweaker and YOU make something happen by changing the values. The tweak file (rule in a sense) allows you to do that by defining the locations of the values to be changed..
Hi TT,
As I understand it, if I MiniTweak a value, then ONLY that value will be changed in the Particles.dat file... meaning, the REST of the file will not be overwritten with default values... correct?
Cordialement, Duke of Earl
Duke,
Yes, you are correct in that assumption. Only that value is changed.
TT
Duke of Earl
12-18-05, 04:01 PM
You was right Duke, the problem was i was using the sound speed mod, then it runs good for me.
The matter is, DC explosion has 3 effects, i enlarge the size of them, and their life time.
But not all the same, not same enlargement in size and life time for all 3, each one has its own changes.
It makes more large in time the effect, then the sound is now too short.
Sound Speed Mod correct thi effect enlargement because it include a delay.
I am working now to introduce a delay into the sound start up, plus i am adding the good "inside the sub" explosion from Incognito, why for ?
Because it is a long sound, and almost inside the sub it cover well the long of the cinematic effect, inside the sub, explosion has two sounds, i put the long one from Incognito, and introduce a delay with TT MiniTweaker into the second.
1]
I replace the following file by Incognito one.....
Depth charges exploding from submarine.wav
2]
And reduce the delay to zero into
Particles.P05_DepthCharge_Explosion_int--Depth charges exploding from submarine.wav
3]
And increase delay to 2,3 sec into
Particles.P05_@Depthcharge_explosion--P05_@Depthcharge_explosion.wav
Particles.P05_DepthCharge_Explosion_hyd--P05_@Depthcharge_explosion_hyd.wav
I will release a new mod with the changes.
Hi Redwine,
I have TT's MiniTweaker, but I am not sure what Tweak settings you changed to create this visual delay effect...
Can you please be more specific where it is and what the default values should be? ....because I would like to remove the visual Time Delay from the particles.dat file...
Also, I have now tweaked my particles.dat file and inserted other effects settings that I would like to keep intact.... so replacing my ENTIRE particles.dat file with completely new particles.dat for this DC_fx mod is not desirable at this point anymore...
Cordialement, Duke of Earl
Redwine
12-18-05, 05:17 PM
:up: Sorry Duke, i must to be more clear in the explanation.
Not confuse, the delays mentioned above are for sound not for the visual effect.
I fixed the problem introducing a delay into the explosion sound, and introducing a Incognito ound mentioned above to "fill" the empty time.
The visual effect has no delay included, only its life time enlarged.
The delays described above are to be introduced into the Sh3.sdl file, in the lines mentioned above, to sincronize the big explosion with the fireball.
If you dont want the visual effect to extend into the time, just adjust the original life times.
Open your original file and take note of them, and then open the mod file and adjust the original life time settings.
To edit sounds just open Sh3_sdl.txt with MiniTweaker.
Open file with MiniTweaker, select each subfile, and edit the lines mentioned above.
Add the Incognito sound file mentioned above.
To edit graphics just open Depthcharge_explosion.txt with MiniTweaker. You have a manual editing guide inside the mod.
It is easy, just open the file, look for each subfile, and edit values as described in the guide.
I hope this can clarify your doubt.
I am finishing a redy to use fix, plus a manual editing guide.
:up:
Duke of Earl
12-19-05, 12:18 AM
Hi Redwine,
:up: Sorry Duke, i must to be more clear in the explanation....
The visual effect has no delay included, only its life time enlarged....
If you dont want the visual effect to extend into the time, just adjust the original life times....
Open your original file and take note of them, and then open the mod file and adjust the original life time settings....
Ok, now we are getting somewhere... exactly what Lifetime values did you tweak [i.e. from X to Y]?...
And exactly where did you tweak them [i.e. tweak file & category]?...
Can you be a little more specific... so I can 'untweak' these values to re-synch the visual explosion bloom to the disappearing DC/torpedo model and the .wav file (which I have not altered)...
