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

volodya61 05-21-13 07:01 AM

Quote:

Originally Posted by Sjizzle (Post 2060019)
today i have tested the water splash in campaign till now works fine... later i will show u some print screen's ...

:yeah:

Looking forward to them

Quote:

Originally Posted by gap (Post 2059793)
They are there: I have merged Rosomaha's RGB channel with my alpha channels :yep:

Quote:

Originally Posted by volodya61 (Post 2059830)
At that moment I didn't look at them yet :)..

Gabriele, just tested SplashVert06 and I have to say - this was the best torpedo explosion I have ever seen during our tests :yeah:.. I'm going to try to lighten this texture slightly and then I'll post some screens here..

PS:
Quote:

Originally Posted by gap (Post 2059769)
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:

As I remember correctly, there was only change - velocity direction from y to x.. as I now a little familiar with HEX edit and don't need more any secret files for S3D (:03:), I will try to change velocity direction this way:
x - 1
y - 1
z - 0
and then will look what happens in the game..

Sjizzle 05-21-13 08:17 AM

as i sayd here are some pic. from test.


http://attila-kevin.de/var/resizes/t...g?m=1369142056

http://attila-kevin.de/index.php/tor...plash/splash12http://attila-kevin.de/var/resizes/t...g?m=1369142057

http://attila-kevin.de/var/resizes/t...g?m=1369142058

more pic u can finde here
http://attila-kevin.de/index.php/tor...plash/splash12 http://attila-kevin.de/index.php/tor...plash/splash11 http://attila-kevin.de/index.php/tor...splash/splash9 http://attila-kevin.de/index.php/tor...plash/splash10 http://attila-kevin.de/index.php/tor...splash/splash8

gap 05-21-13 08:20 AM

Quote:

Originally Posted by volodya61 (Post 2059830)
At that moment I didn't look at them yet :)..

I told you that yesterday you were a bit lazy :03: :O:

Quote:

Originally Posted by volodya61 (Post 2059830)
These are screens from XnView viewer.. though in the game the same..

I was looking at the your in-game screenshots, not at the preview of the textures :yep:

Quote:

Originally Posted by volodya61 (Post 2059830)
Gabriele, just tested SplashVert06 and I have to say - this was the best torpedo explosion I have ever seen during our tests :yeah:.. I'm going to try to lighten this texture slightly and then I'll post some screens here..

Do you mean SlpashVertAdd_06?

Quote:

Originally Posted by volodya61 (Post 2059830)
As I remember correctly, there was only change - velocity direction from y to x.. as I now a little familiar with HEX edit and don't need more any secret files for S3D (:03:), I will try to change velocity direction this way:
x - 1
y - 1
z - 0
and then will look what happens in the game..

yes, this:

x - 1
y - 1
z - 0

or, probably better, this: :03: :salute:

x - 0
y - 1
z - 0

Quote:

Originally Posted by Sjizzle (Post 2060019)
today i have tested the water splash in campaign till now works fine... later i will show u some print screen's ...

:up:

Sjizzle 05-21-13 08:25 AM

Quote:

Originally Posted by gap (Post 2060053)




:up:

i just posted some pic. :)

gap 05-21-13 08:34 AM

Quote:

Originally Posted by Sjizzle (Post 2060057)
i just posted some pic. :)

Wonderful screenies, they look so real! :yeah:

volodya61 05-21-13 08:43 AM

Quote:

Originally Posted by Sjizzle (Post 2060050)
as i sayd here are some pic. from test.

Quote:

Originally Posted by Sjizzle (Post 2060057)
i just posted some pic. :)

:hmmm: It looks like a custom mission.. have you tested it in campaign mode?

Quote:

Originally Posted by gap (Post 2060053)
I told you that yesterday you were a bit lazy :03: :O:

Arrrgghhh :timeout:

Quote:

Originally Posted by gap (Post 2060053)
I was looking at the your in-game screenshots, not at the preview of the textures :yep:

Don't know then..

Quote:

Originally Posted by gap (Post 2060053)
Do you mean SlpashVertAdd_06?

