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another test series :)
1. TDW Particles.dat/GreatTorpExplosion/ParticleGenerator/EmissionArea/Angle 2. TDW Materials.dat/Particula01-04/ParticleGenerator/EmissionArea/Angle 15/10 http://s19.postimg.org/d0etjk4cf/test1_1.jpg . http://s19.postimg.org/kuff4yc5b/test1_2.jpg . http://s19.postimg.org/dshhir8jj/test1_3.jpg 10/14 http://s19.postimg.org/u4w4m8c8v/test2_1.jpg . http://s19.postimg.org/fzqbkf37j/test2_2.jpg . http://s19.postimg.org/r0lgpfvgf/test2_3.jpg 11/15 http://s19.postimg.org/qp40cof0f/test3_1.jpg . http://s19.postimg.org/jaeokat4v/test3_2.jpg . http://s19.postimg.org/h749cmtbz/test3_3.jpg http://s19.postimg.org/e1jnmfapr/test3_4.jpg . http://s19.postimg.org/blhu8ksn3/test3_5.jpg . http://s19.postimg.org/oe5y8i48v/test3_6.jpg I think enough :D What do you think? PS: next series: settings of last test + your new textures (I mean, materials 02-05).. ..coming soon.. :har: |
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11/15 :up:
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01 (original texture PierreE) http://s19.postimg.org/hwrn2qj9b/01_1.jpg . http://s19.postimg.org/xjiwg3x1b/01_2.jpg . http://s19.postimg.org/gx1c7143j/01_3.jpg 02 http://s19.postimg.org/ptc4ayupr/02_1.jpg . http://s19.postimg.org/iemsil8u7/02_2.jpg . http://s19.postimg.org/7gg4e59mn/02_3.jpg 03 http://s19.postimg.org/uj6ndbb3z/03_1.jpg . http://s19.postimg.org/rqdftaarj/03_2.jpg . http://s19.postimg.org/89sq6rfnj/03_3.jpg 04 http://s19.postimg.org/kppg0i8zj/04_1.jpg . http://s19.postimg.org/xidk0fklb/04_2.jpg . http://s19.postimg.org/inoym9b0f/04_3.jpg 05 http://s19.postimg.org/6zuwrplvj/05_1.jpg . http://s19.postimg.org/yohjz88vz/05_2.jpg . http://s19.postimg.org/z2ivytszj/05_3.jpg Okay, Gabriele.. now choose the texture that is to remain and I'm ready for the second act of the ballet - TorpExplosionSplash Generator :smug: PS: have you any ideas about 'water reflection'? EDIT: I like 02 |
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No fog=full water reflection fog=very little reflection...i suppose. |
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Maybe it's time to send me new splashvert texture? |
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I don't think we can dim the effect at night or on heavy fog through the WaterReflection controller (by editing water shader maybe, but I don't understand much about them). Yet, I am quite sure that we can switch it off at long range. Have a look at this thread, please: :03: http://www.subsim.com/radioroom/show...247#post665247 |
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Here they are:
http://www.mediafire.com/?d4gczs1cocvx24h The pack includes SplashVert and SplashVertAdd teextures. Look at file suffixes: 01 long splash version 02 short splash version Test both of them, please :salute: |
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Sure I will test all what you've done for us.. as always.. :up: PS: could you look at this files, please.. it's from OHII.. looks like something wrong with the .dat file.. I can't merge its .sim to it.. some objects lost in the model.. - http://rghost.ru/46006797 |
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There are two possible fixes for your files: either remove the lost controller from the sim file, or add a new node to the dat file, move it around the 3d model where you think the exaust would have been placed (no funnel of that boat), and then give the obj_Funnel controller the same parent Id number as the Id number of the new node. You should also create a new smoke effect especially for that boat, because one wouldn't expect an exaust to emit the same quantity of smoke than a funnel. As for this last task, you can take inspiration from TDW's sub exaust mod. :salute: |
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You know what I mean :03: Quote:
It's time to learn S3D.. But I will ask you questions, if I'll not sort it out :03: :salute: |
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