The delays described above are to be introduced into the Sh3.sdl file, in the lines mentioned above, to sincronize the big explosion with the fireball.
Thanks, I can inspect the .sdl file with MiniTweak and see the 264 categorise... quite a lot... are they also located inside the modded particles.dat file, because I don't think that they were included in your DC_fx mod folder.. if not, then I don't need a delayed sound effect and I will not tweak these categories in the .sdl file...
I think that we are getting clearer now... my doubts are beginning to recede... :D
Cordialement, Duke of Earl
Redwine
12-19-05, 08:21 AM
Hi Redwine,
Ok, now we are getting somewhere... exactly what Lifetime values did you tweak [i.e. from X to Y]?...
And exactly where did you tweak them [i.e. tweak file & category]?...
Can you be a little more specific... so I can 'untweak' these values to re-synch the visual explosion bloom to the disappearing DC/torpedo model and the .wav file (which I have not altered)...
I had not stored the original file. I dont remember original settings.
Just open the original file and look for the original life time values.
a]
Open TT's Mini Tweaker.
b]
Click on "Load Twaek File" button
c]
Browse and select "Depthcharge_explosion.txt" file.
d]
In the upper window, you will have the following sub files
"ParticleGenerator#1"
"smoke_base"
"ParticleGenerator#2"
"2nd Object (unnamed)"
"3rd Object (unnamed)"
"VisibleUnderWater"
Restore original life time in each one has it value.
e]
Selet the first category "ParticleGenerator#1" and edit
IsDensityModifierActive = 1
EmissionArea = 0,15
LifeTime = 20
NoDeleteChildren = 0
RunMode = 0
Transparent = 1
DepthBias = 0
LifeScale = 7
DesnsityScale = 4
VelocityScale = 1,3
WeightScale = 0,1
SizeScale = 0,5
BitmapParticles = 1487
f]
Select category "smoke_base" and edit
Report = 0
Blending = 0
DepthWrite = 0
DepthTest = 1
Alignement = 0
LocalMovement = 0
SecuenceParameters = 8
Run = 0
StartFrame = 0
Forward = 1
Frames = 1
XTiles = 1
YTilles = 1
FPS = 10
Material = 605CB5AF2260B360
MaxParticles = 130
Life = 20
Rate = 50
RateVariation = 0,1
AspectRatio = 1
Size = 0,5
SizeVariation = 0,1
Velocity = 0,15
VelocityVariation = 0,1
Weight = -10
Weightvariation = 0
Opacity = 0,7
OpacityVariation = 0,3
SpinAngle = 0
SpinAngleVariation = 360
RandomInterval = 0
Dispersion = 0,05
Renormalize = 0
WindCoef = 1
InertiaCoef = 0
g]
Select category "ParticleGenerator#2" and edit
IsDensityModifierActive = 1
EmissionArea = 0,1
LifeTime = 40
NoDeleteChildren = 0
RunMode = 0
Transparent = 1
DepthBias = 0
LifeScale = 0,5
DesnsityScale = 0,05
VelocityScale = 0,2
WeightScale = 0,2
SizeScale = 0,5
BitmapParticles = 1487
h]
Select category "2nd Object (unnamed)" and edit
Report = 0
Blending = 1,401298E-45
DepthWrite = 0
DepthTest = 1
Alignement = 0
LocalMovement = 0
SecuenceParameters = 8
Run = 0
StartFrame = 0
Forward = 1
Frames = 1
XTiles = 1
YTilles = 1
FPS = 10
Material = C411A0553D60B360
MaxParticles = 7
Life = 5
Rate = 15
RateVariation = 0
AspectRatio = 1
Size = 2
SizeVariation = 0,2
Velocity = 2
VelocityVariation = 0,5
Weight = 0
Weightvariation = 0
Opacity = 1
OpacityVariation = 0
SpinAngle = 0
SpinAngleVariation = 360
RandomInterval = 0
Dispersion = 0
Renormalize = 0
WindCoef = 1
InertiaCoef = 0
i]
Select category "3rd Object (unnamed)" and edit as follow :
Report = 6
Blending = 0
DepthWrite = 0
DepthTest = 1
Alignement = 0
LocalMovement = 0
SecuenceParameters = 8
Run = 0
StartFrame = 0
Forward = 1
Frames = 1
XTiles = 1
YTilles = 1
FPS = 10
Material = B897A0553260B360
MaxParticles = 15
Life = 6
Rate = 30
RateVariation = 0
AspectRatio = 1
Size = 8
SizeVariation = 0,1
Velocity = 2
VelocityVariation = 0,1
Weight = 0
Weightvariation = 0
Opacity = 1
OpacityVariation = 0
SpinAngle = 0
SpinAngleVariation = 0
RandomInterval = 0
Dispersion = 0
Renormalize = 0
WindCoef = 1
InertiaCoef = 0
Fot that i incude a Manual Editing Guide....... because there are other modders like you and marhkimov tweaking the particles files.
