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-   -   Is there an exhaust mod? (https://www.subsim.com/radioroom/showthread.php?t=112123)

Mush Martin 07-03-07 08:49 AM

Really the dat from uber always emits it in a trail aft of the sub
linear with the wake. its duration causes it to curve when you turn
but its only maybe a boatlength long before it fades out which is close
enough to accurate. its a nice piece of ambience for the game.

http://i43.photobucket.com/albums/e3...-2007_18-1.jpg
http://i43.photobucket.com/albums/e3...-5-2007_18.jpg
http://i43.photobucket.com/albums/e3...-5-2007_17.jpg

Mush Martin 07-03-07 08:59 AM

this mod also demonsrates the effectiveness of even light smoke
in hiding you at night from the enemy lookouts I took some screenies
the other day but there quite dark (naturally) where in
I took a pic of the horizon where no sub appears at all and
you cant see a thing unusual but when you raise the
camera vertically about fifty feet for the next pic
you can see the sub barely a kilometer away.
it was very revealing

the debate raged about how big and how long exhuast should
last and be visibe, this is a good compromise ive seen
plenty of pix and vids that show smoke in normal operations
particularly when accellerating. the bench mark I advised
was make it similar to diesel locomotives as thats where
the engines came from.
M

nikbear 07-03-07 11:27 AM

I'm so pleased that this mod isn't dead and is still being worked on,great news:up:

TheDarkWraith 07-04-07 02:18 PM

no this mod is not dead! I've been working on this for the VIIb and I've got the smoke to work but I have some questions on the file structure if someone can help me here :o The smoke exits at the back of the sub on the left side for the VIIb currently. Great - problem is the smoke is over the water and not on the sub (located just a little bit left of the sub over the water).

I'm going to apologize now if this is hard to read. It makes sense to me so hopefully it will to you also :doh:

privateer inserted a particle generator to make the smoke. Easy enough. What isn't easy (for me) is figuring out how he placed the smoke where it is...anybody got any insight into this (along with some others questions I have)? It's somewhere in this:

1 04 00 00 00 64 00 00 00 42 00 00 00 A0 07 18 D2 ; ....d...B... ..Ò
2 2C 06 09 2D B4 F7 C2 03 E9 A8 40 2C 00 00 00 00 ; ,..-´÷Â.é¨@,....
3 00 00 00 00 00 01 71 3D 8A BE 31 08 2C 3D 1F 85 ; ......q=о1.,=.…
4 3B C0 CD CC AC 3F 00 00 00 00 00 00 00 00 00 00 ; ;ÀÍ̬?..........
5 00 00 00 00 00 00 00 00 00 00 00 00 00 00 08 00 ; ................
6 00 00 00 00 00 00 15 00 00 00 A0 07 18 D2 2C 06 ; .......... ..Ò,.
7 09 2D 23 53 75 62 5F 65 78 68 61 75 73 74 00 0A ; .-#Sub_exhaust..
8 00 00 00 FF FF FF FF 27 00 00 00 18 4A 53 CF 79 ; ...ÿÿÿÿ'....JSÏy
9 B3 CE 0C A0 07 18 D2 2C 06 09 2D 00 46 61 73 74 ; ³Î. ..Ò,..-.Fast
10 50 61 72 74 69 63 6C 65 47 65 6E 65 72 61 74 6F ; ParticleGenerato
11 72 00 06 00 00 00 00 00 00 00 CB 0B 00 00 18 4A ; r.........Ë....J
12 53 CF 79 B3 CE 0C 00 00 00 00 00 00 00 00 B7 0B ; SÏy³Î.........·.
13 00 00 B3 0B 00 00 46 61 73 74 50 61 72 74 69 63 ; ..³...FastPartic
14 6C 65 47 65 6E 65 72 61 74 6F 72 00 19 00 00 00 ; leGenerator.....

now breaking down the above I've come up with the following:

it appears that 04 00 00 00 64 00 00 00 42 00 00 00 is the code used to define a new object or something.
in line 1 & 2 we define the new object as: A0 07 18 D2 2C 06 09 2D (now how did he come up with this?)
it is referenced to the sub which is object: B4 F7 C2 03 E9 A8 40 2C (remember this is for the VIIb. Privateer had originally made this mod for the 9d2 which is 24 49 78 E1 81 74 54 20 - where do these come from? How do you find this out?)
Now immediately after 2C 06 09 2D B4 F7 C2 03 E9 A8 40 2C in line 2 to before A0 07 18 D2 2C 06 in line 6 is a mystery to me. Is this where we define the location of the new object (smoke)? If yes, how do you read this?

on line 6 starting at A0 07 18 D2 2C 06 we reference the new object again and then give it a name - that being #Sub_exhaust followed by a null termination character (00).

Now the 0A000000FFFFFFFF starting at the end of line 7 and finishing on line 8 appears to 'end' a record so to speak or close a field??

The 27000000 on line 8 seems to be defining a new field or something??

