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Hi!
torpedo HIT video: Periscope view of Attack on Japanese freighter by American submarine around Palau Island in Pacific. and big boom: Underwater Explosion |
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http://s19.postimg.org/gyjlcpzb3/EXPL1.jpg . http://s19.postimg.org/wy28w9vcv/EXPL2.jpg . http://s19.postimg.org/lacsfgvlr/EXPL3.jpg . http://s19.postimg.org/exxn5msjj/EXPL4.jpg Quote:
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Is the darker smoke visible in the last screenshot from TDW torpedo splash dat (pierreE), of from baza dat? It would be cool if smoke (baza dat) lasted much longer than the splash, atteining the shape and the size of the pictures I have linked in my previous post :) Quote:
1 - alpha blending: texture pixels are redered more or less transparent, depending on how dark is the corresponding pixel of the alpha channel (blak=fully clear; white=fully opaque) 2 - alpha testing: again, the game reads the alpha channel, but this time any pixel darker than 50% gray is not rendered, and any pixel brighter than 50% white is rendered as fully opaque. I have darkened the alpha channel of our texture, not that much to render it invisible if alpha blending was used, but for some reason alpha testing is applied, which meas no pixels rendered. I will look into waterdrops particle generator to see what's going on with it :yep: |
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Here a couple of shots to show wind coef work - http://s19.postimg.org/oz2hey5mn/WIND1.jpg . http://s19.postimg.org/680k4sb27/WIND2.jpg Quote:
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Wow, great progress! :yeah:
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I have two last suggestions: - what about tweaking smoke size overlife settings, to make its particles to grow a bit bigger in the air? - I didn't see the new splash in game yet, but what would be very cool is making water particles (particula 01 and 03, if you didn't change their usage) to fall down after ca. 5-10 seconds, and vapour particles (particula 02) to hang midair for a longer time and to slowly vanish in the air, as seen in the first video posted by Rosomaha. Apart from that, and the water drops problem, I think you are ready to hand over your tweaks to TDW. What do you think? Quote:
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open TDW_FXU_Torp_Explosion_Materials.DAT in S3d, select the TDW_FXU_SplashVertAdd material, and check 'Disable z-buffer write + enable alpha blend' After doing it, replace the new texture with one of my previous edits of Rosomaha's texture :up: |
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If so, I think it will go to our to do list.. Quote:
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Next step, smoke screens: what do you think? I have started collecting information on them :03: |
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-------------------------------- water drops effect stand alone - http://s19.postimg.org/jez6vslj3/DROPS1.jpg . http://s19.postimg.org/4kalhmby7/DROPS2.jpg on the background of others - http://s19.postimg.org/4ybxh7w1r/DROPS3.jpg . http://s19.postimg.org/b0o5lg9vj/DROPS4.jpg I don't think that 'water drops' effect has greatly improved the overall picture :har: |
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But hey man, at last it worked: I knew that some setting wasn't in place! Quote:
Talking about imported ship reflections, I am not sure that SH5 controllers work with them, but I can be wrong :hmm2: |
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Baza_FX.dat is not included in FX Update.. and all changes I've done were in my own file.. Quote:
OK.. going to sleep now.. Thanks Sjizzle for the testing our work :salute: Thanks Rosomaha for the textures :salute: And Gabriele, thanks for the great work, matey :yeah: :salute: |
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You made a great work on this guys, and specialy Volodya :yeah:
Nice dream time! :sunny: Can't wait to get the final release tomorrow! ... while at it, what do you think of the depth charges explosion rendering?...not the best i've seen in an SH opus :D :gulp: Problem is we don't have historical pictures as references...of underwater depth charge explosion :hmmm: http://img15.hostingpics.net/thumbs/...pthcharges.jpg |
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