View Full Version : Wakes and smoke
Safe-Keeper
09-29-06, 08:24 AM
Is there a way to mod the game so that ships' wakes and smoke trails became longer and lasted for a longer time? I'd like to see realistic, long trails that didn't just dissolve after five seconds.
Looking forward to the next-gen sims when ships's engines, torpedo explosions, planes crashing into the water, etc will actually create 3D waves. It'll be a sight to see:cool:.
You mean like there will be in SHIV:
http://img181.imageshack.us/img181/2638/5747676ut7.jpg
IŽd like to know too is it possible to make this in SHIII...
Safe-Keeper
09-29-06, 09:30 AM
You mean like there will be in SHIV?
Yup, for example.
Same with wakes. I'd like them to last longer, and extend for a longer distance.
I really hope that picture you posted is representative of how smoke will look in-game. You'd be able to see a naval battle a thousand miles away:arrgh!:!
Kpt. Lehmann
09-29-06, 10:28 AM
Hi Safe-Keeper,
The question to ask is: is it worth the FPS hit?
Any time you increase a graphic or an effect over stock SH3... There is a price to pay.
The SH3 game engine is great for some things and rotten for others. Namely, its efficiency with rendered graphics is... shall we say... somewhat limited?
However, once you understand its boundaries... you can do some VERY cool stuff.
I would do it if IŽd know how. My rig is good enough to handle it... maybe. ;)
I would do it if IŽd know how. My rig is good enough to handle it... maybe. ;)
Remember me about this when things get more quiet, I may be able to help you :hmm:
Ref
ShipWake is adjusted in ship.val files.
ShipSMoke is adjusted in particles.dat.
To make it is possible, but it is not necessary (FPS).
Look Kpt. Lehmann reply.
rascal101
09-29-06, 04:18 PM
I'm also interested to mod smoke and wakes to make them longer or higher, can any one tell me where do I find the appropriate particles files
I'm also interested to mod smoke and wakes to make them longer or higher, can any one tell me where do I find the appropriate particles files
../data/Library/particles.dat.
And use MiniTweaker.
And look:
http://www.subsim.com/radioroom/showthread.php?t=98273
Sailor Steve
09-30-06, 05:48 PM
One of the problems with wakes is that they change texture rapidly in real life. The foam dies down fairly quickly, but after it's gone the water is a different color, and this can extend behind the ship for miles, sometimes all the way to the horizon. It's how airplanes hunted subs and other ships.
SHI had a wake that went as far as the eye could see, but there was no external view so no need for the foamy part. SHII looked pretty good after the 'Wakes' mod, especially the way the ocean rolled behind the sub. SHIII has good foam but no real residual wake.
rascal101
09-30-06, 07:26 PM
I'm also interested to mod smoke and wakes to make them longer or higher, can any one tell me where do I find the appropriate particles files ../data/Library/particles.dat.
And use MiniTweaker.
And look:
http://www.subsim.com/radioroom/showthread.php?t=98273
I wnet to data/library/particles.dat whol;e bunch of files, not sure what program to use to open them and I dont know how to use the mini tweaker, I think this mod is great but my skills are minimal so I might leave it, dont want to crash the game.
iambecomelife
09-30-06, 08:28 PM
For the smoke, download the minitweaker and adjust the "life" and "max particle" values for #Smoke_big.txt and #Smoke_small.txt. These values can be found under the black_smoke#1, 2,and 3 tabs. "Life" controls how long a smoke cloud lasts and "max particle" controls how many smoke clouds appear at one time. I've never tried doing the wakes but it may be something similar.
For the smoke, download the minitweaker and adjust the "life" and "max particle" values for #Smoke_big.txt and #Smoke_small.txt. These values can be found under the black_smoke#1, 2,and 3 tabs. "Life" controls how long a smoke cloud lasts and "max particle" controls how many smoke clouds appear at one time. I've never tried doing the wakes but it may be something similar.
+ Velocity.
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