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

volodya61 05-09-13 02:34 PM

..continuation

2. → BitmapParticles → Material → TDW_FXU_PierreE2

2.1 → ObjectParticles → Object → ALL

http://s19.postimg.org/ohye2muwv/2_1_1.jpg . http://s19.postimg.org/ytaqvamm7/2_1_2.jpg

2.2 → ObjectParticles → Object → TDW_FXU_Particula01 (only)

http://s19.postimg.org/8z0y5imm7/2_2_1.jpg . http://s19.postimg.org/l269t2xof/2_2_2.jpg

2.3 → ObjectParticles → Object → TDW_FXU_Particula02 (only)

http://s19.postimg.org/v0r8fk73z/2_3_1.jpg . http://s19.postimg.org/ooc35q41r/2_3_2.jpg

2.4 → ObjectParticles → Object → TDW_FXU_Particula03 (only)

http://s19.postimg.org/hz5jppipr/2_4_1.jpg . http://s19.postimg.org/8fvuw8v7j/2_4_2.jpg

2.5 → ObjectParticles → Object → TDW_FXU_Particula04 (only)

http://s19.postimg.org/phooyca2n/2_5_1.jpg . http://s19.postimg.org/ji5j8fenz/2_5_2.jpg


to be continued..

volodya61 05-09-13 02:35 PM

..continuation

3. → BitmapParticles → Material → NONE

3.1 → ObjectParticles → Object → ALL

http://s19.postimg.org/4ngxu9533/3_1_1.jpg . http://s19.postimg.org/sshnbypdr/3_1_2.jpg

3.2 → ObjectParticles → Object → TDW_FXU_Particula01 (only)

http://s19.postimg.org/c6032vwfz/3_2_1.jpg . http://s19.postimg.org/sv1iyst1b/3_2_2.jpg

3.3 → ObjectParticles → Object → TDW_FXU_Particula02 (only)

http://s19.postimg.org/a3zlomygv/3_3_1.jpg . http://s19.postimg.org/l4uqtnqpr/3_3_2.jpg

3.4 → ObjectParticles → Object → TDW_FXU_Particula03 (only)

http://s19.postimg.org/6a65fhh4v/3_4_1.jpg . http://s19.postimg.org/jflnllb0f/3_4_2.jpg

3.5 → ObjectParticles → Object → TDW_FXU_Particula04 (only)

http://s19.postimg.org/nd8xazxtr/3_5_1.jpg . http://s19.postimg.org/wmfoyuw3j/3_5_2.jpg

volodya61 05-09-13 02:43 PM

Honestly, I don't see any significant difference..
Maybe because so many tests and eyes too tired..
Gabriele, perhaps you could see difference with the 'fresh' view..

volodya61 05-09-13 04:01 PM

Why just these textures? I mean pierreE, pierreE2 and splash_vert_add..
I have looked in the folder Textures.. there are a few.. maybe just to try to change the textures? if this possible at all.. :hmmm:

TheDarkWraith 05-09-13 04:02 PM

Quote:

Originally Posted by volodya61 (Post 2053995)
Why just these textures? I mean pierreE, pierreE2 and splash_vert_add..
I have looked in the folder Textures.. there are a few.. maybe just to try to change the textures? if this possible at all.. :hmmm:

I believe I 'hard coded' all the materials used for the torp splash effect into the materials file

volodya61 05-09-13 04:06 PM

Quote:

Originally Posted by TheDarkWraith (Post 2053998)
I believe I 'hard coded' all the materials used for the torp splash effect into the materials file

I already know :D..

Fifi 05-09-13 04:14 PM

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! :-?

volodya61 05-09-13 04:25 PM

Quote:

Originally Posted by Fifi (Post 2054009)
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! :-?

Fifi we don't do any changes yet.. all pics shows what already is..
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:..

TheDarkWraith 05-09-13 04:29 PM

Quote:

Originally Posted by volodya61 (Post 2054016)
Fifi we don't do any changes yet.. all pics shows what already is..
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:..

You forget that the torpedo splash effect is specified in the torpedoe's .sim file :yep:

Fifi 05-09-13 04:32 PM

Quote:

Originally Posted by volodya61 (Post 2054016)
And I still can't understand why your stock one works at all :hmmm:.. because it shouldn't..

:o:haha:

Quote:

but, as I remember correctly, you didn't do that
Right. I just copy/past the stock effect ID in TDW file via S3D.

volodya61 05-09-13 04:33 PM

Quote:

Originally Posted by TheDarkWraith (Post 2054018)
You forget that the torpedo splash effect is specified in the torpedoe's .sim file :yep:

as I remember Fifi already changed his torpedoes.sim and returned stock settings..

Quote:

Originally Posted by Fifi (Post 2049583)
For those who want the nice torpedo hitting splash, i've changed one value in FX Update torpedoes_g7a-e file, using S3D app, to put back stock effect visible any distance.
It's this value, for each type of torpedos:
http://img15.hostingpics.net/thumbs/...pedosplash.jpg


volodya61 05-09-13 04:36 PM

Quote:

Originally Posted by Fifi (Post 2054019)
Right. I just copy/past the stock effect ID in TDW file via S3D.

If you are using FX Update then your particles.dat and materials.dat are not the stock ones..

EDIT: small mistake.. materials.dat is changed by DynEnv which you are using too..

Fifi 05-09-13 04:40 PM

Right again,i'm using FX torpedo.sim :hmmm:
But it's working! :)
EDIT: Ok for your edit! lol

Fifi 05-09-13 04:58 PM

So should i mention in first post, this turn around is working if using DE? :hmmm:

volodya61 05-09-13 05:44 PM

Quote:

Originally Posted by Fifi (Post 2054045)
So should i mention in first post, this turn around is working if using DE? :hmmm:

It shouldn't work at all.. because particles.dat which you are using is not contain required data.. particle generator of torpexplosiongreat in this file is blank.. maybe you did your changes in incorrect way.. maybe something else.. I don't know..


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