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

TheDarkWraith 05-07-13 06:42 PM

Quote:

Originally Posted by volodya61 (Post 2052995)
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

The hex number given by the app is it's actual hex value. When working with hex editor you have to take endian type into account. Almost all PCs are little endian by default thus least significant byte is first when viewed in hex editor. Most hex editors let you choose the endian style viewed.

1000 little endian is thus:
00 00 7A 44

1000 big endian is thus:
44 7A 00 00

The app I gave you a link to displays values in big endian notation.

gap 05-07-13 06:52 PM

Quote:

Originally Posted by volodya61 (Post 2052995)
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

No, I haven't started messing with it yet. Well spotted anyway: this would have probably been my first mistake :up:

Quote:

Originally Posted by TheDarkWraith (Post 2052999)
The app I gave you a link to displays values in big endian notation.

Good to know. Thank you again :salute:

volodya61 05-07-13 06:53 PM

Quote:

Originally Posted by TheDarkWraith (Post 2052999)
The hex number given by the app is it's actual hex value. When working with hex editor you have to take endian type into account. Almost all PCs are little endian by default thus least significant byte is first when viewed in hex editor. Most hex editors let you choose the endian style viewed.

1000 little endian is thus:
00 00 7A 44

1000 big endian is thus:
44 7A 00 00

The app I gave you a link to displays values in big endian notation.

Ah.. I see now :)
Thanks for the explanation :salute:

volodya61 05-08-13 09:28 AM

Okay.. here are a few screens..

TorpExplosionWaterDrops Generator only -

http://s19.postimg.org/pnrtntpmn/tor...aterdrops1.jpg . http://s19.postimg.org/rguqc5atb/tor...aterdrops2.jpg . http://s19.postimg.org/6xzu72wvz/tor...aterdrops3.jpg . http://s19.postimg.org/d07gxklbz/tor...aterdrops4.jpg


TorpExplosionR&LInitial Generators only -

http://s19.postimg.org/mm11dvchr/tor..._Linitial1.jpg . http://s19.postimg.org/xznkp2n0f/tor..._Linitial2.jpg . http://s19.postimg.org/rn8ff8jy7/tor..._Linitial3.jpg . http://s19.postimg.org/e6githfy7/tor..._Linitial4.jpg


TorpExplosionR&LDelay Generators only -

http://s19.postimg.org/5cpmcdszj/tor..._R_Ldelay1.jpg . http://s19.postimg.org/uy1uc8g73/tor..._R_Ldelay2.jpg . http://s19.postimg.org/63ici5vcv/tor..._R_Ldelay3.jpg . http://s19.postimg.org/umkdzgzr3/tor..._R_Ldelay4.jpg


TorpExplosionGreat Generator only -

http://s19.postimg.org/r48e32yv3/tor...siongreat1.jpg . http://s19.postimg.org/9s81hn5dr/tor...siongreat2.jpg . http://s19.postimg.org/udmt9jmyn/tor...siongreat3.jpg . http://s19.postimg.org/fiy7vdddr/tor...siongreat4.jpg


Any thoughts Gabriele?

gap 05-08-13 09:56 AM

Quote:

Originally Posted by volodya61 (Post 2053296)
Okay.. here are a few screens..

...

Any thoughts Gabriele?

Well done Volodya! :up:

It is obvious that we got to start from the TorpExplosionGreat generator. Let me have a look into its settings, and I will report back in a few :03:

volodya61 05-08-13 10:12 AM

Quote:

Originally Posted by gap (Post 2053308)
Well done Volodya! :up:

It is obvious that we got to start from the TorpExplosionGreat generator. Let me have a look into its settings, and I will report back in a few :03:

Don't forget, some settings were changed by me - GlobalScaleFar/Distance and DensityScale (1500 and 0.2) in the TDW_FXU_Torp_Explosion_Particles.DAT and the same changes for all TDW_FXU_Particulas in the TDW_FXU_Torp_Explosion_Materials.DAT

SkyBaron 05-08-13 10:35 AM

Looking good! :salute:

volodya61 05-08-13 10:53 AM

I've just looked at the first post of the thread again.. Fifi's shots.. maybe stock 'great explosion' effect more closer to realiyt?

