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

volodya61 05-11-13 05:53 AM

http://s19.postimg.org/wyycwxgjj/test5_1.jpg . http://s19.postimg.org/4ncszvwn3/test5_2.jpg . http://s19.postimg.org/apkfqdl33/test5_3.jpg . http://s19.postimg.org/fcqhs58fz/test5_4.jpg

http://s19.postimg.org/rsn7lw1rz/test5_5.jpg . http://s19.postimg.org/rtx5fb3lr/test5_6.jpg . http://s19.postimg.org/tn023mosf/test5_7.jpg

--------------------------------------------------

http://s19.postimg.org/qu6ujlofz/test7_1.jpg . http://s19.postimg.org/fvvl1ezun/test7_2.jpg . http://s19.postimg.org/jgrgkn4e7/test7_3.jpg . http://s19.postimg.org/ifvt99csf/test7_4.jpg

http://s19.postimg.org/ouuu5xji7/test7_5.jpg . http://s19.postimg.org/h3e47dfcv/test7_6.jpg . http://s19.postimg.org/lqk6952pr/test7_7.jpg

volodya61 05-11-13 05:57 AM

http://s19.postimg.org/vcdqpftvj/test8_1.jpg . http://s19.postimg.org/n85mkp7gf/test8_2.jpg . http://s19.postimg.org/skugytvcv/test8_3.jpg

http://s19.postimg.org/mxy41csu7/test8_4.jpg . http://s19.postimg.org/khwaniarj/test8_5.jpg . http://s19.postimg.org/o2s66qfb3/test8_6.jpg

http://s19.postimg.org/s0k19vri7/test8_7.jpg . http://s19.postimg.org/9z0wc2xhb/test8_8.jpg . http://s19.postimg.org/b2l0o1i4f/test8_9.jpg

--------------------------------------------------

TDW, any new clues/tips? :03: :)

volodya61 05-11-13 06:14 AM

Gabriele, maybe it's time to think about textures? :salute:

gap 05-11-13 09:05 AM

Quote:

Originally Posted by TheDarkWraith (Post 2054533)
The EmissionArea property of the FPG/PG. The first float is the size is meters (defines the size of the radius of the emitter's circle), the second float defines the angle (90 being straight up or perpendicular to the face of the emitter). 90 also means everything is basically shooting straight up out of a pipe the radius of size perpendicular to the emitter's face. 45 would give a fan or spray (particles emitting 45 to center and -45 to center)

Thank you Sir :yeah:

Quote:

Originally Posted by volodya61 (Post 2054801)
Gabriele, maybe it's time to think about textures? :salute:

Working on them right now :salute:

P.S: your screenies are looking good!

volodya61 05-11-13 09:59 AM

Quote:

Originally Posted by gap (Post 2054881)
Working on them right now :salute:

:up:
Don't forget - textures are hard coded into the TDW FXU Materials.dat.. can we remove his textures from the file and place there ours?

Quote:

Originally Posted by gap (Post 2054881)
P.S: your screenies are looking good!

Which ones? exactly? I'm afraid I can forget changes what I did for some tests :hmmm:

gap 05-11-13 10:56 AM

Quote:

Originally Posted by volodya61 (Post 2054911)
:up:
Don't forget - textures are hard coded into the TDW FXU Materials.dat.. can we remove his textures from the file and place there ours?

I think what TDW meant with "hardcoded" is that his torpedo splash material dat contains embedded textures rather than using textures stored in the tex folder. Within S3d I can easily change the embedded textures, or switch the dat file to use external textures :up:

Quote:

Originally Posted by volodya61 (Post 2054911)
Which ones? exactly? I'm afraid I can forget changes what I did for some tests :hmmm:

Hard to say...

I like especially the first and forth sets of screenies from top, but the following screenshots also look good:

http://s19.postimg.org/rsn7lw1rz/test5_5.jpg
(second set)

http://s19.postimg.org/jgrgkn4e7/test7_3.jpg http://s19.postimg.org/ouuu5xji7/test7_5.jpg
(third set)

I will send you the modified TDW particle dat shortly.
Next step after getting textures right should be making the splash to have a pointed top end, as seen in the pictures at post #49. I think an easy way to do it would be tweaking particle's overlife size (smaller scale towards LifeTime 1). And something we should also deal with are dark smoke and flames getting out of the ship after torpedo impact. As they are now, they look a bit too short in duration, and smoke should a lot bigger imo :hmmm:

volodya61 05-11-13 12:10 PM

Quote:

Originally Posted by gap (Post 2054935)
I think what TDW meant with "hardcoded" is that his torpedo splash material dat contains embedded textures rather than using textures stored in the tex folder. Within S3d I can easily change the embedded textures, or switch the dat file to use external textures :up:

I see.. that's good :up:

Quote:

Originally Posted by gap (Post 2054935)
Hard to say...
I like especially the first and forth sets of screenies from top, but the following screenshots also look good:

Just open images in new tabs and tell me their names :yep:
All sets were taken with different settings in TDW's Particles.dat and Materials.dat..

Quote:

Originally Posted by gap (Post 2054935)
I will send you the modified TDW particle dat shortly.

:06: maybe materials.dat?

Quote:

Originally Posted by gap (Post 2054935)
And something we should also deal with are dark smoke and flames getting out of the ship after torpedo impact. As they are now, they look a bit too short in duration, and smoke should a lot bigger imo :hmmm:

Smoke and flames are in others files of FXU :hmm2:.. not in those I already edited..

gap 05-11-13 12:40 PM

Quote:

Originally Posted by volodya61 (Post 2054967)
Just open images in new tabs and tell me their names :yep:
All sets were taken with different settings in TDW's Particles.dat and Materials.dat..

