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

volodya61 05-05-13 04:24 PM

Quote:

Originally Posted by gap (Post 2051884)
what are far density and opacity set to? :hmm2:

Didn't tried/looked in yet.. just 20 minutes ago have read in your post that they may be involved.. now going to try :)..

gap 05-05-13 04:29 PM

Quote:

Originally Posted by volodya61 (Post 2051886)
Didn't tried/looked in yet.. just 20 minutes ago have read in your post that they may be involved.. now going to try :)..

yes, if they are set too low and the effect itself is not big enough, you will hardly notice it at far distance.
Not saying that this is the actual problem with Fx Updates, but tweaking those two parameters might be worth a quick test :salute:

volodya61 05-05-13 05:29 PM

Quote:

Originally Posted by gap (Post 2051889)
yes, if they are set too low and the effect itself is not big enough, you will hardly notice it at far distance.
Not saying that this is the actual problem with Fx Updates, but tweaking those two parameters might be worth a quick test :salute:

I finally figured out what's wrong :nope:..
I/we can't edit TDW's files in Goblin.. they are saved incorrectly and don't work (after my edit) at all.. I can only open up them but not edit..

EDIT: So, only TDW be able to find a couple of minutes and fix this issue and help us all..
any other thoughts, Gabriele? S3D doesn't open these files.. even with new files which you sent me earlier..

gap 05-05-13 05:46 PM

Quote:

Originally Posted by volodya61 (Post 2051914)
I finally figured out what's wrong :nope:..
I/we can't edit TDW's files in Goblin.. they are saved incorrectly and don't work (after my edit) at all.. I can only open up them but not edit..

EDIT: So, only TDW be able to find a couple of minutes and fix this issue and help us all..
any other thoughts, Gabriele? S3D doesn't open these files.. even with new files which you sent me earlier..

:yep:

I was going to ask you how you had managed to save your changes :-?

volodya61 05-05-13 05:55 PM

Quote:

Originally Posted by gap (Post 2051924)
:yep:

I was going to ask you how you had managed to save your changes :-?

Kidding me? :D
I remember he had once advised you to change the height of the chute opening (FX Update).. that's why I was sure that I'm able to edit his files.. at least in this mod..
Any thoughts how can I save them?

EDIT: HEX-Editor?

gap 05-05-13 06:42 PM

Quote:

Originally Posted by volodya61 (Post 2051927)
Kidding me? :D
I remember he had once advised you to change the height of the chute opening (FX Update).. that's why I was sure that I'm able to edit his files.. at least in this mod..
Any thoughts how can I save them?

EDIT: HEX-Editor?

Two ways:
  1. Hex Editing (the easier one, but you need to know what to look for)

  2. Do it the hard way:

    • Open TDW_FXU_Torp_Explosion_Particles.DAT with S3d.
    • Look for its ParticleGenerators, and replace them with any of the ParticleGenerator found in stock particles.dat (which, dunno why are S3d-friendly... older version of the controller? :hmm2:). The easier way to do it is to copy (shift ctrl c) / paste the new controllers where you want.
    • Give the pasted generators the same settings as TDW's ParticleGenerators (for reference, you might want to open a second instance of the same file in Goblin), exception made for the settings you want to change. This has to be done manually. :doh:
    • Save.
    • If needed, you should repeat the same steps for TDW_FXU_Torp_Explosion_Materials.DAT. :dead:

    Is it worth it? :hmmm:

volodya61 05-05-13 06:54 PM

It's not worth it.. because I don't need any stock ParticlesGenerator.. I only need to change 5-6 numbers in the TDW's ParticleGenerator.. stock ParticleGenerator I can place in torpedoes .sim instead of TDW's without any problems.. but then I couldn't use effects of TDW_FXU_Torp_Exsplosion_Particles.dat :shifty: :nope:

gap 05-05-13 07:13 PM

Quote:

Originally Posted by volodya61 (Post 2051947)
It's not worth it.. because I don't need any stock ParticlesGenerator.. I only need to change 5-6 numbers in the TDW's ParticleGenerator.. stock ParticleGenerator I can place in torpedoes .sim instead of TDW's without any problems.. but then I couldn't use effects of TDW_FXU_Torp_Exsplosion_Particles.dat :shifty: :nope:

no, you didn't get me. I didn't suggest you to use the stock torpedo splash particle generator. I suggested you to use a version of the particle generator controller that can be handled by S3d "plus" (:03:), and to set it according to TDW's settings. Copying/pasting it, is just a way to make sure that you are using the right type of controller, but you could have added it (the SH3/SH4, lesser detailed, version of it) through S3d's "append new child chunk" menu, if you know what I mean.

