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Damn that's a real shame about the wind effect!! :cry:
It's the kind of thing that I think to myself... there has to be way... other particles are affected by the wind, there must be a way to do this one... Is there any way to, for example, replace big oil smoke with a copy of the small smoke which is wind affected, and then do things like change the colours and increase the life span etc until you get it looking the way you like? Quote:
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You're right! doh Keep up the good work :rock: |
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EDIT: deleted.
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http://img181.imageshack.us/img181/7414/60818944qd1.png
For me this yellowish smoke looks very very nice. I'm very curious what i see after hitting a tanker...I can't start missions to test due they don't work on my current mod configuration. This evening i will continue my silent hunting... Anyway - great job. SUBSIM forum should have a ranking with medals - prizes for best modders. Racerboy - from me you have brillants to your knight cross.:up: :up: :up: |
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^ he's right! Shot from WAC below. Come on RB, I know you can do it :up:
http://img266.imageshack.us/img266/7...effect4nb2.jpg |
I have an idea for the wind problem. I will work on it over the next couple of days.
The splinter explosions, oil explosions, oil smoke, and effects for the oil fires just got better. It will probably bog your system some but not for much time. The effects are worth it. My high end system dropped to 43 FPS on one of the oil ones. that being said here is Alpha version 1.06. From the readme file: *** Racerboy's SH4 effects and more for SH3 This mod will bring SH4 effects to SH3. It will also add more realistic items that were missing from SH3 and SH4. It will work on all versions and all supermods installed on your system. It is JSGME ready so simply unzip to MODS folder, enable, and enjoy. It will be a WIP until completion. I will have the entire Particles.dat and Materials.dat ported from SH4 when this is complete. Please report all bugs, concerns, etc. to me (subsim name Racerboy). Feedback, comments, and suggestions greatly appreciated! This is version 1.06 ALPHA. This version includes the following files: - TGAs needed (ports from SH4) - Materials.dat - Particles.dat - OneLifeCrisis's improved wave textures mod's files Version History: 1.00 Initial ALPHA release 1.01 Ported the following: Fully ported the Splinter_Explosion and Splinter_Explosion_Halo for the particles.dat and materials.dat Ensure you do not delete the TGAs that are included (\data\Textures\TNormal\tex). They are needed for this mod to work correctly! 1.02 Added Shell_fire_explosion Added Shell_fire_explosion_ADD 1.03 Added ref_Torpedo_great_explosion added torpedo_great_explosion added torpedo_splash_L added torpedo_splash_L01 added torpedo_splash_R added torpedo_splash_R01 1.04 Increased life for torpedo splashes Added reflections to torpedo splashes Added flying debris to torpedo impact explosions (4 flaming large debris pieces, 0-40 possible small debris pieces) Gave flying debris reflections and splashes when hitting the water Included OneLifeCrisis's new wave textures Gave brief oil fire and smoke to torpedo impact explosion Added funnel_smoke but then removed it because I didn't like it. So I ahve included my funnel smoke mod instead. I did port the TGAs used in SH4 though. Added flying debris to shell fire explosions (max of 4 particles possible) Added shell_fire_explosion_halo Added shell_fire_explosion_halo_ADD Added small_splinter_explosion Added splash_water added deep_water 1.05 Unable to fix bug of deck gun debris disappearing after about 4 seconds. Appears that it's hard coded to the shell_fire_explosion event Added Fire_small Added Smoke_small Added Smoke_small_scalable Added Fire_big Added Smoke_big Added Smoke_big_scalable Fixed wind problem with small and large smokes Tweaked small and large smokes Added Oil_trace Added Burnning_oil Added Burnning_oil_smoke Tweaked Burnning_oil_smoke to mitigate wind problem Added Oil_spot Removed Burnning_oil_fire as not used in SH4 Added oil_explosion Added oil_explosion_01 Added oil_floating_spot Added Burnning_oil_small Added Burnning_oil_smoke_small Removed Burnning_oil_fire_small as not used in SH4 Added debris_water_explosion Added debris_water_explosion_deep 1.06 Added Propeller_wake Added Shell_water_explosion Added Shell_water_explosion_deep Added Small_splinter_explosion_no_halo Added Depthcharge_explosion Added Splinter_explosion Added Splinter_explosion_halo Added Small_splinter_explosion_halo Added Oil_explosion_trail Added Oil_explosion_halo This mod is fully JSGME compliant. Delete previous versions of this mod, unzip, and copy new folder version to mods folder, enable, and enjoy! The explosions are truly spectacular! More to come. I would like to give credit to: - OneLifeCrisis for his improved Wave textures that I have included in this mod Copyright notice: This mod (Racerboy's SH4 effects for SH3) and all versions thereof and all corresponding files of said mod are freeware. The files, or parts thereof, may NOT be used in commercial products in any way and may NOT be included, in part or in whole, in commercial products without prior written permission by the author. I have also implemented a means of detecting unauthorized copying of this mod in the files themselves. If you would like to use this mod in conjunction with other mods or inlcude it in a mod you already have just ask me for permission and give credit where credit is due if permission is granted. Racerboy http://dodownload.filefront.com/8535...9bad71f9c07173 :rock: :|\\ |
I think, that not worryed. So any new update need in new memory. Sich excellent mode also need in big memory. My comp have 2x3 ggz CPU, 512/256 mem and 5 Gig virtual memory. And I need up to 1 minuts when ship explosion and sunk near to see result. So all mods made game best and need in more powerful machine's.
