![]() |
Quote:
|
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:
|
Quote:
Anyway, I agree with you that it is not worth the time you would spend in it :) |
Quote:
|
Stubborn can be a quality sometime :)
|
Quote:
Quote:
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: |
Quote:
PS: am learning OllyDbg now :har: EDIT: :oops: I thought it works with any file as a regular HEX-Editor.. |
Quote:
Quote:
|
Quote:
|
Quote:
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: |
Quote:
Let me use the Pics language too :D before - http://s19.postimg.org/hu507nlz3/before.jpg after - http://s19.postimg.org/jn7wvz75r/after.jpg Also, after a lot of diggings I came to not acceptable results :-? Fx Update explosion water splash effect, range 1.5 km - http://s19.postimg.org/55apnzfun/FX_splash1.jpg . http://s19.postimg.org/dc2pfk5xb/FX_splash2.jpg . http://s19.postimg.org/w5oick45b/FX_splash3.jpg . http://s19.postimg.org/fj6y3hb7j/FX_splash4.jpg Stock explosion water splash effect, range 1.5 km - http://s19.postimg.org/irbfgixhb/Stock_splash1.jpg . http://s19.postimg.org/sq0zgqwan/Stock_splash2.jpg . http://s19.postimg.org/8763boidb/Stock_splash3.jpg . http://s19.postimg.org/bfakoq4n3/Stock_splash4.jpg I mentioned earlier about the missing 'water column' effect of FX Update, here - http://s19.postimg.org/ga49n02yn/water_column1.jpg . http://s19.postimg.org/73qkdgn3z/water_column2.jpg . http://s19.postimg.org/x0k8q2qrj/water_column3.jpg . http://s19.postimg.org/vzk00y9rz/water_column4.jpg This effect I'm able to see only within range 100-800 meters.. What do you think, guys? PS: Quote:
|
I set the effects to be less at greater distances to minimize the impact on the end-users system. If you are up close usually not many items are being rendered in the game and thus the effect is at full effect.
If you want the effects to be less reduced at greater ranges try this: http://www.mediafire.com/?r150o3mpn849udy :|\\ |
Quote:
Quote:
|
Quote:
Quote:
I just have tried even such settings - http://s19.postimg.org/j5qjlclq7/EDIT.jpg 'Water column' effect is visible at the ranges not further than 700-800 meters.. :nope: |
Quote:
|
Quote:
|
Quote:
Quote:
EDIT: I'm not even sure that these values (400, 700 etc.) are in meters.. rather seems like some kind of game's units.. |
Quote:
|
Quote:
EDIT: on the other hand - 1 is a stock setting :hmm2: EDIT2: oops.. I messed up.. I thought you said about opacity scale.. OK.. will try density |
Quote:
|
All times are GMT -5. The time now is 01:07 PM. |
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.