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

volodya61 05-12-13 12:11 PM

Okay.. here we are :)..
based on test8 settings -

http://s19.postimg.org/fchb0ntof/SH5...2_19_04_20.jpg . http://s19.postimg.org/rfmmo84qn/SH5...2_19_04_40.jpg . http://s19.postimg.org/ff16nhxbz/SH5...2_19_04_58.jpg

http://s19.postimg.org/4thbbhr0f/SH5...2_19_06_13.jpg . http://s19.postimg.org/8ed6upvjz/SH5...2_19_06_31.jpg . http://s19.postimg.org/b9qa1kzjz/SH5...2_19_06_41.jpg

http://s19.postimg.org/5mtx43x1b/SH5...2_19_07_37.jpg . http://s19.postimg.org/kwtsbasjj/SH5...2_19_07_55.jpg . http://s19.postimg.org/bp6lrprsv/SH5...2_19_09_15.jpg

gap 05-12-13 12:46 PM

Quote:

Originally Posted by volodya61 (Post 2055345)
Unfortunately, I could not find this texture in the TDW FXU Particles.dat.. :-?

Looks like some other file uses it..

Neither can I. It is likely that this material is a leftover or, as you are suggesting, is used by some other FXU particle dat file. :hmmm:

Quote:

Originally Posted by volodya61 (Post 2055345)
Have you looked at TwirlSoftBig.tga texture? It looks good for 'water column' :hmm2:..

I think my custom texture is more appropriate. I did it by merging/tweaking other stock testures :know:

Quote:

Originally Posted by volodya61 (Post 2055345)
I'll test it immediately :salute:

Quote:

Originally Posted by volodya61 (Post 2055454)
Okay.. here we are :)..
based on test8 settings -

Look much better now :yeah:

What do you guys think :)

volodya61 05-12-13 01:00 PM

Quote:

Originally Posted by gap (Post 2055474)
What do you guys think :)

They don't think.. they are just waiting :D..

What do you think about improve a little other pierre texture?
And any other thoughts? What else can we edit?

gap 05-12-13 01:15 PM

Quote:

Originally Posted by volodya61 (Post 2055479)
They don't think.. they are just waiting :D..

I just hope they won't start thinking (...and complaining) when we will send our update to TDW :03:

Quote:

Originally Posted by volodya61 (Post 2055479)
What do you think about improve a little other pierre texture?

I like some vapour to still be there, but I can see to improved that texture anyway. Have any special idea in mind for it? I should I improve it? :hmm2:

Quote:

Originally Posted by volodya61 (Post 2055479)
And any other thoughts? What else can we edit?

Making the top end of the water column to look more pointed? Making vapourized water to fall down more slowly and to last a bit longer than the rest?

volodya61 05-12-13 01:33 PM

Quote:

Originally Posted by gap (Post 2055490)
I just hope they won't start thinking (...and complaining) when we will send our update to TDW :03:

:har:

Quote:

Originally Posted by gap (Post 2055490)
I like some vapour to still be there, but I can see to improved that texture anyway. Have any special idea in mind for it? I should I improve it? :hmm2:

I think, someway like you already made for the first one :hmm2:

Quote:

Originally Posted by gap (Post 2055490)
Making the top end of the water column to look more pointed?

Yes.. how can I make it?

Quote:

Originally Posted by gap (Post 2055490)
Making vapourized water to fall down more slowly and to last a bit longer than the rest?

I think it's simple, just increase a little life time.. or? :06:

gap 05-12-13 01:42 PM

Quote:

Originally Posted by volodya61 (Post 2055510)
I think, someway like you already made for the first one :hmm2:

Do you mean switching the texture from wapour to a proper water splash, or just using a better vapour texture?

Quote:

Originally Posted by volodya61 (Post 2055510)
Yes.. how can I make it?

I guess we can try playing with particle's size overlife settings. I am going out for dinner again, and I have no time to explain how it works, but I will later or tomorrow :up:

Quote:

Originally Posted by volodya61 (Post 2055510)
I think it's simple, just increase a little life time.. or? :06:

increase lifetime a bit, reduce intitial speed, reduce weight, maybe reduce also opacity... I have to go now. We will discuss the details later :salute:

volodya61 05-12-13 01:51 PM

Quote:

Originally Posted by gap (Post 2055517)
Do you mean switching the texture from wapour to a proper water splash, or just using a better vapour texture?