Plus i am working into a better tracer shells and bullets, and a big and better big guns muzzle effects.....
Thanks, I can inspect the .sdl file with MiniTweak and see the 264 categorise... quite a lot... are they also located inside the modded particles.dat file, because I don't think that they were included in your DC_fx mod folder.. if not, then I don't need a delayed sound effect and I will not tweak these categories in the .sdl file...
I think that we are getting clearer now... my doubts are beginning to recede... :D
Cordialement, Duke of Earl
That was i attempt to explain. The fix is not included yet..... i am working now on that, i am giving you the way to do it, via the sound Delays instead graphic Life Times.
I am fixing the sound unsincronization produced by the enlarged life time of the visual effect now.
I am looking foe the best sound effect includng one sound from Incognito, wich seems to be the initial explosion and "eco" of the explosion bumping the surface and the ocen floor and returning.
The big sound seems to be the wave bumping your hull.
I choice this one Incognito sound because it is long and "Fill" the long cinematic graphic effect.
Tweaking the sound delays....... you dont need to losse or change the new visual graphic effects.
Duke of Earl
12-19-05, 11:43 AM
Thanks Redwine... :D ... I will try this out this evening...
Cordialement, Duke of Earl
Marhkimov
12-19-05, 12:14 PM
Marhkimov's Super Smoke effects (NOTE: you will need 32x32 smoke sprites in order to counter the enlarged smoke columns; once you do this, your FPS will improve imensely, even moreso than with default smoke)
Using TT's mini-tweeker, load Smoke_big_txt. Then make these changes to the various sub-categories (changes are highlighted in red).
