SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   Funnel Smoke & Particle Discussion (https://www.subsim.com/radioroom/showthread.php?t=87122)

CCIP 12-09-05 02:27 PM

Yea, I've picked out my texture a while ago and I'm sticking with it.

Any other changes you made, or can I just plug in that 1000 for max particles and be happy?

I still wish the smoke stayed up for longer. It just seems to disappear too fast to be realistic :(

Marhkimov 12-09-05 02:35 PM

Quote:

Originally Posted by CCIP
Yea, I've picked out my texture a while ago and I'm sticking with it.

Any other changes you made, or can I just plug in that 1000 for max particles and be happy?

I still wish the smoke stayed up for longer. It just seems to disappear too fast to be realistic :(

Just plug in 1000 for each of the black smokes and that's all you need.

If you want the smoke to stay up a little longer, it has to do with either scalable lifescale, fastparticle lifescale, or blacksmoke life. Try doubling or tripling one or all of those to get increased smoke lifespan. If you can make it work, please do come back and tell. ;)

timetraveller 12-09-05 05:41 PM

Quote:

Originally Posted by marhkimov
Quote:

Originally Posted by CCIP
Yea, I've picked out my texture a while ago and I'm sticking with it.

Any other changes you made, or can I just plug in that 1000 for max particles and be happy?

I still wish the smoke stayed up for longer. It just seems to disappear too fast to be realistic :(

Just plug in 1000 for each of the black smokes and that's all you need.

If you want the smoke to stay up a little longer, it has to do with either scalable lifescale, fastparticle lifescale, or blacksmoke life. Try doubling or tripling one or all of those to get increased smoke lifespan. If you can make it work, please do come back and tell. ;)

Thanks, marhkimov :up: :up: That's good to know about the 32x32 image. It will help my Intel 2.4 GHZ dog. hehe Man, I remember when a 64KB Radio Shack Model I was good.

He$$, I'm so old I remember when an IBM 360 Model 65 with 256KB of memory was good! It was a roomfull too! :D That was 1968.

TT

Marhkimov 12-09-05 06:01 PM

1968? :huh:

That's like a billion years before I was born! :rotfl: :rotfl: :rotfl: jk

timetraveller 12-09-05 07:18 PM

Quote:

Originally Posted by marhkimov
1968? :huh:

That's like a billion years before I was born! :rotfl: :rotfl: :rotfl: jk

hehe yeah, unfortunately. It's the year I wrote my first line of computer code. Fortran.

TT

It looked like this (this is actually a model 75):
http://www.columbia.edu/acis/history/2311.html

Marhkimov 12-10-05 02:07 PM

Latest picture, very smooth FPS...

http://img436.imageshack.us/img436/5462/a30bj.jpg

Marhkimov 12-10-05 02:35 PM

Honestly, I can't wait until TT releases some more particle rules.

I plan on going particle craaazy! :doh: :doh:

Marhkimov 12-10-05 03:37 PM

Hi TT,


I was wondering if there is a way for us to hack into the weather patterns. Has anyone figured out what determines the number of cloud formations? Where is this file? (and don't tell me that it is hard-coded; I don't buy it)

Nori01 and Nori02 are great, but there should be up to Nori99. :huh:


Yes, you read right... 99

timetraveller 12-10-05 05:05 PM

Quote:

Originally Posted by marhkimov
Hi TT,


I was wondering if there is a way for us to hack into the weather patterns. Has anyone figured out what determines the number of cloud formations? Where is this file? (and don't tell me that it is hard-coded; I don't buy it)

Nori01 and Nori02 are great, but there should be up to Nori99. :huh:


Yes, you read right... 99

Now that would be interesting. I agree, 2 graphics are not enough. I'll try to keep weather in mind as I look around.

BTW, I should have some more particle tweak files out in 2 or 3 days. Coding by hand turned out to be too time consuming. I've been modifying File Analyzer to rip apart the particles.dat file and create automatic tweak files which don't need much hand editing.

What would you like next? Oil fires and smoke? Or something else?

TT

Redwine 12-10-05 05:41 PM

Quote:

Originally Posted by timetraveller
Now that would be interesting. I agree, 2 graphics are not enough. I'll try to keep weather in mind as I look around.

