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-   -   [REL] SH4 effects (and more) for SH3 (https://www.subsim.com/radioroom/showthread.php?t=124207)

Wolfehunter 10-30-07 01:30 AM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by Wolfehunter
I'll give you the bad news first.:damn:
I found some odd issues you might want to see.
http://i240.photobucket.com/albums/f...ter/Error3.jpg
Too much blood if that what it is suppose to be?:o

nope, it's a TGA problem - specifically the Alpha channel. I have made a new TGA for this and will be included in next update. It's not supposed to be blood, it's supposed to be the reflection of the flares on the water (gives me an idea though of something to make...:hmm: ). The more flares in the sky the more pronounced this bug.

http://i240.photobucket.com/albums/f...er/Errors2.jpg
X marks the spot or its a field goal?:lol:

this is a known bug that was in the included txt file. In order to get the smoke to react to the induced wind of the ship's movement I had to remove a certain controller. This certain controller was responsible for the smoke that always went straight up no matter what. I see this as a valid compromise.

http://i240.photobucket.com/albums/f...er/Errors1.jpg
The aft end of the bobbing boat hopped its way and set and intercept coarse to attack me. I collided and died. Trust me I was using the XXI and it was faster than me under water. I don't get it?:hmm:

now that's something I have no control of. That's an issue with the ship itself. :yep:

It was the weirdest thing I ever seen. I though nothing of it at first when I hit the ship with FAT torpedos, but when it was hunting for me... Well I was shocked. Then dead.:dead:

Well it was fun:up:The deptcharges was very nice sound effects. Some of my crew had an accident. ;)

Other than that Racerboy Its a great mod. :rock:

see above in yellow

I don't know why the aft end bobbed its way across the ocean but it did. Hmmm I wonder what would do that. It was the imperial frieghter. I have to find that modder. Now if you could attach blood spot around the bodies in the water. hehehe that would make it interesting. Just not so big!:up:

Woof1701 10-30-07 02:03 AM

Quote:

Originally Posted by Rubini
Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by Rubini
I'm playing with all the GWX splash*.tga inside of my texture folder (i guess that they are the same since stock) to overwrite the ones on RB Materials.dat while awaiting for a official reply from him on this matter. This makes the depth charge effects with old normal look again.:up:

Do we put them in TNormal or TLowRes?

...data\Textures\TNormal\tex:up:

Thx! :up:

Capt. Shark Bait 10-30-07 03:16 AM

d@mm, the things you miss over a weekend, but i found it:ping: . might be several hrs before i can try it out, tho. gotta sleep sometime yanno:dead:

USS Sea Tiger 10-30-07 09:45 AM

Flares,, stay/hang time
 
personnally I really like the flare effect,, is there a way I can change the hang time and increase it?

thanks

Mike d

ming 10-30-07 11:09 AM

Thanks for the continued digging into this.I too have been very busy but I cant wait to try it out!

TheDarkWraith 10-30-07 04:42 PM

Looks like this poor sailor caught some shrapnel from the explosion that threw him overboard:

http://static1.filefront.com/images/...o.thumb500.jpg

http://static1.filefront.com/images/...l.thumb500.jpg

http://static1.filefront.com/images/...q.thumb500.jpg

http://static1.filefront.com/images/...k.thumb500.jpg

here sharky sharky.....:eek:

U49 10-30-07 05:17 PM

Quote:

Originally Posted by Racerboy
Looks like this poor sailor caught some shrapnel from the explosion that threw him overboard:

Looks very impressive,one of 30624 as stated here: http://en.wikipedia.org/wiki/Battle_...281939-1945%29

I havn't yet seen such thing.. Is this suppossed to happen randomly after a sinking?
I've only noticed "unbloody" bodies
:hmm:

Capt. Shark Bait 10-30-07 05:27 PM

Quote:

Originally Posted by Racerboy
Looks like this poor sailor caught some shrapnel from the explosion that threw him overboard:



http://static1.filefront.com/images/...l.thumb500.jpg

here sharky sharky.....:eek:

:rotfl: :gulp:

TheDarkWraith 10-30-07 05:29 PM

Quote:

Originally Posted by U49
Quote:

Originally Posted by Racerboy
Looks like this poor sailor caught some shrapnel from the explosion that threw him overboard:

Looks very impressive,one of 30624 as stated here: http://en.wikipedia.org/wiki/Battle_...281939-1945%29

I havn't yet seen such thing.. Is this suppossed to happen randomly after a sinking?
I've only noticed "unbloody" bodies
:hmm:

It's upcoming in v2.03 with some other goodies! :rock:

Wolfehunter 10-30-07 06:14 PM

Bloody boddies:o

WOOT :smug: now thats what I'm talking about!:rock:

Vader 1 10-30-07 06:39 PM

Quote:

Originally Posted by USS Sea Tiger
personnally I really like the flare effect,, is there a way I can change the hang time and increase it?

thanks

Mike d

I sunk a DD today in a heated exchange and was treated to a oil slick on the water....just 1st rate across the board

Vader

TheDarkWraith 10-30-07 07:54 PM

Tried out my new idea finally in action. Was this what it looked like when a ship exploded (this was a C3)?

http://static3.filefront.com/images/...kpxvskvsfu.jpg

maybe I need to make the blood not so red at the start......:hmm: Not all bodies bleed currently.

coronas 10-30-07 08:07 PM

Only an idea: A point in pale red surrounded of black oil: two in one, dirty water with oil and blood.:hmm:

Wolfehunter 10-30-07 08:15 PM

Oil should have prescedence over the blood. Is it possible to time the blood to wash away differently? Too much blood though. Should be less people bleeding like a fountain. But it looks amazing:rock:

TheDarkWraith 10-30-07 08:15 PM

Quote:

Originally Posted by coronas
Only an idea: A point in pale red surrounded of black oil: two in one, dirty water with oil and blood.:hmm:

hmm..:hmm: ...an idea to try. First I'll play with the alpha channel of the TGA.


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