SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL] RCB's SH4 effects GWX 3.0(and 2.1) V7.1 (https://www.subsim.com/radioroom/showthread.php?t=136018)

Wolfehunter 01-03-09 08:35 PM

Hello asanovic7 I can't wait to try this out. :up: When your ready it for GWX 3.0

NGT 01-04-09 10:56 AM

The job is done. . .
 
Quote:

Originally Posted by Wolfehunter
Hello asanovic7 I can't wait to try this out. :up: When your ready it for GWX 3.0

Hello Wolfehunter

Privateer said:

There's nothing for asanovic7 to do to make it work for GWX 3
It's fine as it is.


The above answer are here:

http://www.subsim.com/radioroom/show...68#post1018668

...and, by the way, thank you very much for all your U-boot skins. You are a big artist.:rock:

Wolfehunter 01-04-09 12:28 PM

Excellent. Thanks. :up:

Lanzfeld 01-22-09 12:00 AM

Privateer,

I just want to use Racerboys Exhaust mods only from this link. No water stream mods.

http://www.subsim.com/radioroom/show...68&postcount=1

Now in the readme he says that the .val files were based off of GWX 1.03 but then updated to GWX 2.0

Are you saying that it is okay to use with GWX 3.0 as well because all you did to the val files is reduce particals from 2.0 to 3.0 and this would not effect gameplay at all? Just FPS?

Thanks,
Lanzfeld



Quote:

Originally Posted by privateer
I believe there were some changes to the Camera.dat
I didn't work that area so I don't know what was done.

The val file changes to the Subs is non-critical as far as this mod is concerned.
I reduced particals for the siaj of Subs to reduce FPS impact.
Your adding generators that increase the impact so it's a non-issue.

No changes to the sounds were done.
No changes to the particals nor materials dats.

To make a new version based on changes to the Sub val files
would be a total waste of time for no viable reason.

I reduce something by 20% and you add 300% more impact?
Don't waste the time.
:lol:

Go party it up for New Years instead.


rik007 01-22-09 02:07 PM

Lanzfeld, in the end you should test it. There is no guarantee that a mod wil work in case all files in that mod have not been changed from GWX 2.1 -> GWX 3.0. With the Sh4 effects I see frequently burners. The mod has not been changed but the water has, triggering the damagemodel earlier.

Lanzfeld 01-23-09 10:49 AM

but I use ONLY the exhaust mod.

Racerboy??? Privateer???

asanovic7 02-13-09 10:53 AM

hip hip hura
 
Hello!

After a month of isolation from the Internet..

And since I can't find anyone to get drunk.. :wah: Since that damn lion eating ass..le day is tomorrow and I hate it.. :wah::wah:

I uploaded the new version of this mod, version 7.1 :D on filefront. The link on front page..

Since I am too depressed to do some work on the front page of this thread.. :-? I just want to announce it like this.. For now, I will rearrange the front page when I will be in a less "I don't give a.." kind of mood.. :doh:

About the new version, nothing much, some smaller addons and adjustments.. Why 7.1? I thought then it is funny, it would be too hard to change it..

Please, try it, and comment..

I did it a month ago..

The file is

Rbs SH4 effects GWX 30 71.rar

For really dead poet:

Can you please change the name of this thread to "Rbs sh4 effects for gwx xx"?
:)

http://i297.photobucket.com/albums/m...ic7/crazy1.jpg

Fubar2Niner 02-13-09 11:42 AM

Great news asanovic7, installing now :up:

Best regards.

Fubar2Niner

Wildhawke11 02-13-09 12:08 PM

Forgive me asking this but i now assume it works with GWX 3 GOLD.
I found a link but not sure if it was the right one so could some kind soul put the correct one on here for a dummy comp user.
Thanks

asanovic7 02-13-09 12:46 PM

I am lost..
 
This?

http://hosted.filefront.com/asanovic7

asanovic7 02-13-09 01:38 PM

finally
 
Found some people for beer..

Finally..