I mean this one -

http://img15.hostingpics.net/thumbs/...Torpsplash.jpg

I'll have a look at the stock particles.dat also :hmm2:

gap 05-08-13 12:05 PM

Quote:

Originally Posted by volodya61 (Post 2053318)
Don't forget, some settings were changed by me - GlobalScaleFar/Distance and DensityScale (1500 and 0.2) in the TDW_FXU_Torp_Explosion_Particles.DAT and the same changes for all TDW_FXU_Particulas in the TDW_FXU_Torp_Explosion_Materials.DAT

Currently looking at bitmap particle materials used directly or indirectly by TorpExplosionGreat:
  • Bitmap Particle: TDW_FXU_PierreE

  • Object Particle: TDW_FXU_Particula01
    • Bitmap Particle: TDW_FXU_PierreE2

  • Object Particle: TDW_FXU_Particula02
    • Bitmap Particle: TDW_FXU_PierreE

  • Object Particle: TDW_FXU_Particula03
    • Bitmap Particle: TDW_FXU_PierreE2

  • Object Particle: TDW_FXU_Particula04
    • Bitmap Particle: TDW_FXU_PierreE

These materials are set through 2/0 nodes in TDW_FXU_Torp_Explosion_Materials.DAT and they can be customized at wish in S3d. This is how their embedded bitmap textures look like:

http://img59.imageshack.us/img59/4900/tdwfxupierree.png http://img845.imageshack.us/img845/4...xupierree2.png
TDW_FXU_PierreE TDW_FXU_PierreE2

They are almost identical, but PierreE is a bit darker than PierreE2 (difficult to appreciate it against the grey background). A bit too puffy and too soft to give the impression of an ascending column of water, don't you think? I can deal with them anyway :D

...but before doing it, I believe it is time to further split TorpExplosionGreat in parts, and see how each of its ObjectParticles/BitmapParticles behaves in game. For doing it, you can set the opacity and opacity variation of each particle to 0 and re-enable them one by one as you already did with the various particle generators. :salute:

gap 05-08-13 12:14 PM

Quote:

Originally Posted by volodya61 (Post 2053339)
I've just looked at the first post of the thread again.. Fifi's shots.. maybe stock 'great explosion' effect more closer to realiyt?

I mean this one -

http://img15.hostingpics.net/thumbs/...Torpsplash.jpg

I'll have a look at the stock particles.dat also :hmm2:

Yes, its shape is more similar the one seen in historical pictures. But it is way too small. We can take inspiration from it anyway :up:

volodya61 05-08-13 02:34 PM

Quote:

Originally Posted by gap (Post 2053376)
...but before doing it, I believe it is time to further split TorpExplosionGreat in parts, and see how each of its ObjectParticles/BitmapParticles behaves in game. For doing it, you can set the opacity and opacity variation of each particle to 0 and re-enable them one by one as you already did with the various particle generators. :salute:

OK :up:
I'll check these all and will take shots..
Honestly, I wasn't able to change all the values ​​in the Generators so I just removed them using S3D.. when I changed all the values in Generator to 0 using HEX then I checked my changes in Goblin and saw that all the values were changed but not to 0.. that's strange because in HEX all these values are 0 :hmmm:.. probably there is some global parameter but I can't find it..

Quote:

Originally Posted by gap (Post 2053380)
Yes, its shape is more similar the one seen in historical pictures. But it is way too small. We can take inspiration from it anyway :up:

There is weird thing too.. when I tried to open up particles.dat in Goblin it opens already changed (red color text).. and I can't find out the real values :hmm2:.. so real values I can get only using HEX.. :-?

