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-   -   [WIP] FX Update (https://www.subsim.com/radioroom/showthread.php?t=174511)

Philipp_Thomsen 10-12-11 03:47 PM

THIS SAYS KABOOOM!

http://www.marinesims.de/shots/sh3sh4mod14.jpg


THIS SAYS KABOOM!


http://i54.tinypic.com/o01jl1.jpg


THIS SAYS.... PUFF?

http://img819.imageshack.us/img819/7...thunter524.jpg
http://www.pcgameshardware.com/aid,7...&page=2&show=n

Philipp_Thomsen 10-12-11 03:49 PM

My point is, doesn't look realistic.

Doesn't look cool.

Looks boring.

A quick puff, like 1995 games.

It's strange cos everything else in the game looks absolutely fantastic.

Just my 2 cents.

kylania 10-12-11 03:55 PM

Other than texture detail (is that an option in game?), I'm not really seeing much of a different in shots 1 and 3. Well, 1 has the reflection too. Also remember that shot 3 includes a lot of little secondary explosions out the portholes and along the deck that add to the size of the explosion.

vlad29 10-12-11 04:51 PM

There are 'Torpedo Splash' and 'Old Style explosions' mods for SH5 existing already. Try to use them, guys, and may be the issue should not be seem so unpromising:03:

Philipp_Thomsen 10-13-11 02:24 PM

I have to correct what I said. I found the problem.

I recorded a catastrophic explosion and watched in slow motion.

The quality of the explosion, the fire, the smoke, the cloud, it's all very realistic, well done. Looked awesome in 25% speed (in the video), which means the explosion effect needs to be slowed down.

It feels like a puff instead of a kaboom exactly cos it's too fast.

I needed to watch in slow motion to be impressed.

That amount of details shouldn't be presented in half a second.

TDW, if you manage to slow down the explosion effects to 25% of it's actual speed, you will achieve a jaw-dropping FX.

Think about it... ships are 200 meters long, some of those balls of flame are almost that size. A 200 meter diameter ball of fire down disappear in half a second.

0rpheus 10-13-11 03:28 PM

Seeing this on the front page reminded me of something I've been meaning to report for ages.

http://cloud.steampowered.com/ugc/55...37F10F003B94E/

See the white 'stains' where the ship is sinking? I'm pretty sure they're meant to be oil slicks... it's done this since fx update 018, and 019, maybe even 16_2 as well. I've never had a proper oil slick in game. :hmmm::cry:

Stormfly 10-13-11 03:31 PM

Philipp, i think you exactly got the point of the current explosion appearence problem, i couldnt describe it... now i see the problem ! :up:

...just hope that TDW can fix it.

THE_MASK 10-15-11 06:01 AM

The smoke from ship smoke stacks resetting . Is it something to do with this file ?
C:\Ubisoft\Silent Hunter 5\data\Shaders\Filters\FilterVS

If i comment out that shader than i just get a black screen where the water drops should be on screen . The smoke resets IE: smoke disapears and then reappears when the water droplets appear on the screen .

Out.ProjPos=In.Pos;//mul(matProj,In.Pos);

TheDarkWraith 10-15-11 01:05 PM

Quote:

Originally Posted by sober (Post 1767816)
The smoke from ship smoke stacks resetting . Is it something to do with this file ?
C:\Ubisoft\Silent Hunter 5\data\Shaders\Filters\FilterVS

If i comment out that shader than i just get a black screen where the water drops should be on screen . The smoke resets IE: smoke disapears and then reappears when the water droplets appear on the screen .

Out.ProjPos=In.Pos;//mul(matProj,In.Pos);

to be resetting could be that the maximum amount of particles for that generator was reached. It can't release new particles until children die off first. As a child dies a new particle will be released.

Stormfly 10-15-11 06:06 PM

Quote:

Originally Posted by TheDarkWraith (Post 1768127)
to be resetting could be that the maximum amount of particles for that generator was reached. It can't release new particles until children die off first. As a child dies a new particle will be released.

what about using a modified smoke generator ?

THE_MASK 10-15-11 06:12 PM

Quote:

Originally Posted by TheDarkWraith (Post 1768127)
to be resetting could be that the maximum amount of particles for that generator was reached. It can't release new particles until children die off first. As a child dies a new particle will be released.

I dont think the smoke has anything to do with it .

THE_MASK 10-16-11 01:57 AM

oh , and dont think your funnel smoke has gone unnoticed . Its the best funnel smoke ever . cheers .

0rpheus 10-17-11 02:06 PM

Quote:

Originally Posted by sober (Post 1768470)
oh , and dont think your funnel smoke has gone unnoticed . Its the best funnel smoke ever . cheers .

Don't suppose you could take a screen or two with some funnel smoke sober? I'm convinced I'm not getting the 'best' out of this mod, and my funnel smoke is normally thin and light, very hard to see from any real distance.

