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So far I decided to remove this folder of my edition at all.. Quote:
I can do this after we finish work on the current fix and at the same time with the testing our Reworked Guns :up: I will need your help for this in creating a several custom missions.. :salute: |
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Could you post a few screens with explaining? if you have time for it, of course :oops: Quote:
--------------------------------- Do you agree that the work on the TorpExplosionGreat can be completed? Are these values acceptable for release? TDW Particles.dat/TorpExplosionGreat/ParticleGenerator EmissionArea/Angle 11 GlobalScaleFar/Distanse 1000 GlobalScaleFar/DensityScale 0.15 TDW Materials.dat/Particula(01-04)/ParticleGenerator EmissionArea/Angle 15 GlobalScaleFar/Distanse 1000 GlobalScaleFar/DensityScale 0.15 TDW Materials.dat/Particula(01, 03)/ParticleGenerator BitmapParticles/Size/OverLife [3] LifeTime 0.75; Scale 2.5 [4] LifeTime 1; Scale 0.5 |
new series -
TDW Particles.dat/TorpExplosionSplashRInitial and RDelay (other nodes were removed) both ParticleGenerator/BitmapParticles uses PierreE and PierreE2 textures Distance and DensityScale in GlobalScaleFar as in TorpExplosionGreat (1000/0.15), others values not changed yet.. 03 (PierreE 03 in TDW Materials.dat) http://s19.postimg.org/5xpbmwsfz/test03_1.jpg . http://s19.postimg.org/z1djj5gjj/test03_2.jpg . http://s19.postimg.org/vj1jmrfnj/test03_3.jpg . http://s19.postimg.org/s0u54445b/test03_4.jpg http://s19.postimg.org/z6lw6kd8f/test03_5.jpg . http://s19.postimg.org/7xais2c5b/test03_6.jpg I think, we can add another textures to the TDW Materials.dat for RInitial and RDelay effects :06:, and PierreE + PierreE2 will use for TorpExplosionGreat effect only.. What do you think? In the next series will test TDW Particles.dat/TorpExplosionSplashLInitial and LDelay (uses SplashVert and SplashVertAdd textures) PS: return to the question of outgoing smoke http://s19.postimg.org/jq8bwa8lb/smoke.jpg |
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Thank you for your work, I missed the splashes.
However, I wish these blocky, pixellated explosions were completely removed or reworked. They break the immersion for me. Quote:
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I feel like in kindergarten :D Thanks :salute: EDIT: Gabriele, what about the other questions? :03: |
wow nice work guys i can't wait for the releas date :):Kaleun_Salivating:
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Once you start messing with SH object and controllers, no matter for which task, understanding their structure, and the logics behind them, is relatively easy. But future modders (which, by the way, we desperately need for) need for a good starting point; having a fresh memory of my first steps in SH modding, and of how hard was for me deciphering what I was reading on the forum, I try to make my instructions as detailed as possible :know: Quote:
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1 - Retrieve the original smoke settings 2 - Duplicate the same particle generator (but with sober's settings) and linking it to some other particle generator which is played only when ships get alerted... TDW's flares. for instance. 3 - Modify the duplicated particle generator for making it to behave according to our liking. What do you think? I hope that sober and TDW will be fine with it :) |
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Well.. I'll try it.. later :) I think it's time (for me) to make a to do list.. too many projects at the same time.. :D |
new series -
oops :).. temporary absence.. Something initially wrong in the principle of destination of textures for these effects :hmmm: TorpExsplosionSplashRInitial - TDW_FXU_PierreE2 TorpExsplosionSplashRDelay - TDW_FXU_PierreE TorpExsplosionSplashLInitial - TDW_FXU_SplashVert TorpExsplosionSplashLDelay - TDW_FXU_SplashVert When I appointed TDW_FXU_SplashVertAdd to TorpExsplosionSplashLInitial this happened - http://s19.postimg.org/c01jr569r/test_X1.jpg . http://s19.postimg.org/wy7pp864f/test_X2.jpg Maybe it's texture's error.. maybe something else.. |
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Just had a look into stock particle generators, and they use the following textures:
smoke_add is embedded in TDW torp splash materials dat, but not used. maybe we should override TDW's settings getting inspiration from stock generators, unless TDW can remember what his settings were meant for :hmm2: Quote:
I wish we could make smoke screens to be triggered randomly after detroyers getting alarmed, but I don't know if this is going to be possible :hmm2: |
OK, what now? our next steps? any suggestions?
PS: have a look on this, please - http://rghost.ru/46026900 is everything right? if yes, could you make simple custom mission with this unit? I want to see how the smoke works and whether it suitable or not.. :hmmm: |
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...or better: :03: Quote:
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http://www.mediafire.com/?adeudcd508c9kcu It was a bit more complicated than I had initially thought; the obj_funnel controller was crashing the game. The fix was assigning a dummy 3d model and a dummy texture to the funnel node, and setting it as invisible. As I was at it, I have similarly created a second node, and I have moved the two of them close to two stack-like objects, on each side of the boat. This is the result: http://img267.imageshack.us/img267/3519/fishingboat.jpg The boat was moving at 5 knots. Probably too much smoke for such a small vessel and low speed. Tweaking her smoke is now your task. :salute: |
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