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-   -   About Dynamic Environment v2.9 (https://www.subsim.com/radioroom/showthread.php?t=248858)

Pascal 03-15-21 12:00 PM

About Dynamic Environment v2.9
 
Fantastic Mod, but I see that the fire smoke always goes in the opposite direction of the clouds, and therefore of the wind direction - You will tell me that I am focusing on unimportant details, unless another Mod disturbs this Environment Mod

gap 03-15-21 12:17 PM

Quote:

Originally Posted by Pascal (Post 2736444)
Fantastic Mod, but I see that the fire smoke always goes in the opposite direction of the clouds, and therefore of the wind direction - You will tell me that I am focusing on unimportant details, unless another Mod disturbs this Environment Mod

You are all but focusing on unimportant details. All the details are important and they make the difference between a quality product and a shoddy work.

That said:
  1. I am not sure that clouds in game are following the wind direction; if you are, then that's a good news.

  2. Making particles to follow the real wind direction is not as easy as one may think. Many have tried doing that (mostly with funnel smoke) but with rather inconsistent results. Maybe TDW managed achieving that result with FX Update, in which case his files should be studied.

  3. After so many years since DyEnv's release my memory might fail, but I don't think this mod to contain any smoke-related setting. If it does, for sure it was not my part of work. In general we didn't mess too much with FX stuff because several other mods dealt with that aspect of the game.

Pascal 03-15-21 06:16 PM

Quote:

Originally Posted by gap (Post 2736450)
You are all but focusing on unimportant details. All the details are important and they make the difference between a quality product and a shoddy work.

That said:
  1. I am not sure that clouds in game are following the wind direction; if you are, then that's a good news.

  2. Making particles to follow the real wind direction is not as easy as one may think. Many have tried doing that (mostly with funnel smoke) but with rather inconsistent results. Maybe TDW managed achieving that result with FX Update, in which case his files should be studied.

  3. After so many years since DyEnv's release my memory might fail, but I don't think this mod to contain any smoke-related setting. If it does, for sure it was not my part of work. In general we didn't mess too much with FX stuff because several other mods dealt with that aspect of the game.

About the Mod "FX_Update_0_0_22_ByTheDarkWraith" I remember that its author specified in an improvement that the red flares followed the wind direction!

Very impressive mod by the way

gap 03-16-21 05:25 AM

Quote:

Originally Posted by Pascal (Post 2736555)
About the Mod "FX_Update_0_0_22_ByTheDarkWraith" I remember that its author specified in an improvement that the red flares followed the wind direction!

Very impressive mod by the way

I don't have a doubt about that but, on the other hand, if making particles to follow real wind direction was that easy, why didn't TDW apply the same settings to fire and smoke effects? :hmm2:


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