ScalableParticleEffect
EmissionArea = 1
LifeScale = 2
DensityScale = 0.3
VelocityScale = 1.1
WeightScale = 1
SizeScale = 2
SpinScale = 1.2
Scale = 1
WaterInteraction
StopAllParticles = 1
Depth = -2.75
DeleteMe = 0
FastParticleGenerator
IsDensityModifierActive = 1
SphereRadius = 17
EmissionArea = 0.2
LifeTime = 10
NoDeleteChildren = 0
RunMode = 1
Transparent = 1
DepthBias = 0
MaxParticleSize = 0
UseShipWakeColor = 0
LifeScale = 1
DensityScale = 0.2
VelocityScale = 1
WeightScale = 1
SizeScale = 1
OpacityScale = 2
BitmapParticles = 844
black_smoke#1
Report = 0
Blending = 0
DepthTest = 1
LocalMovement = 0
Material = DE6E9B8F8621FB6C
MaxParticles = 1000
Life = 12
Rate = 5
RateVariation = 1
Size = 0.3
SizeVariation = 0.1
Velocity = 1
VelocityVariation = 0.1
Weight = 0
WeightVariation = 0
Opacity = 0.9
OpacityVariation = 0.1
WindCoef = 1
InertiaCoef = 0
black_smoke#2
Report = 0
Blending = 0
DepthTest = 1
LocalMovement = 0
Material = DE6E9B8F8621FB6C
MaxParticles = 1000
Life = 12
Rate = 5
RateVariation = 1
Size = 0.4
SizeVariation = 0.1
Velocity = 1.4
VelocityVariation = 0.2
Weight = 0
WeightVariation = 0
Opacity = 0.7
OpacityVariation = 0.1
WindCoef = 1
InertiaCoef = 0
black_smoke#3
Report = 0
Blending = 0
DepthTest = 1
LocalMovement = 0
Material = DE6E9B8F8621FB6C
MaxParticles = 1000
Life = 12
Rate = 3
RateVariation = 1
Size = 0.5
SizeVariation = 0.15
Velocity = 2.3
VelocityVariation = 0.3
Weight = 0
WeightVariation = 0
Opacity = 0.5
OpacityVariation = 0.1
WindCoef = 1
InertiaCoef = 0
WaterReflection
ClipHeight = 0
Reflection = 6
Refraction = 1
FrustumTest = 1
MinVisDim = 0.05
MaxVisDim = .5
VisibleUnderWater
Under = 0
Redwine
12-19-05, 03:14 PM
File edited......
New version at first initial topic.
Thanks a lot Duke and Marhkimov for interest.
@ Duke :
Duke, try the file now and comment, sound unsicronization is out now, may be you dont like the new sound effect, i like it, but no sincronization problem now.
Sounds can be changed.
@ Marhkimov :
Thanks for manual editing guide for your Improved Smoke Marhkimov.
I think so every mod on this masive files as particles.dat must to be acompagnied by a manual editing guide.
:up:
Duke of Earl
12-19-05, 11:51 PM
Hi Redwine,
Thank you very much for your dedication to this mod... I am going on a mission with the 30th Flot in a Long Canoe to see what it does... :D
One thing though about making an underwater explosion sound delay effect... sound travels faster in water than it does in air... of which I'm sure you are aware...
Cordialement, Duke of Earl
Redwine
12-20-05, 06:52 AM
Hi Redwine,
Thank you very much for your dedication to this mod... I am going on a mission with the 30th Flot in a Long Canoe to see what it does... :D
One thing though about making an underwater explosion sound delay effect... sound travels faster in water than it does in air... of which I'm sure you are aware...
Cordialement, Duke of Earl
Thanks for support Duke....
Remember the sound delay i introduce in this last version is not to simulate the "sound speed delay", is just to sincronize the sound with the new effect.
The original grphic effect was short, then the sound was a determined time and short too.
Now the graphic effect is more long, then the sound need to be adapted to the new effects.
I introduce a determined delay into the big explosion, you can look at manual editing guide.
You can modify it at your pleasure to simulate a different delay.
Off course sound underwater has very high speed in comparison with in the air. Then a depth charge exploding at visual range, very near, must have a very minimal delay due to sound speed effect.
:up: :up:
sik1977
02-07-06, 04:42 PM
Does the particles.dat posted in the first post by Redwine combines Redwine's and Markinov's mods or is it only the DC enhanced particles.dat.
Is there someone place where I can find the combined mod which includes both DC & smoke?
Redwine
02-07-06, 05:23 PM
Does the particles.dat posted in the first post by Redwine combines Redwine's and Markinov's mods or is it only the DC enhanced particles.dat.
Is there someone place where I can find the combined mod which includes both DC & smoke?
Nop ....... Marhkimov and me made a manual editing guide so you can add my mod to marhkimov one or viceverse.
Plus there are a new mod on development from Duke of earl.
http://subsim.com/phpBB/viewtopic.php?t=48199
And there are many more as big Oil Slik and Big Fires who made a manual editing guide too.