:yeah:

TheDarkWraith 02-13-09 06:10 PM

good to see the effects mod I made is still alive and thriving. Good work! :DL

Now asanovic7 you need to become familiar with the zones.cfg file. Learn how to read and use that file and you can make new effects/events. Take this example lifted from version 1.0 SHIII's zones.cfg file:

[Funnels]
Multiplier=1.000000
Flotability=0.000000
HitPoints=15
Destructible=Yes
Effect1=#Splinter_explosion, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[Antennae]
Category=Radio
Multiplier=1.000000
Flotability=0.000000
HitPoints=8
Destructible=Yes
Effect1=#Small_splinter_explosion_no_halo, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[Mast]
Multiplier=1.000000
Flotability=0.000000
HitPoints=8
Destructible=Yes
Effect1=#Small_splinter_explosion_no_halo, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[ASWweapon]
Category=ASW Weapons
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 100
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Crash Depth=0.01

See these items highlighted in yellow? Do they look familiar? These are events/effects and they come from the particles.dat file. The number on the end is the amount of the damage (in percents) the effect starts from. So for funnels with 15 hitpoints once all 15 hitpoints are used up the Effect1 is fired. You CAN have multiple events of the same type or different types (with different percents). Does this turn on any lightbulbs yet?? ;)

Wildhawke11 02-13-09 11:20 PM

Quote:

Originally Posted by asanovic7

Thank You very Much for the link.

Wildhawke11 02-13-09 11:24 PM

Quote:

Originally Posted by Racerboy
good to see the effects mod I made is still alive and thriving. Good work! :DL

Now asanovic7 you need to become familiar with the zones.cfg file. Learn how to read and use that file and you can make new effects/events. Take this example lifted from version 1.0 SHIII's zones.cfg file:

[Funnels]
Multiplier=1.000000
Flotability=0.000000
HitPoints=15
Destructible=Yes
Effect1=#Splinter_explosion, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[Antennae]
Category=Radio
Multiplier=1.000000
Flotability=0.000000
HitPoints=8
Destructible=Yes
Effect1=#Small_splinter_explosion_no_halo, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[Mast]
Multiplier=1.000000
Flotability=0.000000
HitPoints=8
Destructible=Yes
Effect1=#Small_splinter_explosion_no_halo, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[ASWweapon]
Category=ASW Weapons
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 100
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Crash Depth=0.01

See these items highlighted in yellow? Do they look familiar? These are events/effects and they come from the particles.dat file. The number on the end is the amount of the damage (in percents) the effect starts from. So for funnels with 15 hitpoints once all 15 hitpoints are used up the Effect1 is fired. You CAN have multiple events of the same type or different types (with different percents). Does this turn on any lightbulbs yet?? ;)


Racerboy your a Star ---- Thanks for all the tips and help your giving

makman94 02-14-09 04:48 AM

hello to all,

does anybody knows how i can make the smoke that comes out of funnels darker?

thank you

linerkiller 02-14-09 09:27 AM

Hi!
Does the old SbootZones file works also for that version?

linerkiller 02-14-09 12:08 PM

:D
understood now....no problems!:O:

magnificent work as usual:up:

TheDarkWraith 02-14-09 12:19 PM

Quote:

Originally Posted by linerkiller
:D
understood now....no problems!:O:

magnificent work as usual:up:

You understand how to add multiple effects and create new ones?
Effecti=xxxx (i is the next incremental number)

Effect1=small_fire, 50
Effect2=big_fire,75
Effect3=splinter_explosion,100

this would give a small fire at 50% of the object's hitpoints, then a big fire at 75% of the object's hitpoints (CUMULATIVE - this means the big fire could be placed on TOP of the small fire - watch out for this), and finally a grand explosion at 100% of the object's hitpoints.

I use this to make oil slicks and such. At 25% damage I have compartments start oozing out fluids, oil, coolant, etc. depending on what the compartment is. Then depending on the compartment, it's gets a different type of explosion (or no explosion) once all 100% of hitpoints are used.

linerkiller 02-15-09 08:28 AM

And if I want to get a cool mushroom explosion every time I hit the middle of a ship?
:D

TheDarkWraith 02-15-09 09:18 AM

Quote:

Originally Posted by linerkiller
And if I want to get a cool mushroom explosion every time I hit the middle of a ship?
:D

if you edit that ship's .zon file so that the compartment is a type that has that effect then yes you could.


All times are GMT -5. The time now is 10:05 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.