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-   -   [TEC] External cargo in SH5 (https://www.subsim.com/radioroom/showthread.php?t=205331)

gap 06-30-13 12:26 PM

Flammable steel drums cargo ready for testing:

http://www.mediafire.com/?07t2vih4jz4u4qt

They use the same mesh repeated 60 times. Each drum got individual damage boxes and collision spheres. New version of Zones.cfg (FXU compatible) included in the package. I didn't include neither normal/ambient occlusion maps, nor the controllers I mentioned in my previous post. For ease of testing, we will add them step by step.

Let me know if it is working as supposed :up:

volodya61 06-30-13 12:29 PM

Quote:

Originally Posted by gap (Post 2077598)
..Let me know if it is working as supposed :up:

Maybe you will make a custom mission also, to let me test it :)

gap 06-30-13 12:32 PM

Quote:

Originally Posted by volodya61 (Post 2077600)
Maybe you will make a custom mission also, to let me test it :)

Okay, I will modify the test mission made by Rongel, give me a few :up:

gap 06-30-13 01:18 PM

Quote:

Originally Posted by gap (Post 2077603)
Okay, I will modify the test mission made by Rongel, give me a few :up:

Okay, here it is:

http://www.mediafire.com/?8j66tzl78f1indi

Enable it on top of OHII, Rongel's Cargo Test Mod, and my Additional SH5 Ship Cargo. All the ships in the convoy now should carry the new barrels.

Things you should check:

- if my new cargo works at all (you never know :rolleyes:);
- if it causes any lag;
- how good it looks and how well it fits the space on deck (if possible post a few screenies);
- ballistic tests: aim to the barrels with both deck and flak guns :arrgh!:

volodya61 06-30-13 01:40 PM

Quote:

Originally Posted by gap (Post 2077621)
Things you should check:

- if my new cargo works at all (you never know :rolleyes:);
- if it causes any lag;
- how good it looks and how well it fits the space on deck (if possible post a few screenies);
- ballistic tests: aim to the barrels with both deck and flak guns :arrgh!:

OK, thanks.. is it OK if I'll test it later this night or tomorrow morning? :06:

EDIT: at the same time will tie up all the boxes and spheres in the edited ship_cargo with the new zones..

gap 06-30-13 01:49 PM

Quote:

Originally Posted by volodya61 (Post 2077625)
OK, thanks.. is it OK if I'll test it later this night or tomorrow morning? :06:

Yes indeed, take your time mate :salute:

Rongel 07-01-13 08:00 AM

I did a small test with the barrels. So here is what I found:

-They explode in a nice way, good looking effect! :up:
-They did cause some lagging with my pc when exploding (i had disabled the red distress flare). I wonder will it increase when all the normal maps and other controllers are added to them? I think the lag wasn't that bad, but it would be nice if we could lower it than increase it.
-All the ships went down with one torpedo, the barrel explosions seemed to destroy the ships completely, so it might be too powerful now.

gap 07-01-13 09:38 AM

Quote:

Originally Posted by Rongel (Post 2077898)
I did a small test with the barrels. So here is what I found:

:yeah:

Quote:

Originally Posted by Rongel (Post 2077898)
-They explode in a nice way, good looking effect! :up:

The way I have set them, they should trigger a cascade effect where fire spreads from barrel to barrel. Have you noticed it? And by the way, they shouldn't explode: I had set them to flammable, not explosive. Maybe I shoud set the destructible property of their zone to "no", or better, I should try messing with the ObjectRemains controller as suggested by TDW in this post: it would be cool if after being set on fire, flammable barrels changed their aspect rather than blowing up in the air :cool:

Quote:

Originally Posted by Rongel (Post 2077898)
-They did cause some lagging with my pc when exploding (i had disabled the red distress flare). I wonder will it increase when all the normal maps and other controllers are added to them? I think the lag wasn't that bad, but it would be nice if we could lower it than increase it.

In other words, you are confirming indirectly that before being hit, my barrels don't cause any lag. This is good to know :up:

As for the cause of the lagging when they explode, I am sure I know why it happens: each barrel got its own damage box; when one barrel gets more than 10% damage, a fire effect is triggered; this, on turn, damages nearby barrels and sets them of fire (if they weren't already on fire), and so on. Now can you imagine the effect of 60 or more fire FX being played at once? There are several possible solutions for it:
  • reducing the number of damage boxes, making each box to cover more than one barrel;
  • setting new "spreding fire" effects, the way TDW did for FXU but with reduced damage and blast radius, and assigning them to the new zone definitions used for "multiple-mesh/multiple box cargo";
  • increasing the HP damage percent that will trigger fires;
  • increasing the HP of each barrel;
  • decreasing their damage multiplier.

What do you think? I will try playing with the above factors, and I will post an update as soon as possible.

Answering your question on normal/AO maps and rendering controllers, for a start we should ask ourselves if they are really needed (how good the barrels looked during your test without that extra stuff?). Secondly, I don't think that bump maps and ambient occlusion maps will affect main memory that much, as GPU should deal with them. Shadow and reflection controllers could be a bit memory intensive though :hmm2:

Quote:

Originally Posted by Rongel (Post 2077898)
-All the ships went down with one torpedo, the barrel explosions seemed to destroy the ships completely, so it might be too powerful now.

This is related with the previous point: ship's hit points get depleted by the spreading fires. Possible solutions as above :03:

TheDarkWraith 07-01-13 12:01 PM

Quote:

Originally Posted by gap (Post 2077259)
Good Idea. If you don't get time for it, I can try doing it myself by copying your "spreading gires" settings. In this case, I will pass on the resulting file to you, for you to include them into FXU. What do you think :)

I'd rather do it myself. Reason being I have a very specific ID numbering system that I developed. By looking at one of my IDs I can tell what mod it belongs to, what controller it's using, what number of the item it is (if it belongs to a multiple items), what version it is, etc. Ever wondered why my ID's were so strange? Now you know why :D

gap 07-01-13 12:18 PM

Quote:

Originally Posted by TheDarkWraith (Post 2078002)
I'd rather do it myself. Reason being I have a very specific ID numbering system that I developed. By looking at one of my IDs I can tell what mod it belongs to, what controller it's using, what number of the item it is (if it belongs to a multiple items), what version it is, etc. Ever wondered why my ID's were so strange? Now you know why :D

Waiting for your updates then :D :up:

gap 07-01-13 07:12 PM

Just modified a steel drum, to look as it was set on fire:

http://img547.imageshack.us/img547/2819/zxki.jpg

I hope I can get it to show in game in place of destroyed drums. Fingers crossed :03:

TheDarkWraith 07-01-13 08:30 PM

Quote:

Originally Posted by gap (Post 2078222)
Just modified a steel drum, to look as it was set on fire:

I hope I can get it to show in game in place of destroyed drums. Fingers crossed :03:

ObjectRemains controller is your friend :yep:

volodya61 07-02-13 10:43 AM

@gap

Sorry, Gabriele :oops:, I wasn't be able to test something last couple of days.. does this last version still needs testing or you're working on a new one?

volodya61 07-04-13 09:20 AM

Quote:

Originally Posted by volodya61 (Post 2078441)
@gap

Sorry, Gabriele :oops:, I wasn't be able to test something last couple of days.. does this last version still needs testing or you're working on a new one?

Gabriele!

I saw, you were (and maybe are) here :D

EDIT: I'm an Ocean Warrior too now :smug: :salute:


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