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

gap 05-30-13 05:54 AM

Quote:

Originally Posted by Fifi (Post 2064928)
:haha: Since i restarted new campaign with fresh install and fresh extracted mods, i now see your FANTASTIC job!! :sunny:

Guess it wasn't working correctly on a mission save...even in bunker...or something :-?

But now...it's a stunning show! :yeah:
Water column happening with slightly delay after explosion is truly a master work.
Many thanks Volodya and Gap again!

time to start working on this? :hmm2: :03:

Quote:

Originally Posted by gap (Post 2060332)
...what would be very cool is making water particles to fall down after ca. 5-10 seconds, and vapour particles to hang midair for a longer time and to slowly vanish in the air, as seen in the first video posted by Rosomaha.


volodya61 05-30-13 06:07 AM

Quote:

Originally Posted by gap (Post 2064961)
time to start working on this? :hmm2: :03:

I'm waiting for Trevally with the new test mission for testing gun's mod..
Then I was going to test and work on your idea of new smoke screen mod..
Then I was planning to look more closely to the ship reflections..
Then.. maybe this one :03:..

EDIT: and haven't yet completed testing of a new version of the NewUIs.. :)

gap 05-30-13 06:53 AM

Quote:

Originally Posted by volodya61 (Post 2064968)
I'm waiting for Trevally with the new test mission for testing gun's mod..
Then I was going to test and work on your idea of new smoke screen mod..
Then I was planning to look more closely to the ship reflections..
Then.. maybe this one :03:..

EDIT: and haven't yet completed testing of a new version of the NewUIs.. :)

Good plan, I am busy on inporting one of Ju_88's awesome planes in game anyway :up:

volodya61 05-30-13 08:10 AM

Quote:

Originally Posted by gap (Post 2064961)
time to start working on this? :hmm2: :03:

I think we can take some ideas and settings in a crashed aircraft splash -

http://s19.postimg.org/elhqft1q7/plane1.jpg . http://s19.postimg.org/6u10h8xkv/plane2.jpg . http://s19.postimg.org/8n3x5kirj/plane3.jpg

http://s19.postimg.org/a3ffnplof/plane4.jpg . http://s19.postimg.org/ahgrnb5rz/plane5.jpg . http://s19.postimg.org/451mdh2pr/plane6.jpg

Also, bomb explosion splash needs to be improved, in my opinion -

http://s19.postimg.org/ak0na59fj/bomb_splash1.jpg . http://s19.postimg.org/47li0b6db/bomb_splash2.jpg . http://s19.postimg.org/t24zudr7j/bomb_splash3.jpg

http://s19.postimg.org/3xikuph4v/bomb_splash4.jpg . http://s19.postimg.org/qnhpnp0cf/bomb_splash5.jpg . http://s19.postimg.org/reafth2pr/bomb_splash6.jpg


But.. I don't know what files and what nodes contain these effects :hmm2:, and whether they are FXU's effects or stock.. :06: :hmmm:

gap 05-30-13 08:41 AM

Quote:

Originally Posted by volodya61 (Post 2065018)
I think we can take some ideas and settings in a crashed aircraft splash -

Also, bomb explosion splash needs to be improved, in my opinion -

But.. I don't know what files and what nodes contain these effects :hmm2:, and whether they are FXU's effects or stock.. :06: :hmmm:

Good ideas! :yeah:

I think the stock effect used for aircraft water splash is #Plane_spliter_explosion_on_water in particles.dat, but I don't know if TDW changed it to another effect.

As for bomb splash, I don't know what is the used effect, but I cam inestigate :salute:

volodya61 05-30-13 11:34 AM

Quote:

Originally Posted by gap (Post 2065042)
..As for bomb splash, I don't know what is the used effect, but I cam inestigate :salute:

I think we can take parameters for the bomb explosion splash in the depth charges splash effect.. what do you think? do you know where can I look at the DCs fx?

Fifi 05-30-13 04:17 PM

Aircrafts and bomb splashes are good idea, but depth charges explosion splash could be usefull too! :D
They aren't so nice ingame, in regard of your recent awesome work imo...

volodya61 05-30-13 05:09 PM

Quote:

Originally Posted by Fifi (Post 2065245)
Aircrafts and bomb splashes are good idea, but depth charges explosion splash could be usefull too! :D
They aren't so nice ingame, in regard of your recent awesome work imo...

