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

Fifi 05-14-13 03:55 PM

11/15 :up:

volodya61 05-14-13 04:23 PM

Quote:

Originally Posted by gap (Post 2056575)
Without seeing your tweaks in action, I would say 11/15 :up:

You can trust me :O: :03:

Quote:

Originally Posted by gap (Post 2056575)
Looking forward to your news :salute:

OK, here the news -

01 (original texture PierreE)

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


02

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


03

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


04

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


05

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


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

Quote:

Originally Posted by volodya61 (Post 2056608)
You can trust me :O: :03:

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


Quote:

Originally Posted by volodya61 (Post 2056608)
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:

Quote:

Originally Posted by volodya61 (Post 2056608)
PS: have you any ideas about 'water reflection'?

What do you want to know about it?

Fifi 05-14-13 05:36 PM

Quote:

Originally Posted by gap (Post 2056656)
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

Quote:

Originally Posted by Fifi (Post 2056659)
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

Quote:

Originally Posted by gap (Post 2056656)
I would have trusted you, if only you told me which one you prefer :yep:

Last one, of course.. angles 11/15

Quote:

Originally Posted by gap (Post 2056656)
Yes, 02 is good, but I don't dislike 03 and 04 either :03:

So.. which one you choose?

Quote:

Originally Posted by gap (Post 2056656)
What do you want to know about it?

:06:

Quote:

Originally Posted by gap (Post 2056460)
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

Quote:

Originally Posted by gap (Post 2056662)
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

Quote:

Originally Posted by volodya61 (Post 2056664)
Last one, of course.. angles 11/15

:up:

Quote:

Originally Posted by volodya61 (Post 2056664)
So.. which one you choose?

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

Quote:

Originally Posted by Fifi (Post 2056659)
If it's adjustable in regard of fog intensity :D
No fog=full water reflection
fog=very little reflection...i suppose.

Quote:

Originally Posted by gap (Post 2056662)
so, we are talking about ship reflections? :hmm2:

Quote:

Originally Posted by Fifi (Post 2056659)
: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/show...247#post665247

gap 05-14-13 06:02 PM

Quote:

Originally Posted by volodya61 (Post 2056673)
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

Quote:

Originally Posted by gap (Post 2056676)
I need... to reflect on it :haha: :O:

:D I think, 02 or 03 :03:

Quote:

Originally Posted by gap (Post 2056676)
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:

Quote:

Originally Posted by gap (Post 2056698)
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

Quote:

Originally Posted by volodya61 (Post 2056717)
:D I think, 02 or 03 :03:

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

Quote:

Originally Posted by volodya61 (Post 2056717)
Thanks, I'll look at it more closely tomorrow.. seems interesting reading :up:

Read carefully post #9 :03:

Quote:

Originally Posted by volodya61 (Post 2056717)
Thank you :salute:
Sure I will test all what you've done for us.. as always.. :up:

:smug:

Quote:

Originally Posted by volodya61 (Post 2056717)
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

Quote:

Originally Posted by gap (Post 2056729)
Read carefully post #9 :03:

OK :up:

Quote:

Originally Posted by gap (Post 2056729)
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

Quote:

Originally Posted by volodya61 (Post 2056741)
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

Quote:

Originally Posted by gap (Post 2056746)
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:

Quote:

Originally Posted by gap (Post 2056746)
..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:


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