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

volodya61 05-06-13 05:59 PM

Quote:

Originally Posted by gap (Post 2052390)
close density scale is 1. Maybe using 0.05 as far density is pretending too much: particles get so small and so sparse that they are hardly rendered on our monitors :hmmm:

As I said in EDITs :), I will try.. 0.05 was a stock setting so I wasn't playing around much..

volodya61 05-07-13 09:15 AM

Quote:

Originally Posted by gap (Post 2052390)
close density scale is 1. Maybe using 0.05 as far density is pretending too much: particles get so small and so sparse that they are hardly rendered on our monitors :hmmm:

Quote:

Originally Posted by volodya61 (Post 2052396)
As I said in EDITs :), I will try.. 0.05 was a stock setting so I wasn't playing around much..

Still no luck, Gabriele :shifty:

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:

gap 05-07-13 11:33 AM

Quote:

Originally Posted by volodya61 (Post 2052675)
Still no luck, Gabriele :shifty:

All values were edited as in the screen below

...

Any thoughts, guys :06:

Yes,

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:

volodya61 05-07-13 11:44 AM

Quote:

Originally Posted by gap (Post 2052734)
Yes,

as I understand from your screenshot, you have edited the TorpExplosionGreat ParticleGenerator.

Nope :).. I edited all ParticleGenerators in the TDW_FXU_Torp_Explosion_Particles.DAT..

Quote:

Originally Posted by gap (Post 2052734)
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:

YES :up:.. now I see.. and I see your point clearly..
Well, I will keep digging deeper.. to complete victory..
Thank you, my friend :up:

gap 05-07-13 11:55 AM

Quote:

Originally Posted by volodya61 (Post 2052742)
Nope :).. I edited all ParticleGenerators in the TDW_FXU_Torp_Explosion_Particles.DAT..

:up:

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:

Originally Posted by volodya61 (Post 2052742)
YES :up:.. now I see.. and I see your point clearly..
Well, I will keep digging deeper.. to complete victory..
Thank you, my friend :up:

Fingers crossed :salute:

volodya61 05-07-13 12:07 PM

Quote:

Originally Posted by gap (Post 2052755)
Hopefully, all the ObjectParticles used by TDW_FXU_Torp_Explosion_Particles.DAT's particle generators are contained in TDW_FXU_Torp_Explosion_Materials.DAT

Fingers crossed :salute:

I hope everything will work soon :)..

volodya61 05-07-13 01:51 PM

Quote:

Originally Posted by gap (Post 2052755)
Fingers crossed :salute:

Quote:

Originally Posted by volodya61 (Post 2052763)
I hope everything will work soon :)..

Yeah, Gabriele! We did it again! :yeah:
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

TheDarkWraith 05-07-13 04:16 PM

Quote:

Originally Posted by volodya61 (Post 2052812)
Yeah, Gabriele! We did it again! :yeah:
DreamTeam :woot:

Have I told you that I'm a stubborn guy? :haha:

All shots were taken at a distance 1.5 km -

Good work :up: The best part of it all is you learned something :D If you're not learning something new everyday you're wasting your life away!

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.

gap 05-07-13 04:51 PM

Quote:

Originally Posted by volodya61 (Post 2052812)
Yeah, Gabriele! We did it again! :yeah:
DreamTeam :woot:

:Kaleun_Thumbs_Up:

You got to teach me how you converted from decimal to hexadecimal without using my lame trick :03:

Quote:

Originally Posted by volodya61 (Post 2052812)
Have I told you that I'm a stubborn guy? :haha:

You didn't need to demonstrate it. I knew it very well yet! :D

Quote:

Originally Posted by TheDarkWraith (Post 2052904)
Good work :up: The best part of it all is you learned something :D If you're not learning something new everyday you're wasting your life away!

:haha:

definitely true!

Quote:

Originally Posted by TheDarkWraith (Post 2052904)
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.

I only wish we could make torpedo splash to look more as seen in the following video (skip to 2:16):

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:

volodya61 05-07-13 04:55 PM

Quote:

Originally Posted by TheDarkWraith (Post 2052904)
Good work :up: The best part of it all is you learned something :D If you're not learning something new everyday you're wasting your life away!

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.

Thank you TDW :)
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:

TheDarkWraith 05-07-13 05:02 PM

Quote:

Originally Posted by gap (Post 2052932)
You got to teach me how you converted from decimal to hexadecimal without using my lame trick :03:

I only wish we could make torpedo splash to look more as seen in the following video (skip to 2:16):

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 edges sharper, and the main colums should be brighter, though mixed with :hmm2:

Best program for converting to/from float and hex:
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.

gap 05-07-13 05:06 PM

Quote:

Originally Posted by TheDarkWraith (Post 2052940)
Best program for converting to/from float and hex:
http://www.mediafire.com/download.php?jg4xhr3rlrpbz6t

Thank you TDW, this is exactly what I needed for :yeah:

Quote:

Originally Posted by TheDarkWraith (Post 2052940)
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.

