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-   -   FX Update torpedo splash back! (https://www.subsim.com/radioroom/showthread.php?t=204097)

volodya61 05-16-13 08:50 AM

Quote:

Originally Posted by volodya61 (Post 2057419)
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...6_17_32_24.jpg . http://s19.postimg.org/leh4lsi67/SH5...6_17_33_21.jpg . http://s19.postimg.org/79bbjz94v/SH5...6_17_33_36.jpg

gap 05-16-13 01:13 PM

Quote:

Originally Posted by volodya61 (Post 2057449)
Your textures in TDW's original files -

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

Quote:

Originally Posted by volodya61 (Post 2057419)
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:

Quote:

Originally Posted by volodya61 (Post 2057419)
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

Quote:

Originally Posted by gap (Post 2057660)
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:

Quote:

Originally Posted by gap (Post 2057660)
Don't you have a back up copy of the files? :o

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

Quote:

Originally Posted by gap (Post 2057660)
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..

Quote:

Originally Posted by gap (Post 2057660)
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 :)..

Quote:

Originally Posted by gap (Post 2057660)
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

Quote:

Originally Posted by volodya61 (Post 2057691)
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:

Quote:

Originally Posted by volodya61 (Post 2057691)
A few dozen.. and it's not easy to sort out there :-?..

A few dozens? :huh: :haha:

Quote:

Originally Posted by volodya61 (Post 2057691)
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:

Quote:

Originally Posted by volodya61 (Post 2057691)
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

Quote:

Originally Posted by gap (Post 2057729)
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:

Quote:

Originally Posted by gap (Post 2057729)
A few dozens? :huh: :haha:

Just about as.. :03:

Quote:

Originally Posted by gap (Post 2057729)
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://s19.postimg.org/m6odyqbr3/INITIAL2.jpg . http://s19.postimg.org/nmzwgvenz/INITIAL3.jpg


Delay

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


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

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

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

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

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

gap 05-16-13 04:05 PM

Quote:

Originally Posted by volodya61 (Post 2057745)
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?

Quote:

Originally Posted by volodya61 (Post 2057745)
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

Quote:

Originally Posted by gap (Post 2057729)
...They are visble through the hull, and this is not right :hmmm:

Quote:

Originally Posted by volodya61 (Post 2057741)
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://s19.postimg.org/rtue729z3/initial2.jpg

Delay

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


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

volodya61 05-16-13 05:05 PM

Quote:

Originally Posted by gap (Post 2057758)
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..

Quote:

Originally Posted by gap (Post 2057758)
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

Delay

http://s19.postimg.org/jgopcearj/delay1.jpg


Don't you recognize your own texture :O: :03:

gap 05-16-13 05:27 PM

Quote:

Originally Posted by volodya61 (Post 2057794)
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:

Quote:

Originally Posted by volodya61 (Post 2057794)
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-conte...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/img195/4...lashvert03.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

Quote:

Originally Posted by gap (Post 2057800)
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:

Quote:

Originally Posted by gap (Post 2057800)
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:..

Quote:

Originally Posted by gap (Post 2057809)
:haha:
Good crossword Fifi :up:

Agree :har:

Quote:

Originally Posted by gap (Post 2057812)
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

Quote:

Originally Posted by volodya61 (Post 2057823)
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

Quote:

Originally Posted by gap (Post 2057825)
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:
Quote:

Originally Posted by volodya61 (Post 2057823)
..'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

Quote:

Originally Posted by volodya61 (Post 2057839)
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:

Quote:

Originally Posted by volodya61 (Post 2057839)
PS:

It uses TDW_FXU_SplashVertAdd.tga :D

Good to know :up:

volodya61 05-16-13 08:13 PM

Quote:

Originally Posted by gap (Post 2057843)
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

Quote:

Originally Posted by gap (Post 2057843)
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://s19.postimg.org/vujx29tz3/vertspl2.jpg

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..


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