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

Rosomaha 05-21-13 01:26 PM

Hi!
torpedo HIT video: Periscope view of Attack on Japanese freighter by American submarine around Palau Island in Pacific.

and big boom: Underwater Explosion

volodya61 05-21-13 02:23 PM

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 :)

Here they are -

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:

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 wind-affected, but smoke coming out with an orizontal motion, this is something I don't get :hmm2:

Set the values in my Basa_FX.dat - x - 0.2, y - 1 :03:

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:

I don't see this new water drops (VertAdd 06-08) in game at all :shifty:

gap 05-21-13 03:18 PM

Quote:

Originally Posted by volodya61 (Post 2060268)
Here they are -

...

Set the values in my Basa_FX.dat - x - 0.2, y - 1 :03:

Good :up:

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:

Originally Posted by volodya61 (Post 2060268)
I don't see this new water drops (VertAdd 06-08) in game at all :shifty:

Okay, now I am sure that the problem is some setting in the particle generator. I need to explain you something. There are two main types of alpha channel sorting:

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:

volodya61 05-21-13 03:34 PM

Quote:

Originally Posted by gap (Post 2060298)
Good :up:

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 :)

If you mean black smoke, it's of Baza.dat and it lasts very long time..

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:

Originally Posted by gap (Post 2060298)
I will look into waterdrops particle generator to see what's going on with it :yep:

Just want to remind you, I switched to On DensityModifier in my file.. :yep:

Sartoris 05-21-13 03:52 PM

Wow, great progress! :yeah:

volodya61 05-21-13 03:55 PM

Quote:

Originally Posted by Sartoris (Post 2060313)
Wow, great progress! :yeah:

Progress? The work is finished :D

gap 05-21-13 04:11 PM

Quote:

Originally Posted by Rosomaha (Post 2060221)

Nice video. :yep:

Quote:

Originally Posted by Rosomaha (Post 2060221)
and big boom: Underwater Explosion

LOL :o :haha:

Quote:

Originally Posted by volodya61 (Post 2060306)
If you mean black smoke, it's of Baza.dat and it lasts very long time..

Here a couple of shots to show wind coef work -

Amazing. I like the mixture of smoke, water and vapour :yeah:

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:

Originally Posted by volodya61 (Post 2060306)
Just want to remind you, I switched to On DensityModifier in my file.. :yep:

yes, there must be something else. I am looking sor this "little something" as we speak :03:

gap 05-21-13 04:21 PM

Quote:

Originally Posted by gap (Post 2060332)
Nice video. :yep:

I think I have found it:

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:

volodya61 05-21-13 04:38 PM

Quote:

Originally Posted by gap (Post 2060332)
I have two last suggestions:

- what about tweaking smoke size overlife settings, to make its particles to grow a bit bigger in the air?

Do you mean black smoke of BazaFX or..?
If so, I think it will go to our to do list..

Quote:

Originally Posted by gap (Post 2060332)
- 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.

Honestly? I tired a little of these particulas, HEX editor (though I already love this tool :)) etc.. :03:

Quote:

Originally Posted by gap (Post 2060332)
Apart from that, and the water drops problem, I think you are ready to hand over your tweaks to TDW. What do you think?

It's possible.. how? his PM-box is full.. he doesn't answer to my last questions in his threads.. where is he?

Quote:

Originally Posted by gap (Post 2060341)
I think I have found it:

open TDW_FXU_Torp_Explosion_Materials.DAT in S3d, select the TDW_FXU_SplashVertAdd material, and check 'Disable z-buffer write + enable alpha blend'

Are you sure I can do it in S3D? HEX not needed?

Quote:

Originally Posted by gap (Post 2060341)
After doing it, replace the new texture with one of my previous edits of Rosomaha's texture :up:

Do you mean 03-05?

gap 05-21-13 05:00 PM

Quote:

Originally Posted by volodya61 (Post 2060357)
Do you mean black smoke of BazaFX or..?
If so, I think it will go to our to do list..

yeah, that one :yep:

Quote:

Originally Posted by volodya61 (Post 2060357)
Honestly? I tired a little of these particulas, HEX editor (though I already love this tool :)) etc.. :03:

Well, there is no need to rush on it, but did you get my idea? Do you like it? I think it would raise realism a lot :D

Quote:

Originally Posted by volodya61 (Post 2060357)
It's possible.. how? his PM-box is full.. he doesn't answer to my last questions in his threads.. where is he?

release it here as an iterim patch, and TDW will add it to FX Update with... the next update :D

Quote:

Originally Posted by volodya61 (Post 2060357)
Are you sure I can do it in S3D? HEX not needed?

200% sure. As is as checking a check box (backup the file first :D)

Quote:

Originally Posted by volodya61 (Post 2060357)
Do you mean 03-05?

Exactly, start with 03. If they still need to be adjusted a bit and you don't feel like leaving HEX editor, don't esitate asking me on it. :O:

Next step, smoke screens: what do you think? I have started collecting information on them :03:

volodya61 05-21-13 05:48 PM

Quote:

Originally Posted by gap (Post 2060371)
yeah, that one :yep:

Later :)

Quote:

Originally Posted by gap (Post 2060371)
Well, there is no need to rush on it, but did you get my idea? Do you like it? I think it would raise realism a lot :D

Yes, cool idea but.. again later :D..