Have a look at the footage I have linked in my previous post. It is one of the very few color videos recording German torpedoes in action (in slow motion). Impressive :yep: :arrgh!:

volodya61 05-07-13 05:13 PM

Quote:

Originally Posted by gap (Post 2052932)
You got to teach me how you converted from decimal to hexadecimal without using my lame trick :03:

If you mean this trick -
Quote:

...but you can create a dat file with just one particle generator of the old type (editable via s3d), input there the wanted decimal settings, save the file, open it in the HexEditor, and see from there what should be the desired hexadecimal settings...
I can tell you - your way is much easier and simpler than way I've used in my first steps in HEX.. some guys on hackzone.ru teached me a little but their way is too difficult so later I used yours..

Quote:

Originally Posted by gap (Post 2052932)
You didn't need to demonstrate it. I knew it very well yet! :D

:D

Quote:

Originally Posted by gap (Post 2052932)
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 edges sharper, and the main colums should be brighter, though mixed with :hmm2:

Tell me how and I will try :up:

Quote:

Originally Posted by TheDarkWraith (Post 2052940)
Best program for converting to/from float and hex:
http://www.mediafire.com/download.php?jg4xhr3rlrpbz6t

Thanks a lot for this :up:

gap 05-07-13 05:34 PM

Quote:

Originally Posted by volodya61 (Post 2052952)
If you mean this trick -

exactly that one :yep:

Quote:

Originally Posted by volodya61 (Post 2052952)
I can tell you - your way is much easier and simpler than way I've used in my first steps in HEX.. some guys on hackzone.ru teached me a little but their way is too difficult so later I used yours..

:smug: :har:

I hope you have saved the tool pointed by TDW on your HD by now :03:

Quote:

Originally Posted by volodya61 (Post 2052952)
Tell me how and I will try :up:

Not that easy. For a start, we should disable all the particle generators used by TDW for his torpedo splash effect, and re-enable them one by one to see what is their effect in game. A quick way to do it could be setting their opacity scale to 0 :hmmm:

Quote:

Originally Posted by volodya61 (Post 2052952)
Thanks a lot for this :up:

My pleasure :salute:

A while ago I had posted it in the historical guns specs, but you were probably in vacation from SH5 modding :)

Fifi 05-07-13 05:42 PM

You guys are awesome!! :sunny:
Can't wait to try new torp effect :yeah:

volodya61 05-07-13 05:46 PM

Quote:

Originally Posted by gap (Post 2052961)
I hope you have saved the tool pointed by TDW on your HD by now :03:

:yep:

Quote:

Originally Posted by gap (Post 2052961)
Not that easy. For a start, we should disable all the particle generators used by TDW for his torpedo splash effect, and re-enable them one by one to see what is their effect in game. A quick way to do it could be setting their opacity scale to 0 :hmmm:

Okay, I will try.. I think we are concerned with the TorpExplosionGreat :06:

Quote:

Originally Posted by gap (Post 2052961)
A while ago I had posted it in the historical guns specs, but you were probably in vacation from SH5 modding :)

Probably :)

gap 05-07-13 06:02 PM

Quote:

Originally Posted by volodya61 (Post 2052968)
Okay, I will try.. I think we are concerned with the TorpExplosionGreat :06:

Each particle generator got its own work (possibly one for the water column, one for vapourized water, one for dark smoke, etc), but they all get mixed in the final effect. Keeping all of them active might confuse us. Better editing them one by one, and temporarily disable the remaining ones. I agree with you that TorpExplosionGreat is the best candidate to start with :up:

volodya61 05-07-13 06:08 PM

Quote:

Originally Posted by gap (Post 2052975)
Each particle generator got its own work (possibly one for the water column, one for vapourized water, one for dark smoke, etc), but they all get mixed in the final effect. Keeping all of them active might confuse us. Better editing them one by one, and temporarily disable the remaining ones. I agree with you that TorpExplosionGreat is the best candidate to start with :up:

Well, I'll start soon.. not today :D..

@ Fifi

I can send you edited files to test If you will test them extensively :D..

gap 05-07-13 06:23 PM

Quote:

Originally Posted by volodya61 (Post 2052979)
Well, I'll start soon.. not today :D..

Take it easy :up:

volodya61 05-07-13 06:33 PM

Quote:

Originally Posted by gap (Post 2052987)
Take it easy :up:

Okay :)

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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