What's wrong with the DG's water splashes?

http://s19.postimg.org/6kcdns5xb/DG1.jpg . http://s19.postimg.org/4h1yg464f/DG2.jpg . http://s19.postimg.org/8rgmbpb7j/DG3.jpg . http://s19.postimg.org/5lw0lhslb/DG4.jpg

http://s19.postimg.org/iek4lf473/DG5.jpg . http://s19.postimg.org/s0iafgkqn/DG6.jpg . http://s19.postimg.org/b19c079j3/DG7.jpg . http://s19.postimg.org/j81brrzlr/DG8.jpg

As far as I have seen them in real life, these ones are very similar.. and even more - almost identical..

Fifi 05-30-13 05:15 PM

Imo they should be higher, and with a shock wave (underwater) viewable slightly before the water column...
Don't you think?

EDIt: not easy to find picture of what i mean...
On this vid, we can see the shock wave before water column: http://www.youtube.com/watch?v=SbwTI6WaOIk
Ok, those aren't DC but mines from WW2. Last one is just terrible!

DerMo 05-30-13 07:02 PM

Quote:

Originally Posted by Fifi (Post 2065263)
On this vid, we can see the shock wave before water column: http://www.youtube.com/watch?v=SbwTI6WaOIk
Ok, those aren't DC but mines from WW2. Last one is just terrible!

:o, now this is a BANG!

volodya61 05-31-13 04:31 AM

Quote:

Originally Posted by Fifi (Post 2065263)
Imo they should be higher, and with a shock wave (underwater) viewable slightly before the water column...
Don't you think?

EDIt: not easy to find picture of what i mean...
On this vid, we can see the shock wave before water column: http://www.youtube.com/watch?v=SbwTI6WaOIk
Ok, those aren't DC but mines from WW2. Last one is just terrible!

It all depends on the amount of explosives 'on board' :)..
I don't have precise data, perhaps Gabriele could enlighten us..

gap 05-31-13 04:40 AM

100, 250 and 500 kg Bomb effects (particles.dat):

splash => Bullet_water_splash
bubbles => #dc_bubbles
water explosion => @Depthcharge_deepwater
under explosion => @Depthcharge_explosion
above explosion => @ref_bomb_explosion

As noted by Jace11, for some reason stock game + IRAI + FXU don't use the bombs contained in guns_radars_01.GR2 (they have not amun_Bomb controller assigned), but the low polygon ones of bombs.dat. :hmmm:

Setting different explosion effects for different bombs would be nice :yep:

Standard and Mk IX depth charge effects (Baza_FX.dat):

splash => DC_WaterImpact
bubbles => DC_Bubbles
water explosion => DC_WaterExplosion
under explosion => DC_UnderwaterExpl
above explosion => BAZA_FX_Explozie_mica

volodya61 05-31-13 04:46 AM

Quote:

Originally Posted by gap (Post 2065427)
100, 250 and 500 kg Bomb effects (particles.dat):
....
Standard and Mk IX depth charge effects (Baza_FX.dat):
....

:hmmm:
It looks like we have to make a new add-on for FXU included new smoke screens.. and we should do it all together..

EDIT: oops.. sorry, I forgot.. we can make smoke screens as a stand alone because it uses its own files and not included in Baza, particles etc..

gap 05-31-13 04:49 AM

Quote:

Originally Posted by volodya61 (Post 2065425)
It all depends on the amount of explosives 'on board' :)..
I don't have precise data, perhaps Gabriele could enlighten us..

The last explosion (the huge one, with a lot of black smoke) can't reallly be taken into account. I had already seen it in another video: it happened when they torpedoed a WWII wreckage that, they thought, could have contained a few armed mines. But it resulted that it was literally crammed of them, lol :o

The first and the second exposions portrayed in Fifi's video could fit better what one would expect for a single bomb, though we should check it by watching more videos. :yep:

gap 05-31-13 04:56 AM

Quote:

Originally Posted by volodya61 (Post 2065431)
:hmmm:
It looks like we have to make a new add-on for FXU included new smoke screens.. and we should do it all together..

EDIT: oops.. sorry, I forgot.. we can make smoke screens as a stand alone because it uses its own files and not included in Baza, particles etc..

Any particle generator can be put in whatever file, and made into a stand-alone mod. The only limitation that I know of, is that shared effects, equipments, weapons, etc, must be located in the Library folder, or in a subfolder of it :yep:


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