Quote:

Originally Posted by gap (Post 2060371)
release it here as an iterim patch, and TDW will add it to FX Update with... the next update :D

I've never created the threads with the releases.. any threads.. here.. better I'll send you the files and you will create a thread with this release..

Quote:

Originally Posted by gap (Post 2060371)
200% sure. As is as checking a check box (backup the file first :D)
...
Exactly, start with 03. If they still need to be adjusted a bit and you don't feel like leaving HEX editor, don't esitate asking me on it. :O:

Already done.. that was what we are looking for.. what for? :haha: see below..

Quote:

Originally Posted by gap (Post 2060371)
Next step, smoke screens: what do you think? I have started collecting information on them :03:

I was planning to do something with the ship reflections.. when I revised sea folders, I noticed some imported and even stock ships without any reflection controllers at all..

--------------------------------

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:

gap 05-21-13 06:07 PM

Quote:

Originally Posted by volodya61 (Post 2060398)
Later :)

...

Yes, cool idea but.. again later :D..

What can I say if not "later" :yep:

Quote:

Originally Posted by volodya61 (Post 2060398)
I've never created the threads with the releases.. any threads.. here.. better I'll send you the files and you will create a thread with this release..

How long would this REL thread last? I think it is better to put a temporary link here or in FXU thread, while we are waiting for TDW to merge your patch with his mod. My two cents :)

Quote:

Originally Posted by volodya61 (Post 2060398)
Already done.. that was what we are looking for.. what for? :haha: see below..

I agree. I was going to tell you to scrap watedrop controllers at all in order to save some extra memory, but then I thought that they can come in handy fro when (later) we will work on the water falling effect.

But hey man, at last it worked: I knew that some setting wasn't in place!

Quote:

Originally Posted by volodya61 (Post 2060398)
I was planning to do something with the ship reflections.. when I revised sea folders, I noticed some imported and even stock ships without any reflection controllers at all.

Okay, but we have just made sober's mod outdated, and I thiink we should provide our forum-mates some alternatives.

Talking about imported ship reflections, I am not sure that SH5 controllers work with them, but I can be wrong :hmm2:

volodya61 05-21-13 06:39 PM

Quote:

Originally Posted by gap (Post 2060404)
What can I say if not "later" :yep:

Hey, we just finished large work.. two-three days at rest and I will be ready for the next steps..

Quote:

Originally Posted by gap (Post 2060404)
How long would this REL thread last? I think it is better to put a temporary link here or in FXU thread, while we are waiting for TDW to merge your patch with his mod. My two cents :)

Well, tomorrow I will check everything again and 'll post the link here and in FX thread..

Quote:

Originally Posted by gap (Post 2060404)
I agree. I was going to tell you to scrap watedrop controllers at all in order to save some extra memory, but then I thought that they can come in handy fro when (later) we will work on the water falling effect.
But hey man, at last it worked: I knew that some setting wasn't in place!

:up:

Quote:

Originally Posted by gap (Post 2060404)
Okay, but we have just made sober's mod outdated, and I thiink we should provide our forum-mates some alternatives.

Why do you think we made his mod outdated?
Baza_FX.dat is not included in FX Update.. and all changes I've done were in my own file..

Quote:

Originally Posted by gap (Post 2060404)
Talking about imported ship reflections, I am not sure that SH5 controllers work with them, but I can be wrong :hmm2:

But then why some of them have this controller and some without it? :hmm2:

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:

gap 05-21-13 07:04 PM

Quote:

Originally Posted by volodya61 (Post 2060422)
Hey, we just finished large work.. two-three days at rest and I will be ready for the next steps..

Make one week :03:

Quote:

Originally Posted by volodya61 (Post 2060422)
Well, tomorrow I will check everything again and 'll post the link here and in FX thread..

I predict a big success. You have done a great work with those particle generators. Hopefully SHIII nostalgics won't say anymore (and they were right!) that "SH5 torpedo splash looks so ugly" :yeah:

Quote:

Originally Posted by volodya61 (Post 2060422)
Why do you think we made his mod outdated?
Baza_FX.dat is not included in FX Update.. and all changes I've done were in my own file..

Arent you going to release your rewoks of the explosion smoke, together with the rest?

Quote:

Originally Posted by volodya61 (Post 2060422)
But then why some of them have this controller and some without it? :hmm2:

Take my words with a pinch of salt, but those ships were imported by a group of modders when they were still experimenting with the dat format. Everyone had his own theories; someone could have kept the reflection controller just in case or, who knows, someone else could have found the way for getting it to work hopefully. As we are talking about it, I think I have seen the fishing trawler that I messed with the last week casting reflections, but at first I didn't pay attenction to them; I realized that in a second moment, but then, when I looked at my screenies, reflections weren's there. Was it a mirage? :doh:


Quote:

Originally Posted by volodya61 (Post 2060422)
OK.. going to sleep now..
Thanks testers for the work :salute:
Thanks Rosomaha for the textures :salute:
And Gabriele, thanks for the great work, matey :yeah:

...and thank you too for all you have done; we have just provided a little help :salute:

Fifi 05-21-13 07:37 PM

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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