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-   -   [WIP] SH4 effects for SH3 (https://www.subsim.com/radioroom/showthread.php?t=121609)

onelifecrisis 09-11-07 07:19 PM

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:

3) Big oil smoke will put a strain on your graphics card. You should see (code wise) what is happening. IIRC there are 7-8 particle generators going and they have high rate's attached to them. Are you asking me to tone this down??
No I wasn't asking that, I was just reporting my results :)

TheDarkWraith 09-11-07 07:47 PM

Quote:

Originally Posted by onelifecrisis
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?

No I wasn't asking that, I was just reporting my results :)

Small smoke isn't wind affected either. Tried that. Keep on reporting results and feedback. This is all great information!

i_b_spectre 09-11-07 07:52 PM

Quote:

Originally Posted by Racerboy
...Keep on reporting results and feedback. This is all great information!

Racerboy, you should receive two awards: one for your tireless work on first rate mods and another for your patience and cheerful optimism. Folks like you are what make the SH3 community a standout :up:

onelifecrisis 09-11-07 08:09 PM

Quote:

Originally Posted by Racerboy
Small smoke isn't wind affected either.

*looks again at small smoke*

You're right! doh

Keep up the good work :rock:

TheDarkWraith 09-11-07 08:13 PM

Quote:

Originally Posted by i_b_spectre
Quote:

Originally Posted by Racerboy
...Keep on reporting results and feedback. This is all great information!

Racerboy, you should receive two awards: one for your tireless work on first rate mods and another for your patience and cheerful optimism. Folks like you are what make the SH3 community a standout :up:

thank you! I do this for the challenge. It's the 'see if I can do it' part that drives me. I don't give up easily either.

TheDarkWraith 09-11-07 09:44 PM

EDIT: deleted.

lutzow 09-11-07 10:25 PM

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:

linerkiller 09-12-07 12:54 AM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by onelifecrisis
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?

No I wasn't asking that, I was just reporting my results :)

Small smoke isn't wind affected either. Tried that. Keep on reporting results and feedback. This is all great information!

Currently i am using WAC version 2.15...and in this version the smoke is correctly wind-oriented...if I owerwrite wit JSME this mod I will lost this feature?

onelifecrisis 09-12-07 01:09 AM

^ 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

TheDarkWraith 09-12-07 01:23 AM

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: :|\\

denis_469 09-12-07 02:29 AM

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.

urfisch 09-12-07 03:10 AM

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:

Woof1701 09-12-07 05:09 AM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by Woof1701
Can't wait to get home to see the effects. Saved yesterday night while in the Med in good range ahead and 90° off a British attack group with two battleships. :arrgh!:

you can install this mid-game. You don't have to wait till you get to port. Send me some screenies if you don't mind of the carnage with this attack group. :yep:

Sorry. Something seems to be wrong with my SH3. Would've loved to make some pics. Encountered the most strange bug when I started up the save game. My uboat started sinking rapidly to 503 meters (and survived) but I couldn't surface or move and in the external view the boat wasn't there and all surface ships in the area suddenly were sunk too. :o
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?

Hitman 09-12-07 06:49 AM

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:

JCWolf 09-12-07 08:02 AM

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:

danurve 09-12-07 08:18 AM

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.

ming 09-12-07 09:55 AM

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!

brotebjo 09-12-07 11:57 AM

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!

lutzow 09-12-07 01:29 PM

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

mrbeast 09-12-07 03:01 PM

Quote:

Originally Posted by danurve
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.

Perhaps the 'Slow Smoke' mod from SH4 could be included? This slows the smoke down and causes it to spread out more than the stock smoke. You get a great column of realistic looking smoke.

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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