Now the 18 4A 53 CF 79 B3 CE 0C following the above seems to be the new object (FastParticleGenerator) that is referenced to our new smoke object (A0 07 18 D2 2C 06 09 2D) and we give it the name FastParticleGenerator

now after the 72 in line 11 (which is the ending r of Generator in above) there is a 00 which appears to be a null termination character for strings. If you look at all the hex files after every string there is a 00.

Following this 00 in line 11 is 06000000 which does what? Is it defining something? Setting attributes???

Following that is 00 00 00 00 CB 0B 00 00 which is a mystery to me. Buhler???

At the end of line 11 and wrapping to 12 we reference the object 18 4A 53 CF 79 B3 CE 0C again.

After that we have 00 00 00 00 00 00 00 00 B7 0B 00 00 B3 0B 00 00 which is ??? The mystery gets worse!! Hopefully someone knows.......

After that I've figured out the rest no problem. It's just the above that has me stumped. Someone please help me.

If I can get this information sorted out I might be able to add 2 smoke generators (one to each side of the sub). How cool would that be?? :|\\

Mush Martin 07-04-07 02:22 PM

Stay tuned............well be right back after a word from our sponsor.
(ill see if I can get in touch with him.)
M

Mush Martin 07-04-07 03:03 PM

@ Racerboy

Privateer has kindly sent along some help and advice.

first off though he advises that what will help most
is to d/l his guides.7z in his FF page as that file will
explain the file structure and the chunks.

Further he sent this along


Answer:
01 = Show Object
71 3D 8A BE = X position
31 08 2C 3D = Y position
1F 85 4 3B = Z position
and on through your XY, XZ, and YZ positions.

He advised that when choosing id numbers just
randomly choose them.


We hope this helps

MM

ichso 07-04-07 03:42 PM

Great thanks.
Do you have the link to his download page at FF too ?
I would like to read those things and do some further editing to some things of the exhaust mod.

TheDarkWraith 07-04-07 03:55 PM

rock on MM! Great news and great help as always. Too bad I have to go to Mexico for 6 days for work tomorrow......well better get busy reading and editing hex code! :rock:

Mush Martin 07-04-07 04:08 PM

Quote:

Originally Posted by Racerboy
rock on MM! Great news and great help as always. Too bad I have to go to Mexico for 6 days for work tomorrow......well better get busy reading and editing hex code! :rock:

@ Racerboy
You suffer so..............................


@ ichso Ill see if I can locate it Im sure I have it somewhere

MM

TheDarkWraith 07-04-07 04:35 PM

I do suffer! I travel internationally for what I do...and I love it!

I've uploaded a WIP exhaust mod for the VIIb sub. The smoke isn't exactly in the right position but it will be corrected as I digest some new information learned. The thickness, color, etc. will also be corrected.

This mod was based on the GWX 1.03 NSS_UBoat7b.sim file

you're looking for the file GWX_-_TDRs_VIIb_exh_WIP.zip

once again, JSGME friendly! unzip to MODS folder.

http://hosted.filefront.com/TazmanianDevilR/

ichso 07-04-07 04:52 PM

Quote:

Originally Posted by Racerboy
I do suffer! I travel internationally for what I do...and I love it!

I've uploaded a WIP exhaust mod for the VIIb sub. The smoke isn't exactly in the right position but it will be corrected as I digest some new information learned. The thickness, color, etc. will also be corrected.

This mod was based on the GWX 1.03 NSS_UBoat7b.sim file

you're looking for the file GWX_-_TDRs_VIIb_exh_WIP.zip

once again, JSGME friendly! unzip to MODS folder.

http://hosted.filefront.com/TazmanianDevilR/

I will definitely test it !
Has anyone any idea if this mod can be used somewhat dynamically ? I mean that the amount of smoke is influenced by the set speed for example.

I wish I had more time to get deeper into this... :cry: Had to do university stuff till now (11:50 p.m.) and have to get up early tomorrow.

SquareSteelBar 07-04-07 05:11 PM

@ ichso: http://hosted.filefront.com/priater

ichso 07-04-07 05:13 PM

Quote:

Originally Posted by SquareSteelBar

Thanks :up:

Mush Martin 07-04-07 06:21 PM

Thanks SSB I was having some difficulties locating it.
M

TheDarkWraith 07-04-07 08:02 PM

I've been fooling around with a dual exhaust VIIb here and having a little trouble.
Let's say someone wanted to add two particle generators to an object, how exactly does one do that? I copied everything from my first exhaust generator to make a second one. I gave everything it's own tags (I think!) and tested it out. It didn't crash but when i checked to see the smoke there was nothing, not even smoke from the first particle generator. Does anyone know if I just create one FastParticleGenerator only and make ParticleGenerators from that? Does anyone know of any examples currently that use two or more particle generators on an object? Which ship(s) have more than 2 stacks? There's a certain ship that has 4 but can't think of it currently.

If someone can let me know where the exhaust smoke should be coming out of a VIIb I can fix the exhaust smoke modded VIIb I created. Pictures would really help here. ;)


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