There are another good mod changing smoke stacks........with a very easy manual editing guide too.
You can made a blend of all them :up:
Redwine, I get unmatched value settings if I follow your guide. I don't know if it hasn't been updated but If I read this thread you also have updated values other than those which are marked in Yellow.
That's make hard to see if those value was part of other mod or adjustments required for your mod.
For example the first ParticleGenerator#1 you highlight Lifetime to 20, but Lifescale get a bump too, to 7, which was set to 1.5 (stockSH3) before. SizeVariation is set to 0.04 instead of .01, etc...
I'm confused.
Redwine
02-22-06, 12:24 AM
Redwine, I get unmatched value settings if I follow your guide. I don't know if it hasn't been updated but If I read this thread you also have updated values other than those which are marked in Yellow.
That's make hard to see if those value was part of other mod or adjustments required for your mod.
For example the first ParticleGenerator#1 you highlight Lifetime to 20, but Lifescale get a bump too, to 7, which was set to 1.5 (stockSH3) before. SizeVariation is set to 0.04 instead of .01, etc...
I'm confused.
Hi JonZ.... :up: that was a response for Duke who was asking about the lifetimes values...... is not a guide for the mod.
The mod includes more changes .......
Download the mod and follow the inside readme and manual editing guides.
:up:
But those settings in the guide txt file are the SAME of the settings of page 1 !!!
I find your lack of answers disturbing :shifty:
Redwine
02-22-06, 05:37 PM
I find your lack of answers disturbing :shifty:
Lack of answer ?
What happen with you man......? :88)
I was not at home ...... do you think i was 24 hours infront of the computer ? :up:
Just download the mod and follow the redme files, there are the last changes made on the mod.
Yes... those lines may be the same for the mod at some mod developement stage.
The yellow lines was to highlight the life times for Duke, thats all, but the mod have more than those lines, just forget them, and pick up the redme files.
Best regards, Red.
I find your lack of answers disturbing :shifty:
Lack of answer ?
What happen with you man......? :88)
I was not at home ...... do you think i was 24 hours infront of the computer ? :up:
Just download the mod and follow the redme files, there are the last changes made on the mod.
Yes... those lines may be the same for the mod at some mod developement stage.
The yellow lines was to highlight the life times for Duke, thats all, but the mod have more than those lines, just forget them, and pick up the redme files.
Best regards, Red.
I was teasing ya :-j I knew you were gone but I sorta answered after just after your replie. The next morning I got that small impression that you were like evading my comments :-j
orite, I just updated the highlighted settings only. I guess I have to update the other settings too?
There's also incoherences that are not matching the Minitweaker file and those settings. many of them.
Like that SecuenceParameters = 8 in smoke part. It non-existant!
Redwine
02-22-06, 06:02 PM
I was teasing ya :-j I knew you were gone but I sorta answered after just after your replie. The next morning I got that small impression that you were like evading my comments :-j
Nop... my friend, was not at home all day, and after my first response to you, i lose my cable conection, this F@####$ company let me without conection often from a week ago, they are improving the cable lines or some thing ...... @@####$.
orite, I just updated the highlighted settings only. I guess I have to update the other settings too?
Yes.... you must to check one by one all the lines and change your settings so they finish like the lines in the readme files.
Not only the yellow lines in this topic, that was an answer for Duke not a guide for the mod.
I will erase this part of the topic if it cause confusion.
There's also incoherences that are not matching the Minitweaker file and those settings. many of them.
I can uderstand this part, sure due to my bad english.....
What is your trouble ? There are incoherences because i change them.... you must to reproduce the lines...... all the lines..... into the redme file, so they finish like they are into the readme file.
After modify the files, with minitweaker, do not forget to remove the back up file created by Minitweaker program , do not let the back up file into the working folder..... do not forget it.
Let me to know if you was able to make the modifications sucessful of if you need help, please.
