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Difficult to say...:doh:
This one: 1. → BitmapParticles → Material → TDW_FXU_PierreE 1.1 → ObjectParticles → Object → ALL And this one: 3. → BitmapParticles → Material → TDW_FXU_NONE 3.1 → ObjectParticles → Object → ALL ...doesn't look bad...but i still like my stock one too! :-? |
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And I still can't understand why your stock one works at all :hmmm:.. because it shouldn't.. for the stock torp explosion you had to return the stock files materials.dat and particles.dat.. but, as I remember correctly, you didn't do that :hmmm:.. |
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EDIT: small mistake.. materials.dat is changed by DynEnv which you are using too.. |
Right again,i'm using FX torpedo.sim :hmmm:
But it's working! :) EDIT: Ok for your edit! lol |
So should i mention in first post, this turn around is working if using DE? :hmmm:
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Let's see if I can throw some light on the whole matter, as I see that there is a bit of confusion:
- Wth Fx update, TDW has defined new torpedo splash particles and materials, and has assigned them new effect to existing torpedoes through the splash property of their amun_torpedo controllers. Stock torpedo splash materials and particles, respectively located in materials.dat and particles.dat are unchanged by Fx Updates, but simply they are not used by the mod. - Fifi has just switched back amun_torpedo to use the stock effect. His changes are compatible with Fx Updates exactly because TDW's mod don't remove the old settings: is simply "bypass" them. - Dynamic Environment changes material.dat. Don't ask me what exactly :D. Anyway I am sure that torpedo splash materials used by the stock effect are not removed by DynEnv, so Fifi's tweaks are 100% compatible with both Fx Updates and DynEnv :yep: @ Volodya I have been looking into the results of all your tests. Thanks for going to all the trouble of doing them. Because we can draw a conclusion I need for some more information though:
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http://s19.postimg.org/g2mlqcw73/pierre_E.jpg . http://s19.postimg.org/m4u8gukn3/pierre_E2.jpg . http://s19.postimg.org/d79ijhs73/NONE.jpg Quote:
http://s19.postimg.org/3qjpcv8cf/dis...particulas.jpg Quote:
1. → BitmapParticles → Material → TDW_FXU_PierreE 1.6 → ObjectParticles → Object → ALL Objects/Particulas were disabled (NONE) http://s19.postimg.org/5ddibu9rz/1_6_1.jpg . http://s19.postimg.org/mrxqk46wv/1_6_2.jpg 2. → BitmapParticles → Material → TDW_FXU_PierreE2 2.6 → ObjectParticles → Object → ALL Objects/Particulas were disabled (NONE) the same as 1. 3. → BitmapParticles → Material → NONE 3.6 → ObjectParticles → Object → ALL Objects/Particulas were disabled (NONE) the same as 1. |
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Okay, this is the list of changes between the two version of torp_great_explosion, i.e. particles.dat version (used by stock game and retrieved by Fifi) vs. TDW_FXU_Torp_Explosion_Particles:
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particles.dat TDW_FXU_Torp etc. Surprisingly, most of the changes concern the settings of the one BitmapParticle (TDW_FXU_PierreE). ObjectParticle settings (using TDW_FXU_Particula01 to 04) are almost identical. Time to have a look into material settings now :salute: |
PS: based on the settings I have seen so far, I can't figure out what makes torpedo splashes to open up as a fan yet :hmmm:
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wait... if you duplicate ALL of the stock settings in TDW's files, we will end with stock storpedo splash effects... Is that really what we want? :03: I think we should rather compare the two sets of settings, understand them, and create some new settings. I am already fairly familiar with most of the parameters of SH particles generators, and I think that with a bit of help by TDW himself, we will can achieve a better effect than the ones we have already available :up: |
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EDIT: anyway, I can test gun or two in our Reworked Guns while waiting new good thoughts :up: |
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