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

volodya61 05-16-13 05:50 AM

Quote:

Originally Posted by gap (Post 2057285)
Attacking Great Britain with ten armies from North Europe? :hmm2: :O:
...or better: :03:

I have done it yesterday :O:
just removed TDW's ParticleGenerators from the R&L Initial and R&L Delay then copy/past stock ParticleGenerators to TDW's file.. then change the used textures in the new generators..
You can check it if you want (so I'll sleep peacefully :)) - http://rghost.ru/46035384

but probably you've missed something I post earlier, something wrong with the SplashVertAdd textures.. I can't check my changes in mission because of -

http://s19.postimg.org/ihu3liccf/texture_error.jpg


Quote:

Originally Posted by gap (Post 2057285)
Here it is (mission + fixes): :up:
...
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:

Thank you Gabriele :yeah:

But it was my lesson and my homework :hmph:
:O:

Thanks..
Anyway, I think there are more tasks for me for the study of the S3D in the future :haha:

EDIT: oops.. again new avatar http://s19.postimg.org/y3cr41qm7/facepalm.gif

volodya61 05-16-13 06:21 AM

Quote:

Originally Posted by volodya61 (Post 2057344)
..just removed TDW's ParticleGenerators from the R&L Initial and R&L Delay then copy/past stock ParticleGenerators to TDW's file.. then change the used textures in the new generators..

a little explanation -

R&L Initial/ParticleGenerator/BitmapParticles/
Material - TDW_FXU_SplashVert.tga (01)
Material - TDW_FXU_SmokeAdd.tga

R&L Delay/ParticleGenerator/BitmapParticles/
Material - TDW_FXU_SplashVertAdd.tga (01)

NOTE: for some reason, witchcraft, we are no longer able to check TDW_Particles/RInitial+RDelay using Goblin.. as soon as I merge TDW_Materials, RInitial&Delay generators takes their initial parameters.. I mean TDW's parameters, one BitmapParticles entry in RInitial and old textures for both (PierreE and PierreE2) :hmmm:.. and all other values ​​accordingly..
:o but only for the view mode.. when I then open up file in S3D or in HEX, every values are as they should be :hmmm:..

TDW's mystery.. (Black Magic :D)

gap 05-16-13 06:45 AM

Quote:

Originally Posted by volodya61 (Post 2057344)
I have done it yesterday :O:
just removed TDW's ParticleGenerators from the R&L Initial and R&L Delay then copy/past stock ParticleGenerators to TDW's file.. then change the used textures in the new generators..
You can check it if you want (so I'll sleep peacefully :)) - http://rghost.ru/46035384

but probably you've missed something I post earlier, something wrong with the SplashVertAdd textures.. I can't check my changes in mission because of

...

Does replacing the new texture with the old one, solve the problem? :hmm2:

Quote:

Originally Posted by volodya61 (Post 2057344)
Thank you Gabriele :yeah:

But it was my lesson and my homework :hmph:
:O:

Take it as an addition to my lesson; your homework will be looking into my changes and replicating them for any unit which might require it :O:

Quote:

Originally Posted by volodya61 (Post 2057344)
Anyway, I think there are more tasks for me for the study of the S3D in the future :haha:

S3d is a neat tool. Pity that skwas decided not to support the new SH5 controllers...

PS, tip of the day: press Shift Ctrl C to copy a node with all its child nodes and controllers :03:

gap 05-16-13 06:49 AM

Quote:

Originally Posted by volodya61 (Post 2057368)
NOTE: for some reason, witchcraft, we are no longer able to check TDW_Particles/RInitial+RDelay using Goblin.. as soon as I merge TDW_Materials...

I am starting to think that your dat files might be corrupted. Try importing my splash vert texture in a fresh copy of TDW's material dat, enable together with a fresh copy of TDW's particles dat, and tell me what happens :hmmm:

volodya61 05-16-13 08:06 AM

Quote:

Originally Posted by gap (Post 2057380)
I am starting to think that your dat files might be corrupted. Try importing my splash vert texture in a fresh copy of TDW's material dat, enable together with a fresh copy of TDW's particles dat, and tell me what happens :hmmm:

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..
Two weeks of useless work.. I'm going to give up.. :nope:

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:


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