No.. I mean what I said - SplashVert06.. from there -
EDIT: ooops.. mixed up again :oops:, of course, PierreE06..
Quote:

Originally Posted by gap (Post 2059769)
This is not really a problem, here is a set of modified pierre_E textures, turned from vapour to smoke (i.e. from white-light grey to dark gray).
http://www.mediafire.com/?7trysbpza5tfucc

Quote:

Originally Posted by gap (Post 2060053)
yes, this:
x - 1
y - 1
z - 0
or, probably better, this: :03: :salute:
x - 0
y - 1
z - 0
:up:

I've already tried first variant.. without much changes..
The second one is a stock settings..
I'm trying now fractional variations.. because this is not just on/off or 00/01 trigger.. I can set there any values..
Right now in test -
x - 0.7
y - 0.3

Sjizzle 05-21-13 09:01 AM

Quote:

Originally Posted by volodya61 (Post 2060067)
:hmmm: It looks like a custom mission.. have you tested it in campaign mode?



now i am looking for pic what i have made in campaign :) i have 40G pic on my HDD and i made a mistake didnt name it wich on was from capmaing and wich one from costum but in next 30 min i put some pic from campaing :)

Sjizzle 05-21-13 09:42 AM

here we go from Danzing Bay

http://attila-kevin.de/var/resizes/t...g?m=1369146124

http://attila-kevin.de/var/resizes/t...g?m=1369147298

http://attila-kevin.de/var/resizes/t...g?m=1369147300

this mod work fine in campaign didnt had any problem ... i will make more test i will try to hunt a convoy to see there how it's work.

gap 05-21-13 10:12 AM

Quote:

Originally Posted by volodya61 (Post 2060067)
No.. I mean what I said - SplashVert06.. from there -
EDIT: ooops.. mixed up again :oops:, of course, PierreE06..

:03:

http://img197.imageshack.us/img197/9068/pierree6.png

Quote:

Originally Posted by volodya61 (Post 2060067)
I've already tried first variant.. without much changes..
The second one is a stock settings..
I'm trying now fractional variations.. because this is not just on/off or 00/01 trigger.. I can set there any values..
Right now in test -
x - 0.7
y - 0.3

Finally I have realized why smoke was always moving toward ship's right side, no matter which side was struck by your torpedoes. X, Y and Z settings are vectors. Positive values mean that the particle is moving rightward, upward and frontward relative to its parent node/bone.

Believe me Volodya, there is no other way to set those smoke particles than retrieving stock settings. Any other setting would give slightly unrealistic results, if we want to represent smoke from explosions. :yep:

Quote:

Originally Posted by Sjizzle (Post 2060084)
here we go from Danzing Bay

this mod work fine in campaign didnt had any problem ... i will make more test i will try to hunt a convoy to see there how it's work.

Good :up:

please let us know if you notice any lag after hitting multiple targets at once :salute:

volodya61 05-21-13 10:49 AM

Quote:

Originally Posted by Sjizzle (Post 2060084)
here we go from Danzing Bay

:up:

Quote:

Originally Posted by Sjizzle (Post 2060084)
... i will make more test i will try to hunt a convoy to see there how it's work.

Yes, let us know if any freezes or lags will occurs near the large/huge convoy, as Gap said :yep:

Quote:

Originally Posted by gap (Post 2060092)

Yes, exactly this one.. just lightened a bit.. -

http://s19.postimg.org/je7mlcd8f/DIRTY1.jpg . http://s19.postimg.org/70usefnjz/DIRTY2.jpg . http://s19.postimg.org/ir8pvtgcf/DIRTY3.jpg

Quote:

Originally Posted by gap (Post 2060092)
Finally I have realized why smoke was always moving toward ship's right side, no matter which side was struck by your torpedoes.

Okay, if so, what is this? -

http://s19.postimg.org/jq8bwa8lb/smoke.jpg . http://s19.postimg.org/8rnf38oan/smoke5.jpg



Quote:

Originally Posted by gap (Post 2060092)
X, Y and Z settings are vectors. Positive values mean that the particle is moving rightward, upward and frontward relative to its parent node/bone.
Believe me Volodya, there is no other way to set those smoke particles than retrieving stock settings. Any other setting would give slightly unrealistic results, if we want to represent smoke from explosions. :yep:

:hmm2:
x - 0.8, y - 0.2

http://s19.postimg.org/qy5b14vsv/SMOKE1.jpg . http://s19.postimg.org/5prmjphbz/SMOKE2.jpg . http://s19.postimg.org/ti0xv8jcv/SMOKE3.jpg

gap 05-21-13 11:11 AM

Quote:

Originally Posted by volodya61 (Post 2060116)
Yes, exactly this one.. just lightened a bit.. -