:up:
Redwine
02-22-06, 06:16 PM
Like that SecuenceParameters = 8 in smoke part. It non-existant!
I understand now what you are talking about..... really i have not that line, i dont remember why it was there, may be from a diferent particle file version ? :hmm:
Any way you are not able to set any in that position, because Minitweaker dont let you to create a new line..... just jump it.
I will update the file without that line.
But before i will take a look on olders particles files...... if i dont erase them.
Like that SecuenceParameters = 8 in smoke part. It non-existant!
I understand now what you are talking about..... really i have not that line, i dont remember why it was there, may be from a diferent particle file version ? :hmm:
Any way you are not able to set any in that position, because Minitweaker dont let you to create a new line..... just jump it.
I will update the file without that line.
But before i will take a look on olders particles files...... if i dont erase them.
Keel :up:
Yeah and I think that in the read file the 2nd object and third mean Unnamed effect #1 and Unnamed effect #2 . It confused me to the point I entered the value of 2nd Object to the Unnamed Effect #2. When MT refute to compute those change I knew there was something wrong and I felt that I have to post about it :88)
Redwine
02-22-06, 06:37 PM
Thanks for found :up: , file updated........i am sure where i take that line from, but anyway the mod works fine without it.
Let me to know if the mod works fine for you please.....
:up:
Thanks for found :up: , file updated........i am sure where i take that line from, but anyway the mod works fine without it.
Let me to know if the mod works fine for you please.....
:up:
Thanks Redwine.
I have however another strange value, at unnamed effect#1 (you nammed it 2nd Object) there is a value at Blending that MT doesn't compute well.
Blending = 1,401298E-45
MT Tweaker interpret this as a 0 :o
Is that normal? Doesn't look normal to me!
and there's another Sequence Parameter that isn't showing in the same category, but I guess I just ignore it ? ;)
Redwine
02-22-06, 07:55 PM
I think..... i know what happens, this diferences are due to the "tweak file" version used.
Sure i made the mod with an old TT tweak file version.
I have the same problems than you now.
In Blending value i have Blending = 1, now and its working fine.
I can remember that extrange value when made the mod, but.... it was there and i dont touch it.
About Secuence parameters = 8, may be it is there now, but with the actual version of tweak file we can see it. :up:
I will made an update with vales for old and new tweak file.
Thanks for found a new time :up:
Average Joe
02-22-06, 08:17 PM
I didnt note that, sure because i was using "Sound Speed Mod" wich intentionally introduce a delay into many explosions. <<<<
Hi, if you're talking about speed-of-sound delay (Avg.Joes Torpedo+Deckgun Speed-of-Sound Explosions Delay v1.2.rar), it was made with no affect to depth-charge explosions, because they also occur with merchant-ship explosions, etc. Could not delay that file because of depth-charge explosions.
Redwine
02-22-06, 08:44 PM
I didnt note that, sure because i was using "Sound Speed Mod" wich intentionally introduce a delay into many explosions. <<<<
Hi, if you're talking about speed-of-sound delay (Avg.Joes Torpedo+Deckgun Speed-of-Sound Explosions Delay v1.2.rar), it was made with no affect to depth-charge explosions, because they also occur with merchant-ship explosions, etc. Could not delay that file because of depth-charge explosions.
Thanks Average Joe.......
The sound problem found by Duke was due i enlarge the Depth Charge explosion effect duration or lifetime, then the original sound was offset.
Then if you use that Sound Speed Mod you will not note the off-set, anyway i made a fix included in later updates to delay the sound, a modification or delay was needed into the sound file sh3.sdl.
Thanks :up:
Redwine
02-22-06, 09:35 PM
File Update to Stage 4 in page 1 of this topic, with new readme.
File has a new readme explaining some diferences in the lines according the version of tweak file used into Minitweaker TT's program.
Thanks JonZ. :up:
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