![]() |
Quote:
|
Quote:
But isn't the case. I just used the stock textures for depth charge detonation splash and another smoke texture that isn't mine. My main question is about the absence of the alpha channel for some textures making them all the same - same color and same size - (several ones) on your material .dat. My concern is that this could be a bug that you didn't noticed.:hmm: As I said, at least the depth charges detonations are very better (IMHO) using the stock textures just because the ones on your files are (i think ) broken. Take a look on then using any file that can open textures on the material.dat file.:up: |
Quote:
It's possible that I may have forgotten some Alpha channels. If you can, and don't mind, would you like to make me a list of which TGAs are in question by you? |
Quote:
And, yes, I obviously noticed that some textures that have this described problem (and others not) are in the texture folder, so no problems with them, because the game uses that ones (on the texture folder ) prior the ones on the files. Then the list will have only the ones that i noticed the problem and aren't on the texture folder, ok? Just some minutes... |
Quote:
|
Hi RB!
I was really quick on this! Here the list from your Material.dat V2.021: -These ones don't have alpha channel and also are now only a tiny white image: bubble_01, 02 bubbles_01, 02 casca1.tga ==> this one even don't open with Gimp. ciob_add.tga cloud_w_small_spots.tga expl_hallo.tga paraluie.tga all pierreE*.tga Smoke_volum02 and smoke_volum.tga all splash*.tga (except splash_vert_add.tga only not have alpha channel) all twirl_soft*.tga waterspray.tga -Some others only don't have alpha channel (take a carefull look at all them) -These ones have the same above problem but are also on the texture folder, so no problems in the end: cloud_w_small_spots.tga paraluie.tga some of pierreE*.tga Smoke_volum02 and smoke_volum.tga Notice that the textures from depth charges detonation splashes are in this list above. This is how and why I found this problem.;) Hopes that this could help you! |
Quote:
|
Thanks for fixing the flare problem.. all is working great now :up: ... You can really see those flares from a long ways off at night :)
About the anchored stationary ships at a harbor ...... some ships always keep their boilers fired up and running for power other than just engine power ...... I see anchored ships here all the time puffing a trail of smoke out of their stacks ... probably for lights and other electrical power stuff..... ps... great job on the hydaphone sounds too :D |
Quote:
|
Quote:
|
Quote:
|
Whow!
i just made an underwater attack against a medium freighter.
It made me WHOW! :o I heard the torpedo running, I heard the impact, and in the external camera i see a fire burning on his deck and see and hear an occasional explosion :rock: |
Quote:
|
Quote:
I was creeping right next to the sinking ship for about an hour, reloading my tube and enjoying the sound . I was continously switching between the external camera and my sonar station ... |
Quote:
the tweak i am referring to is found on the discussion on this page. On this page JCWolf talks about having merged the SH4 effects and the Reece mod together for 16km. I am using this merged mod atm. I was wondering if I will need a similar merge to run the new version alongside Reece mod? perhaps I am getting confused. If so, forgive me, I have only recently been promoted from lowly deck swabber, so perhaps I am getting ahead of myself. :) |
All times are GMT -5. The time now is 10:56 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.