Can you please take another screenshot in broad daylight? I had to wear my IR equipment to see your previous screenies :)

Quote:

Originally Posted by volodya61 (Post 2060116)
Okay, if so, what is this? -

I don't know for sure, but probably those smokes are linked to bones with opposite rotation settings. On the other hand, why should smoke move in two opposite directions? The one thing that could make smoke to move laterally is wind, and wind should blow in one direction. :yep:

Quote:

Originally Posted by volodya61 (Post 2060116)
:hmm2:
x - 0.8, y - 0.2

What is wrong about a beautiful column of smoke rising vertically from an explosion? If you want, we can make it to be wind-affected, but smoke coming out with an orizontal motion, this is something I don't get :hmm2:

volodya61 05-21-13 11:30 AM

Quote:

Originally Posted by gap (Post 2060128)
Can you please take another screenshot in broad daylight? I had to wear my IR equipment to see your previous screenies :)

:haha:
No :).. it's a special weather to easier to see a white column :D..
Wait.. in a few..

Quote:

Originally Posted by gap (Post 2060128)
I don't know for sure, but probably those smokes are linked to bones with opposite rotation settings. On the other hand, why should smoke move in two opposite directions? The one thing that could make smoke to move laterally is wind, and wind should blow in one direction. :yep:

I too.. don't know.. why..

Quote:

Originally Posted by gap (Post 2060128)
What is wrong about a beautiful column of smoke rising vertically from an explosion? If you want, we can make it to be affected by wind, but smoke coming out with an orizontal motion, this is something I don't get :hmm2:

As you can see, on my screens the smoke come out neither vertically, nor horizontally..
GlobalWindCoef and WindCoef are enabled in each entry in the BitmapParticles..

EDIT: water drops didn't tested yet.. I need/should to increase their size in HEX to see these new drops :D..

gap 05-21-13 12:23 PM

Quote:

Originally Posted by volodya61 (Post 2060136)
:haha:
No :).. it's a special weather to easier to see a white column :D..

Yes, but not as good for seeing greyer smoke :O:

Quote:

Originally Posted by volodya61 (Post 2060136)
As you can see, on my screens the smoke come out neither vertically, nor horizontally..

yep, on the slant. Yet, when there is low or no wind, smoke from ship explosions should look more like this, imo:

http://www.corpobandisticocarloberga.../aff_roma3.jpg
Sinking of the Italian destroyer Vincenzo Gioberti by British submarine (1941)

http://www.nps.gov/history/history/o...ages/fig13.jpg
Explosion of a Japanese bunker full of torpedo warheads :o during the battle of Roi Namur (1944)

http://ww2.wwarii.com/var/resizes/ww...g?m=1354899777

Note the mushroom shaped, nearly vertical, smoke column, and the mixture of darker and brighter smoke :03:

Quote:

Originally Posted by volodya61 (Post 2060136)
GlobalWindCoef and WindCoef are enabled in each entry in the BitmapParticles..

Okay, if you want I can design a custom mission for you to test the effect of different wind speeds on smoke motion. Again, in my opinion smoke should look like in your last screenshots, only when there's wind, and it should follow wind direction, indeed :03:

Quote:

Originally Posted by volodya61 (Post 2060136)
EDIT: water drops didn't tested yet.. I need/should to increase their size in HEX to see these new drops :D..

:06:

are they too much transparent now? Please post a screenshot as soon as you test them, I am very interested in this transparency issue :up:

volodya61 05-21-13 12:56 PM

Quote:

Originally Posted by gap (Post 2060191)
Yes, but not as good for seeing greyer smoke :O:

It's not exactly grayer.. :)

Quote:

Originally Posted by gap (Post 2060191)
Okay, if you want I can design a custom mission for you to test the effect of different wind speeds on smoke motion. Again, in my opinion smoke should look like in your last screenshots, only when there's wind, and it should follow wind direction, indeed :03:

I can change the wind speed or direction in any my mission.. I'll test this later..

Quote:

Originally Posted by gap (Post 2060191)
are they too much transparent now? Please post a screenshot as soon as you test them, I am very interested in this transparency issue :up:

Honestly, I didn't saw water drops at all on the background of other effects.. I'll take file with WaterDrops effect only and 'll test it..

Sjizzle 05-21-13 01:09 PM

new reports about the torpedo splash on small convoy no fps and no lag problems ( in campaign ) didnt found till now a larg convoy with 20+ 30+ ships

now i keep looking for larg convoy


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