Test 2 and test 8 are my favoured ones + the single screenshots I have emedded in my previous post. We are almost there :up:

Quote:

Originally Posted by volodya61 (Post 2054967)
:06: maybe materials.dat?

That one, my bad. :D
Do you prefer me to send the modded file, or the new textures?

Quote:

Originally Posted by volodya61 (Post 2054967)
Smoke and flames are in others files of FXU :hmm2:.. not in those I already edited..

yes, I know, nonetheless in TDW_FXU_Torp_Explosion_Materials.DAT there is a texture that apparently could be used for smoke effect. We should check in any of TDW_FXU_Torp_Explosion_Particles.DAT's particle generators uses it :hmm2:

volodya61 05-11-13 01:07 PM

Quote:

Originally Posted by gap (Post 2054972)
Test 2 and test 8 are my favoured ones + the single screenshots I have emedded in my previous post. We are almost there :up:

Test 2: angle - 15 in particles.dat and for all particulas in materials.dat
Test 8: angle - 14 in particles.dat and angle - 12, radius - 0.1 (was 0.01) for all particulas in materials.dat

Quote:

Originally Posted by gap (Post 2054972)
Do you prefer me to send the modded file, or the new textures?

Modded file is better :up:.. I'm still not so familiar with S3D, and simplier to edit it in HEX :D..

Quote:

Originally Posted by gap (Post 2054972)
yes, I know, nonetheless in TDW_FXU_Torp_Explosion_Materials.DAT there is a texture that apparently could be used for smoke effect. We should check in any of TDW_FXU_Torp_Explosion_Particles.DAT's particle generators uses it :hmm2:

OK, I will look into :up:

gap 05-11-13 01:37 PM

Quote:

Originally Posted by volodya61 (Post 2054991)
Test 2: angle - 15 in particles.dat and for all particulas in materials.dat
Test 8: angle - 14 in particles.dat and angle - 12, radius - 0.1 (was 0.01) for all particulas in materials.dat

:up:

Quote:

Originally Posted by volodya61 (Post 2054991)
Modded file is better :up:.. I'm still not so familiar with S3D, and simplier to edit it in HEX :D..

Okay, no probel.

Unfortunately I have to go out for dinner, but I hope to be back in time for sending you the modded file. :salute:

Sjizzle 05-11-13 02:16 PM

Quote:

Originally Posted by gap (Post 2054935)
I think what TDW meant with "hardcoded" is that his torpedo splash material dat contains embedded textures rather than using textures stored in the tex folder. Within S3d I can easily change the embedded textures, or switch the dat file to use external textures :up:



Hard to say...

I like especially the first and forth sets of screenies from top, but the following screenshots also look good:

http://s19.postimg.org/rsn7lw1rz/test5_5.jpg
(second set)

http://s19.postimg.org/jgrgkn4e7/test7_3.jpg http://s19.postimg.org/ouuu5xji7/test7_5.jpg
(third set)

I will send you the modified TDW particle dat shortly.
Next step after getting textures right should be making the splash to have a pointed top end, as seen in the pictures at post #49. I think an easy way to do it would be tweaking particle's overlife size (smaller scale towards LifeTime 1). And something we should also deal with are dark smoke and flames getting out of the ship after torpedo impact. As they are now, they look a bit too short in duration, and smoke should a lot bigger imo :hmmm:

WoW nice job ... :)

volodya61 05-11-13 02:23 PM

Quote:

Originally Posted by gap (Post 2055013)
Okay, no probel.
Unfortunately I have to go out for dinner, but I hope to be back in time for sending you the modded file. :salute:

OK, take your time, matey :salute:
Anyway, I'm going to make some tests for Trevally :up:

Quote:

Originally Posted by Sjizzle (Post 2055037)
WoW nice job ... :)

Thanks, though it's not completed yet :)

7thSeal 05-11-13 04:35 PM

Quote:

Originally Posted by gap (Post 2055013)
Unfortunately I have to go out for dinner, but I hope to be back

Only if you're by yourself.... dinner and a friend is everything! :)

gap 05-11-13 07:17 PM

Quote:

Originally Posted by 7thSeal (Post 2055097)
Only if you're by yourself.... dinner and a friend is everything! :)

with friends, "unfortunately"! :()1: :D

Quote:

Originally Posted by volodya61 (Post 2055042)
OK, take your time, matey :salute:
Anyway, I'm going to make some tests for Trevally :up:

Hey Volodya, can you test this one too, please? :03:

http://www.mediafire.com/?d9mb5959q1pbw5s

Atm I have only changed PierreE2, SplashVert and SplashvertAdd. PierreE should still provide some vapour. Let us know :salute:

volodya61 05-12-13 08:55 AM

Quote:

Originally Posted by gap (Post 2054972)
yes, I know, nonetheless in TDW_FXU_Torp_Explosion_Materials.DAT there is a texture that apparently could be used for smoke effect. We should check in any of TDW_FXU_Torp_Explosion_Particles.DAT's particle generators uses it :hmm2:

Quote:

Originally Posted by volodya61 (Post 2054991)
OK, I will look into :up:

Unfortunately, I could not find this texture in the TDW FXU Particles.dat.. :-?
Looks like some other file uses it..
Have you looked at TwirlSoftBig.tga texture? It looks good for 'water column' :hmm2:..

Quote:

Originally Posted by gap (Post 2055160)
Atm I have only changed PierreE2, SplashVert and SplashvertAdd. PierreE should still provide some vapour. Let us know :salute:

:up:
I'll test it immediately :salute:


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