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i think the wind is done by the wind-coef (icence) its a parameter you can change via the minitweaker in the generators. thats the way i changed the smoke in sh3. but as one cannot use the existing tools with the new particles.dat any more, i have no idea how to get this values changed. the frame decrease is caused due to too many particles. i know this problem from my modding with the sh3 smoke. the burning oil fire generator produces to many particles and the emitter rate is too high, thats why the fire looks nearly white.
another interesting thing: when i imported the sh4 particles.dat and just copied it over the existing one in sh3 i had wind. (look at my other thread) there you see wonderful wind driven smoke, without materials. thats why i quitted to mod this. even as i used the sh4 fx ajm files from d.kruger, i had smoke with wind effect, but no materials. now with your mod there are materials, but no wind. :hmm: |
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I then started a new mission from port and everything went well. Encountered the Task Force again and sank a King George but it sank with stern first. No fires :( So I tried to at least find something else to shoot up and suddenly when I encountered another freighter my boat plunged to 503 meters again, the freighter sank without any outer influence and I had to save and exit :-( Will Rollback SH3Commander and reinstall everything from scratch. Both careers are in port at the moment. All I changed recently was the new German freighters by AOTD Mad Max and your mod. Don't think they're the culprits. Any ideas? |
Racerboy,
your work looks great and makes SH3 really shine out :sunny: however if I can add some constructive critizism to a minor part of it, I would say after having seen lots of pictures from WW2 ships at sea that the smoke from the funnels is a bit dark and tall for the average. Not bad for coal merchants, obviously exaggerated for diesel ships (A minority in WW2) so on average IMHO it would look better if toned a bit down :up: |
Totaly agree with Hitman,
I love the smoke density and texture, but its way to High, Insted if you just at certain hight make it like decipating more transparent it would give a better Look and would certanly be more real! Its a great work anyway, and better then the actual one in any SHIII Mod, toghether with Reece Mod it just turns the visual impact of the game into a new level!:up: |
I must admit to some of the fire & smoke effects being very eye-catching. :up:
The smoke looks a little narrow as it gets higher. Definatly watching progress, wondering if the current 256 AGP has enough nads. |
Im just glad this is being done! I also read in another post that you were going to work on the wakes soon...Thanks so much!
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Damn Racerboy!
Nice job, been following the posts since alpha 1.0 and always excited to check back every day to see if there is any new information and a new download! Keep up the good work!
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Racerboy effects version 1.06
Racerboy effects version 1.06 - Admiralty V&W Class Destroyer
http://img295.imageshack.us/img295/2239/76765341fd8.png http://img406.imageshack.us/img406/6387/22460259da6.png http://img130.imageshack.us/img130/3479/88401882gt9.png http://img406.imageshack.us/img406/4519/75757748fe0.png http://img209.imageshack.us/img209/7175/58002664cx5.png |
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IMO there is nothing wrong with the height of the smoke the higher the better. If you look at images of sinking, burning ships, the smoke builds into huge and very spectacular columns towering over the sea. So the bigger the better I think. :rock: |
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