Why not to try both ways?

Quote:

Originally Posted by gap (Post 2055517)
I guess we can try playing with particle's size overlife settings...
...
increase lifetime a bit, reduce intitial speed, reduce weight, maybe reduce also opacity... I have to go now. We will discuss the details later :salute:

OK, I will try to play around these parameters :up:

See you :salute:

Adriatico 05-12-13 03:51 PM

Hope to see new updated download at page one !
:up::o:up:

Fifi 05-12-13 03:52 PM

Your last screens of latest test looks very nice Volodya! :up:

volodya61 05-12-13 04:00 PM

Quote:

Originally Posted by Adriatico (Post 2055629)
Hope to see new updated download at page one !
:up::o:up:

This will be update for FX Update.. when we finish our work we will send our edited files to TDW and he will decide when update will be released :up:

Quote:

Originally Posted by Fifi (Post 2055631)
Your last screens of latest test looks very nice Volodya! :up:

Still testing :)..

Adriatico 05-13-13 07:37 AM

Hope that TDW will clearly announce that moment...:o

Delta Wolf 05-13-13 08:37 AM


Looking really nice so far Volodya, good job :up:

gap 05-13-13 09:23 AM

Quote:

Originally Posted by volodya61 (Post 2055526)
Why not to try both ways?

Okay, wait for my updates :up:

Quote:

Originally Posted by volodya61 (Post 2055526)
OK, I will try to play around these parameters :up:

About overlife settings. There are two types of the: OverLife is generally calculated over each particle's life (as set with Life and Life Variation parameters), whereas OverGeneratorLife uses total particle generator's life (LifeTime parameter). How they work: they are organized in an array of several entries. Each entry got two properties: LifeTime and Scale. LifeTime is an elapsed-time placer, and it is a percent of particle's of generator's total life; Scale is a multiplier, and it gets multiplied to the general property setting.

Let's make an example:

particula01 in TDW_FXU_Torp_Explosion_Materials.DAT. Its life duration is set to 4 sec (no life variation set). Size setting is 1 x (1 ± 0.5) = 0.5 to 1.5. Overlife settings are:
  • [0] LifeTime 0; Scale 0 => at 0 x 4 sec = 0 sec, particle's size is 1 x (0.5 to 1.5) x 0 = 0
  • [1] LifeTime 0.1; Scale 1 => at 0.1 x 4 sec = 0.4 sec, particle's size is 1 x (0.5 to 1.5) = 0.5 to 1.5
  • [2] LifeTime 0.3; Scale 1.5 => at 0.3 x 4 sec = 1.2 sec, particle's size is 1.5 x (0.5 to 1.5) = 0.75 to 2.25
  • [3] LifeTime 1; Scale 2.5 => at 1 x 4 sec = 4 sec, particle's size is 2.5 x (0.5 to 2.5) = 1.25 to 6.25
  • [4] LifeTime 1; Scale 1 => see below
  • [5] LifeTime 1; Scale 1 => see below

LifeTime settings are ordered in ascending orders from 0 to 1. Particle's size is interpolated linearly between two consecutive overlife settings. Sometimes (like in our example), after the first LifeTime = 1 OverLife entry, there are other entries ([4] and [5] in our case), but I believe tha they are ignored in game. Getting back to the torpedo splash effect, I would try the following settings (settings changed in orange):

[3] LifeTime 0.75; Scale 2.5
[4] LifeTime 1; Scale 0.5

Also, at this stage I suggest to only tweak overlife size of particles using my new water splash texture (i.e. particula01 and 03), as we can expect vapour particles to expand much more in the air. :03:

volodya61 05-13-13 10:14 AM

Gabriele, this is stock 'great explosion' -

http://s19.postimg.org/3q6uae22n/stock1.jpg . http://s19.postimg.org/nm2tpxj3z/stock2.jpg . http://s19.postimg.org/wv5001rzz/stock3.jpg . http://s19.postimg.org/saitl48an/stock4.jpg

'water column' is visible on the dark background only..
I think it sucks :down:

:D

volodya61 05-13-13 10:14 AM

Quote:

Originally Posted by gap (Post 2055981)
Okay, wait for my updates :up:

OK, I'll wait :)

Quote:

Originally Posted by gap (Post 2055981)
About overlife settings...
..
Let's make an example:
...