Anyway, I agree with you that it is not worth the time you would spend in it :)

volodya61 05-06-13 04:55 AM

Quote:

Originally Posted by gap (Post 2051956)
Anyway, I agree with you that it is not worth the time you would spend in it :)

Anyway, I keep trying.. I am a stubborn guy.. :har:

Fifi 05-06-13 05:34 AM

Stubborn can be a quality sometime :)

gap 05-06-13 07:07 AM

Quote:

Originally Posted by volodya61 (Post 2052052)
Anyway, I keep trying.. I am a stubborn guy.. :har:

Quote:

Originally Posted by Fifi (Post 2052062)
Stubborn can be a quality sometime :)

I am not saying that improving the torpedo splash is not worth it; it is of course :yep:
I just meant that the second method suggested by me is too long if you think that TDW could do the same in 10 minuts and probably with better results :03: :salute:

volodya61 05-06-13 07:34 AM

Quote:

Originally Posted by gap (Post 2052088)
I just meant that the second method suggested by me is too long if you think that TDW could do the same in 10 minuts and probably with better results :03: :salute:

I know.. he could.. and why he didn't do it so far? I noticed this bug (not visible torpedo splash on far distance) more than a year ago..

PS: am learning OllyDbg now :har:

EDIT: :oops: I thought it works with any file as a regular HEX-Editor..

gap 05-06-13 08:54 AM

Quote:

Originally Posted by volodya61 (Post 2052100)
I know.. he could.. and why he didn't do it so far? I noticed this bug (not visible torpedo splash on far distance) more than a year ago..

I see, missing the basics of SH hex editing, I would go for S3d and my long, boring method then :hmmm:

Quote:

Originally Posted by volodya61 (Post 2052100)
PS: am learning OllyDbg now :har:

EDIT: :oops: I thought it works with any file as a regular HEX-Editor..

If you want to hex edit those settings, I suggest you to download XVI32. There is much information on SH binaries hex editing sparse in the forum, mostly on SHIII and IV (SH5's file structure should be pretty the same anyway), but not an all-embracing tutorial. Learnig hex editing "secrets" without the help of someone who knows them, could take quite a long time (probably longer than doing the changes in S3d, they way I suggested), but on the long therm it will be more fruitful :up:

volodya61 05-06-13 10:42 AM

Quote:

Originally Posted by gap (Post 2052117)
I see, missing the basics of SH hex editing, I would go for S3d and my long, boring method then :hmmm:
..
If you want to hex edit those settings, I suggest you to download XVI32. There is much information on SH binaries hex editing sparse in the forum, mostly on SHIII and IV (SH5's file structure should be pretty the same anyway), but not an all-embracing tutorial. Learnig hex editing "secrets" without the help of someone who knows them, could take quite a long time (probably longer than doing the changes in S3d, they way I suggested), but on the long therm it will be more fruitful :up:

I finally did it using UltraEdit.. but for some mystical reason I still can't see water columns after explosion through the scope :hmmm:.. all others effects I can see now.. :06:

gap 05-06-13 11:52 AM

Quote:

Originally Posted by volodya61 (Post 2052162)
I finally did it using UltraEdit.. but for some mystical reason I still can't see water columns after explosion through the scope :hmmm:.. all others effects I can see now.. :06:

Are you sure you have edited the right addresses? Using XVI32 I looked for the names used by TDW for his particle generators; take "TorpExplosionSplashRDelay" for instance:

http://img585.imageshack.us/img585/1646/hex1j.jpg

A bit below the ParticleGenerator's label that I had looked for (marked in yellow), I have located the relative GlobalScaleFar group, with its properties: Distance, DensityScale and OpacityScale (green highlighted text strings). The settings you should edit are marked in various shades of red/pink. Using XVI32 you move the cursor on the address you want to edit, and you select from the menu bar Edit => Overwrite String.

I have no idea how to convert from decimal settings set in Goblin/S3d to Hex values (it is not something you simply do with the decimal/hex converter), but you can create a dat file with just one particle generator of the old type (editable via s3d), input there the wanted decimal settings, save the file, open it in the HexEditor, and see from there what should be the desired hexadecimal settings :03:


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