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[Req] Darker ship smoke
Would anyone be able to tweak the smoke coming out of the ships stack so that it is darker and generally more visable?
I find that most of the time I can't see it at all and it detracts from the immersions somewhat. I'd do it myself but I know nothing about graphics editing. I hope this is possible! :up: |
This would be nice, and to correct the speed of the stuff as well. I am sure it can be done:yep:
There was some nice mods done with this in SH3, should be the same for SH4. RDP |
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RDP |
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Damage smoke on the other hand follows an imaginary wind and never looks real... Horizontal smoke should equate to whitecaps and high seas. You can not have a calm sea in high wind, not on this planet anyway. |
I have been looking through the particle.dat files for this exact thing. Found an area that pertains to Black_Smoke and such, but have yet to understand the hex values attached to it. Only thing I have managed to do was freeze up my game after torpedo impact, so at least I know I'm on the right course. :roll:
There are quite a few variable that can be adjusted like how much comes out, wind coef, general velocity, weight, opacity....plent of stuff. Just not sure which bits to change, and as to what they represent. Here's screenshot of what I am seeing.... http://aycu33.webshots.com/image/152...7060911_rs.jpg |
Good work Scoochy , keep it up:yep:
RDP |
You mean like this? (Though it's still a bit too dark in my opinion)
http://i17.photobucket.com/albums/b5...0-19-55-56.jpg |
This is a bit better.
http://i17.photobucket.com/albums/b5...-4-2007_20.jpg Here is the file: http://www.speedyshare.com/230706818.html |
Well, you might want to be careful how far you go with this. I had this same reaction when I first loaded up SH4 - the smoke seemed pretty anemic - but after some research I began to think maybe it was pretty spot on, at least as to the more modern warship/naval auxilliaries at normal steaming speeds - see thread here for a discussion of this issue and some photos and screen shots:
http://www.subsim.com/radioroom/showthread.php?t=110821 I suspect that more/darker smoke would be seen at flank speeds or with older merchants in particular, but I haven't seen any of those things in game yet (just doing sub school practice and bug-hunting so far) so I don't know how the game handles those. |
Concur about the funnel smoke. These aren't freight trains :D
Still working on the fire smoke, try to slow that suff down a bit. |
It's a five second adjustment.
The problem is you can't easily make differences between the old coal burners and the ships burning av gas/diesel fuel without creating a new funnel smoke node (easy) and changing the opacity of the smoke between the two in the particles.dat (also easy). The new node (call it the coal smoke node) would then has to be assigned to all of the coal burning ship (i.e. the freight train above) dat files. It's a pain because it's tedious, time consuming and I'm not 100% sure it can be done correctly at this point. The other smoke could be just a touch darker than the current version...remember the call "Smoke on the horizon!". You can't do that now with the current smoke. By the way, the I don't think the funnel smoke differentiates between the speed of the ship (i.e. faster = darker), but I'd have to go back and check the particles.dat to be sure. |
Actually...how would one create a "second funnel node" ? over at the SH3 Workshop "privateer" is working on a "Diesel Exhaust Mod" looks very very sweet so far!
http://www.subsim.com/radioroom/showthread.php?t=112123 http://i10.photobucket.com/albums/a1...Cox/Test_2.jpg Question is also how to adjust this so its only visible during full speed ahead and revving up the engine... |
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Wow, OK your way beyond me so far. If you come up with something let us know, cause this "Diesel Exhaust" Mod does look the stuff.
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