Fifi 05-08-13 05:28 PM

Volodya, your TorpExplosionGreat Generator only is very close to what i saw in my first screenshot :up:
It looks even better to me, meaning the water column seems a bit higher and less wider. Very nice!

On side note, this little effect is important to me, and has to be nice even if it's only a matter of few seconds, because it's often the reward of many hours of hunting! :D

gap 05-08-13 07:57 PM

Quote:

Originally Posted by volodya61 (Post 2053423)
OK :up:
I'll check these all and will take shots..
Honestly, I wasn't able to change all the values ​​in the Generators so I just removed them using S3D.. when I changed all the values in Generator to 0 using HEX then I checked my changes in Goblin and saw that all the values were changed but not to 0.. that's strange because in HEX all these values are 0 :hmmm:.. probably there is some global parameter but I can't find it..

There is weird thing too.. when I tried to open up particles.dat in Goblin it opens already changed (red color text).. and I can't find out the real values :hmm2:.. so real values I can get only using HEX.. :-?

Yes, I have noticed it too... strange things happen to these files when opened in Goblin. At least we don't run the risk to save the corrupted settings accidentally :D

Quote:

Originally Posted by Fifi (Post 2053515)
Volodya, your TorpExplosionGreat Generator only is very close to what i saw in my first screenshot :up:
It looks even better to me, meaning the water column seems a bit higher and less wider. Very nice!

On side note, this little effect is important to me, and has to be nice even if it's only a matter of few seconds, because it's often the reward of many hours of hunting! :D

What bothers me more about Fx Update's torpedo splash effect are its eccessive "steamy" effect (I understand that during the impact many particles of water are vapourized, but the base of the column should be composed of bigger water drops), and the long lateral sprinkles, making it to resamble a withered mushroom rather than a sudden and huge column of water rising vertically :O:

Fifi 05-08-13 09:27 PM

Quote:

Originally Posted by gap (Post 2053589)
What bothers me more about Fx Update's torpedo splash effect are its eccessive "steamy" effect (I understand that during the impact many particles of water are vapourized, but the base of the column should be composed of bigger water drops), and the long lateral sprinkles, making it to resamble a withered mushroom rather than a sudden and huge column of water rising vertically :O:

And we could go further: depending the depth impact, water column should differt...surface impact, not that much water splash but rather more fire explosion and debris...deeper impact, just big water column without fire explosion :D:O:

volodya61 05-09-13 02:33 PM

Well..

TDW_FXU_Torp_Explosion_Particles.DAT
→ ParticlesGenerator → TorpExplosionGreat (only)

1. → BitmapParticles → Material → TDW_FXU_PierreE

1.1 → ObjectParticles → Object → ALL

http://s19.postimg.org/yqh7xln9b/1_1_1.jpg . http://s19.postimg.org/gb1sxbfgf/1_1_2.jpg . http://s19.postimg.org/helx9a03j/1_1_3.jpg . http://s19.postimg.org/apfdt9erj/1_1_4.jpg

1.2 → ObjectParticles → Object → TDW_FXU_Particula01 (only)

http://s19.postimg.org/52j0vsc8v/1_2_1.jpg . http://s19.postimg.org/4ea6cudj3/1_2_2.jpg

1.3 → ObjectParticles → Object → TDW_FXU_Particula02 (only)

http://s19.postimg.org/xhye931mn/1_3_1.jpg . http://s19.postimg.org/b7aj944cf/1_3_2.jpg

1.4 → ObjectParticles → Object → TDW_FXU_Particula03 (only)

http://s19.postimg.org/a6aajzncv/1_4_1.jpg . http://s19.postimg.org/zdl6k8qgv/1_4_2.jpg

1.5 → ObjectParticles → Object → TDW_FXU_Particula04 (only)

http://s19.postimg.org/7er0tdou7/1_5_1.jpg . http://s19.postimg.org/flnlyp4an/1_5_2.jpg


to be continued..


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