OK, now I'll try to sort out :D
So, should I change values ​​in the BitmapParticles of the TDW Materials.dat and not in the TDW Particles.dat? right? :)

gap 05-13-13 10:39 AM

Quote:

Originally Posted by volodya61 (Post 2055996)
Gabriele, this is stock 'great explosion' -

...

'water column' is visible on the dark background only..
I think it sucks :down:

:D

Yes, it does; even not being finished yet, our splash effect looks so much better! :yeah:

P.S: have you noticed that smoke seems to always come out from the opposite flank than the one struck by torpedo? :hmmm:

Quote:

Originally Posted by volodya61 (Post 2055998)
OK, I'll wait :)

It won't take long :03:

Quote:

Originally Posted by volodya61 (Post 2055996)
OK, now I'll try to sort out :D
So, should I change values ​​in the BitmapParticles of the TDW Materials.dat and not in the TDW Particles.dat? right? :)

For what I can see, the size property can be set for BitmapParticles, but not for ObjectParticles. As your preliminary tests have shown, the one BitmapParticle defined in the TorpExplosionGreat particle generator is so subtle that I wouldn't bother tweaking it. This leaves us with BitmapParticles defined in TDW Materials.dat :yep:

Any other question?

volodya61 05-13-13 11:24 AM

Quote:

Originally Posted by gap (Post 2056007)
Yes, it does; even not being finished yet, our splash effect looks so much better! :yeah:

Yep :yeah:
only the views of the community isn't heard :hmmm: :D

Quote:

Originally Posted by gap (Post 2056007)
P.S: have you noticed that smoke seems to always come out from the opposite flank than the one struck by torpedo? :hmmm:

Perhaps it due to settings of my custom mission :hmmm:, I'll try other mission next time..

Quote:

Originally Posted by gap (Post 2056007)
Any other question?

Nope :).. so far no :D..

TheDarkWraith 05-13-13 11:32 AM

Once an OverLife time parameter reaches 1 all further entries are ignored :yep: Majority of the OverLife properties are in regards to the particle's life, not the generators life

volodya61 05-13-13 04:52 PM

Quote:

Originally Posted by gap (Post 2056007)
P.S: have you noticed that smoke seems to always come out from the opposite flank than the one struck by torpedo? :hmmm:

Quote:

Originally Posted by volodya61 (Post 2056028)
Perhaps it due to settings of my custom mission :hmmm:, I'll try other mission next time..

http://s19.postimg.org/xft7u7zzz/smoke1.jpg . http://s19.postimg.org/41xhemxa7/smoke2.jpg . http://s19.postimg.org/p03ncpx4v/smoke3.jpg . http://s19.postimg.org/56rjk0jr3/smoke4.jpg . http://s19.postimg.org/8rnf38oan/smoke5.jpg

As you can see, smoke comes out than depending on torpedoes hit.. rather it depend on ship's type.. maybe it controlled by ship's .zon :hmmm:

volodya61 05-13-13 04:55 PM

Quote:

Originally Posted by gap (Post 2055981)
About overlife settings.
...
[3] LifeTime 0.75; Scale 2.5
[4] LifeTime 1; Scale 0.5
Also, at this stage I suggest to only tweak overlife size of particles using my new water splash texture (i.e. particula01 and 03), as we can expect vapour particles to expand much more in the air. :03:

test series with suggested settings :)

http://s19.postimg.org/9v7jf78xr/test1_1.jpg . http://s19.postimg.org/6cvjit81r/test1_2.jpg . http://s19.postimg.org/6r1gw5hj3/test1_3.jpg . http://s19.postimg.org/5q18710jj/test1_4.jpg

http://s19.postimg.org/76cqp63gf/test1_5.jpg . http://s19.postimg.org/cj1l3arcv/test1_6.jpg . http://s19.postimg.org/f1na3zd33/test1_7.jpg


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