So good :up: , and agree, more files will be great.


Quote:

Originally Posted by timetraveller
What would you like next? Oil fires and smoke? Or something else?
TT

If posible, the bullets...... i found the texture file, and made it more visible giving yellow and orange colour, but the tracer bullets still too small to be well visible along their travel as in SH1, they need to increase size. :know:

http://show.imagehosting.us/show/993..._-1_993162.jpg

And if posible the cannon muzzle fire effect, i changed their texture and looks too impresive now, specially in cinematic movement, but i want to make big the "dragon fire" from big size battleship guns. :huh:

http://show.imagehosting.us/show/993..._-1_993163.jpg

Marhkimov 12-11-05 02:05 AM

Redwine,

Have you seen this page: www.fas.org/man/dod-101/sys/ship/weaps/mk-7.htm

They have information and images that may be relevant to you... :yep:

http://www.fas.org/man/dod-101/sys/s...902127_JPG.jpg

http://www.fas.org/man/dod-101/sys/s...103648_JPG.jpg

Redwine 12-11-05 08:53 AM

Thanks Marhkimov !!!

Here another good picture. The USS Iowa.


http://show.imagehosting.us/show/995..._-1_995173.jpg

http://show.imagehosting.us/show/995..._-1_995173.jpg

I read in some place, when Yamato shoots its cannon, must not be people on the deck, the explosion kills any on deck.

In tests, they let some pigs on the deck when shoot the first time the big guns, the pigs was splashed as insects in the windshield of your car.

timetraveller 12-14-05 03:23 PM

Okay Mateys, something to do this weekend. Particle mania.

The following effects have been decoded in particles.dat for your tweaking in Mini Tweaker. Download the .ZIP files, unzip, and save to the Mini Tweaker \TweakFiles folder, as always.

;OIL-----------------------------------
;#Oil_trace
;#Burnning_oil
;#Burnning_oil_smoke
;#Burnning_oil_fire
;#Oil_spot
;#oil_explosion
;#oil_explosion_01
;#oil_explosion_trail
;$Oil_explosion_halo
;#Oil_Floating_Spot
;#plane_oil_explosion
;#Burnning_oil_small
;#Burnning_oil_smoke_small
;#Burnning_oil_fire_small

www.delraydepot.com/tt/Oil.zip


;GENERAL MUZZLE FLASH------------------
;$Gun_muzzle_flash
;$Gun_muzzle_flash_halo
;$Big_muzzle_flash
;$Big_muzzle_flash_halo
;$MGun_muzzle_flash
;$AA_Gun_muzzle_flash
;$KGun_muzzle_flash
;$Gun_deck_camera_muzzle_flash

www.delraydepot.com/tt/MuzzleFlash.zip


;TRACERS-------------------------------
;@Shell_trace
;@Bulet_trace
;@Bulet_trace_Fast
;@Shell_trace_Fast
;@Bulet_spark

www.delraydepot.com/tt/Tracers.zip


;TORPEDO-------------------------------
;$torp_great_explosion
;$torpedo_splash_L
;$torpedo_splash_L01
;$torpedo_splash_R
;$torpedo_splash_R01
;#decoy_bubbles (DUD Torpedo)

www.delraydepot.com/tt/Torpedo.zip


;GENERAL FIRE--------------------------
;#Fire_big
;#Fire_small

www.delraydepot.com/tt/General_Fire.zip


;MISC SMOKE----------------------------
;#house_smoke
;#funnel_smoke
;#Smoke_big
;#Smoke_small

www.delraydepot.com/tt/MiscSmoke.zip

-----
More coming. Maybe explosions next?

TT

timetraveller 12-14-05 03:41 PM

As a suggestion, make a sub folder in your SH3MiniTweaker\TweakFiles folder called \Particles, and save the particle tweak files there. That way they are kept separate from the rest of the bunch. That's what I did anyway. There's getting to be so many tweak files I can't find the right one sometimes. hehe

TT

Marhkimov 12-14-05 04:27 PM

Once again, nice work TT!

Sure, explosions are always fun! :D


Also, I have subfolders for almost everything: air, sea, submarines, particles, env...


All times are GMT -5. The time now is 06:05 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.