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All values were edited as in the screen below - http://s19.postimg.org/tv8trcmwv/edited_generators.jpg Let me show you a few screens and you could see what exactly happened in the game.. perhaps you or TDW or someone else would be able to understand what's wrong and what should be edited.. These are shots at different ranges of explosion (300m/500m/700m/800m/900m) - http://s19.postimg.org/qcwtuym0v/300m.jpg / http://s19.postimg.org/ponzc0nb3/500m.jpg / http://s19.postimg.org/9rp7fauwv/700m.jpg / http://s19.postimg.org/qgqnb7ri7/800m.jpg / http://s19.postimg.org/wvpo7vy7z/900m.jpg Any thoughts, guys :06: |
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as I understand from your screenshot, you have edited the TorpExplosionGreat ParticleGenerator. It on turn, uses the following ObjectParticles: TDW_FXU_Particula01 TDW_FXU_Particula02 TDW_FXU_Particula03 TDW_FXU_Particula04 Each of the above particles is set by its own ParticleGenerator in TDW_FXU_Torp_Explosion_Materials.DAT, and for all of them far Distance is set to 100 and far DensityScale to 0.01. Do you see my point? You basically have a huge splash theoretically visible from 1.5 km away, but composed by particles which get invisible beyond 100 m :03: |
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Well, I will keep digging deeper.. to complete victory.. Thank you, my friend :up: |
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Hopefully, all the ObjectParticles used by TDW_FXU_Torp_Explosion_Particles.DAT's particle generators are contained in TDW_FXU_Torp_Explosion_Materials.DAT Quote:
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DreamTeam :woot: Have I told you that I'm a stubborn guy? :haha: All shots were taken at a distance 1.5 km - http://s19.postimg.org/jdnd9cbgf/water_column1.jpg . http://s19.postimg.org/pfuzztzwf/water_column2.jpg . http://s19.postimg.org/tdi9p8mpr/water_column3.jpg . http://s19.postimg.org/xb5jen9j3/water_column4.jpg http://s19.postimg.org/fz9s6y5fj/water_column5.jpg . http://s19.postimg.org/j7e9jzrpb/water_column6.jpg . http://s19.postimg.org/owui4axvj/water_column7.jpg . http://s19.postimg.org/5g9shs2rj/water_column8.jpg |
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When you decide on final values send them to me and I'll make an add-on for FX_Update to give user longer viewing distance for this. |
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You got to teach me how you converted from decimal to hexadecimal without using my lame trick :03: Quote:
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definitely true! Quote:
http://www.youtube.com/watch?v=f-2JH_uBuyg ..or in these pictures: http://www.cityofart.net/bship/torpedo_hit.jpg http://ww2total.com/WW2/History/Prod...ffer-px800.jpg compare them with one of the screenies posted by Volodya: http://s19.postimg.org/6eq5k2g3n/water_column5.jpg Imo the water column should be higher and more tapered on top, with later water sprinkles not exceeding in height the main column. Moreover, the material currently used looks more as smoke than as vapourized water. I think we should make brighter and with sharper edges. Finally, dark smoke should be increased, as well as the red particles from fire and explosions :hmm2: |
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Hear praise from you is an honor for any modder of SH5 small modders community.. OK, as soon as I carefully test it all and stay on certain values, I will send you the files :up: |
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http://www.mediafire.com/download.php?jg4xhr3rlrpbz6t Making new torpedo splash is not hard. I'll play around with it :up: I just needed something to see so I can make it. |
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I hope you have saved the tool pointed by TDW on your HD by now :03: Quote:
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A while ago I had posted it in the historical guns specs, but you were probably in vacation from SH5 modding :) |
You guys are awesome!! :sunny:
Can't wait to try new torp effect :yeah: |
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@ Fifi I can send you edited files to test If you will test them extensively :D.. |
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BTW have you noticed TDW's converter has revers conversion.. I mean - 1000 to HEX is 00 00 7A 44.. FloatConvert did it so - 1000 → 44 7A 00 00 |
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