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Looks nice! :sunny:
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Like 'em. Volodya, you are the man :rock:
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Here a few screens with WaterDrops effect, I was using Rosomaha's splash10 texture, just slightly lightened it - http://s19.postimg.org/6aasgrj0f/WATERDROPSTEXTURE.jpg http://s19.postimg.org/vchx7cetb/WATERDROPS_1.jpg . http://s19.postimg.org/n89t2lse7/WATERDROPS_2.jpg . http://s19.postimg.org/hldg54pvj/WATERDROPS_3.jpg Unfortunately, we can't use TwirlSoftBig node (I used it for adding v7 texture for Delay effect) because all nodes in the TDW Materials.dat are employed/engaged by other effects.. TwirlSoftBig is using by DeepWater effect.. so I'll try now to add new node (TDW_FXU_SplashVert2) to the TDW Materials file for the v7 texture.. PS: TDW said/mentioned several times - FPG.. what is F? |
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A little bit more, watch here: water fx. Maybe something useful. |
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------------------------------------------ Okay.. I've finished.. Now remains only to collect all the effects in one file and I be able to show you a few screens with a new torpedo explosion effect.. |
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I took one of them and I split it in three parts. I think they will be just perfect for the water drops effect. Here they are: http://www.mediafire.com/?k9ub8e663fi0hn2 http://img11.imageshack.us/img11/796...hvertadd03.png http://img40.imageshack.us/img40/902...hvertadd04.png http://img811.imageshack.us/img811/9...hvertadd05.png splashvertadd03 / 04 / 05 Volodya, with kind permission by Rosomaha, make good use of them :salute: |
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Gabriele, you textures are as good as always but.. see below.. http://s19.postimg.org/5es36jdhb/DIRTY_SPLASH_1.jpg . http://s19.postimg.org/hhxeu3ojj/DIRTY_SPLASH_2.jpg . http://s19.postimg.org/sisjz4gsf/DIRTY_SPLASH_3.jpg http://s19.postimg.org/edmqxb7r3/DIRTY_SPLASH_4.jpg . http://s19.postimg.org/bxkxjgpof/DIRTY_SPLASH_5.jpg . http://s19.postimg.org/j22qshwxr/DIRTY_SPLASH_6.jpg I replaced here your pierreE2 texture with the smoke_dirt_splash texture of Rosomaha's archive.. What do you think about - to dirty a little both textures (pierreE and PierreE2).. I think slightly dirty texture looks more pleasurable and plausible.. And your last water drops looks too white and bright also.. It's only my opinion, don't throw stones at me :D.. |
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http://s19.postimg.org/48o37qp6n/DROPS_1.jpg . http://s19.postimg.org/4mu0l2ynz/DROPS_2.jpg . http://s19.postimg.org/sruq2siyn/DROPS_3.jpg . http://s19.postimg.org/ms6yz4y67/DROPS_4.jpg |
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Afer a second thought, I am going to suggest you the followin test:
keep both my Pierre_E and Pierre_E2 textures in TDW's material.dat, and embed Rosomaha's smoke_dirt_splash as a new material (but you should resize it to 128 x 128 first, or it will eat too much memory) . Then set the four objectparticles found in the same file to use the following materials: particula01: Pierre_E2 particula02: Pierre_E particula03 and particula04: Pierre_E3 (smoke_dirt_splash) Let me know :D out of curiosity was sober smoke screen disabled during yout last tests? |
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your texture (TDW_FXU_PierreE_04)/Rosomaha's texture (smok_dirt_splash) http://s19.postimg.org/rfm7se0ar/TDW...ierre_E_04.jpg / http://s19.postimg.org/4ffkg22gz/smok_dirt_splash.jpg Quote:
http://s19.postimg.org/730fco64f/DROPS_1.jpg . http://s19.postimg.org/s1b6ohvcv/DROPS_2.jpg . http://s19.postimg.org/75owd8z5r/DROPS_3.jpg . http://s19.postimg.org/4pn2zeh33/DROPS_4.jpg Do you see any significant difference? I don't.. your texture (TDW_FXU_SplashVertAdd_03)/Rosomaha's texture (splash10) a little lightened http://s19.postimg.org/n91dd20oz/TDW...ert_Add_03.jpg / http://s19.postimg.org/xkdq5pseb/splash10_1.jpg |
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It will take 40-50 minutes.. what for? And I already have done the similar.. just replace your pierreE2 texture for particulas 01 and 03.. I didn't suggest to replace your texture to smoke_dirt_splash.. I suggested to make your textures (pierreE and pierreE2) slightly dirtier.. Quote:
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http://www.mediafire.com/?7trysbpza5tfucc But before using them (no matter if following my suggestion on not), I think you should really disable sober's mod, and see if smoke coming out from the portholes (vertically instead of orizontally as per sober's settings), won't be enough to dirty the splash without need of any other change :yep: P.S: we will restore sober's smoke screen, but using a dedicated particle generator and new "triggers" for it. I have already idea of how to do it :know: |
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And don't call me lazy :timeout: Lord knows, how many hours I already gave to this.. Quote:
Just tired.. Quote:
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But okay, I will disable sober's smoke.. |
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something is wrong here: I see only opaque pixels; this is why this particle looks so shiny and pixelated in comparison with other particles, no matter the texture used. Actually, there should be a range of semi-transparent pixels, providing a better blending of the texture with the background. Are you sure that you have modified the DensityModifier correctly? :hmmm: Anyway I am going to send you a darker and lesser opaque set of textures, in order to exclude that the problem is coming from there :salute: |
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:salute: |
today i have tested the water splash in campaign till now works fine... later i will show u some print screen's ...
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