TDW - what file (specifically) controls the colour of the oil slicks - i.e. what makes the oil slicks black? I'm getting that blasted white patch which I'm sure is meant to be oil, but something's interfering with the texturing maybe.. if I know which file it is maybe I can track down the conflict? :salute:

TheDarkWraith 10-17-11 02:09 PM

Quote:

Originally Posted by 0rpheus (Post 1769437)
TDW - what file (specifically) controls the colour of the oil slicks - i.e. what makes the oil slicks black? I'm getting that blasted white patch which I'm sure is meant to be oil, but something's interfering with the texturing maybe.. if I know which file it is maybe I can track down the conflict? :salute:

\data\Textures\TNormal\tex\oil_spot_1.dds

TheDarkWraith 10-17-11 02:11 PM

Quote:

Originally Posted by 0rpheus (Post 1766747)
Seeing this on the front page reminded me of something I've been meaning to report for ages.

http://cloud.steampowered.com/ugc/55...37F10F003B94E/

See the white 'stains' where the ship is sinking? I'm pretty sure they're meant to be oil slicks... it's done this since fx update 018, and 019, maybe even 16_2 as well. I've never had a proper oil slick in game. :hmmm::cry:

Can you get a shot of this in daytime? And to see if they are really oil slicks or not increase TC level and see if they grow in size (it will take time as they grow slowly). You should see multiple 'spots' from one oil slick and each spot should grow in size over time.

0rpheus 10-17-11 02:24 PM

Quote:

Originally Posted by TheDarkWraith (Post 1769448)
Can you get a shot of this in daytime? And to see if they are really oil slicks or not increase TC level and see if they grow in size (it will take time as they grow slowly). You should see multiple 'spots' from one oil slick and each spot should grow in size over time.

Sure can, give me ten minutes or so. Pretty sure they're as you've described though - usually several expanding white patches that later shrink and/or dissipate slightly.. looks like about 50% of them 'fade out' iirc.

I'll get a funnel smoke one while I'm at it. I might just be imagining some of it, as I do get little guys in the water & blood patches, debris etc. I often get torpedo buzzed by planes with no torps, bomb runs with no bombs, that kind of thing (though that could be IRAI) occasionally too. I'm cursed, lol
:salute:

0rpheus 10-17-11 03:16 PM

Ok here are some screens from your TDW Torp tutorial mission:

Two smoke comparison shots, one from a few thousand yards, one closer:

http://cloud.steampowered.com/ugc/55...30906A23171F2/
http://cloud.steampowered.com/ugc/55...AC162FEBFDBD9/

Target attack, 3 of 3 torps, second split her in two, starts just after second impact with multiple viewpoints and ends at effect fade:

1:
http://cloud.steampowered.com/ugc/55...C3B367551BAED/
2:
http://cloud.steampowered.com/ugc/55...88428AE48C15F/
3:
http://cloud.steampowered.com/ugc/55...D3D1D4B626569/
4:
http://cloud.steampowered.com/ugc/55...2DC21E1AA0BF9/
5:
http://cloud.steampowered.com/ugc/55...6B3C3FC007FC1/

TC32 a few mins to the actual sinking of the boat:

1:
http://cloud.steampowered.com/ugc/55...9694E964286A8/
2:
http://cloud.steampowered.com/ugc/55...4DE1C03F7841E/
3:
http://cloud.steampowered.com/ugc/55...6B3C841365268/

The ship skin you see in the attack shots doesn't show up in the smoke comparison shots, and I quite often get quite severe LOD-like pops like that, right up to ships that are black from range and only become textured at all close up. No oil or anything resembling it in the shots, just that white wash effect the whole way through. Weird huh?


EDIT: And oil_spot_1.dds is definitely there as expected. Can't imagine anything modifying it. Umm...? :D

:salute:

TheDarkWraith 10-17-11 03:35 PM

Looks like your particle slider in game options isn't all the way to the right as for why the smoke is probably bad.

That white thing isn't an oil slick. It looks like the flare reflection gone bad. Look way up high in the sky and see if you don't see a flare burning above the ship....

The oil slick starts out as some small spots on the water spaced apart that slowly grow over time into one big slick.

If you remove the FX_Update mod what happens? If FX_Update is the only mod installed what happens?

0rpheus 10-17-11 03:41 PM

Quote:

Originally Posted by TheDarkWraith (Post 1769542)
Looks like your particle slider in game options isn't all the way to the right as for why the smoke is probably bad.

That white thing isn't an oil slick. It looks like the flare reflection gone bad. Look way up high in the sky and see if you don't see a flare burning above the ship....

The oil slick starts out as some small spots on the water spaced apart that slowly grow over time into one big slick.

If you remove the FX_Update mod what happens? If FX_Update is the only mod installed what happens?

Ok, I did wonder if it was water spray etc, and if it were that it'd actually look fine! Definitely never seen the small spots that grow to be oil slicks over months of sinkings. I'll have a play around with the mods as you suggest and report back. :salute:

THE_MASK 10-17-11 09:14 PM

http://img24.imageshack.us/img24/9310/smokerh.jpg


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