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[WIP] Damaged Engine Smoke
Hi all,
I am trying to recreate the look of smoke coming from U-185 when one of her diesel engines seized up, as seen in the top left of this picture http://www.uboat.net/media/articles/...5_pic57719.jpghttp://www.uboat.net/articles/photos/u185_pic57719.jpghttp://upload.wikimedia.org/wikipedi...30px-U-185.jpg Quote:
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Which pic? I can't see the link or the photo...
edit: I'm being dumb. Or my browser is. Sorry guys :P |
I think you need to PM Anvart about StateMachineControllers.
:yep: He's the Expert on stuff like this. :up: |
Okay, thanks privateer. I have been trying to understand StateMachines and teach my self. So far I've got a minor idea (copying from other files for smoke, and damaged engines).
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What event or UBoat state you choose? I do not know of anything that is appropriate for your task. I think, you should use usual technique of damages - *.zon, Zones.cfg and may be new effects (smoke) in particles.dat/Materials.dat. |
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What and where...
You are seeing existing zones of engines (from Zones.cfg) for Type 7c hull (stock game). You can use existing zones or you can create new types of zones in Zones.cfg and use them. http://img171.imageshack.us/img171/5660/zonestype7.jpg http://img696.imageshack.us/img696/3122/zonescfg.jpg Your actions: * Zones.cfg. Create a new zones in the list... eg: 192 = MyDEngine1 193 = MyDEngine2 * Zones.cfg. Create two sections in UBoat Items part... eg: [MyDEngine1] ... Effect1 = ... ... [MyDEngine2] ... Effect1 = ... ... with existing (in particles.dat) or new effects. * Create new boxes in NSS_Uboat7 *.zon with new zones Indexes. ... This is a simplified flow chart. Sorry if I missed something. |
Okay, so I have created a new particle generator (based on Racerboy/TDW's exhaust) and linked those nodes to the DieselEngine1 and -2 zones, while using #funnel_smoke as a third effect. Am I on the right track?
Also, brilliant 5-min tutorial :up: |
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Don't know what is it... For these things i used obj_Funnel controllers and custom smokes :03: Not enough specific information ... but somewhere around that. |
Here's what I mean:
http://www.subsim.com/radioroom/pict...pictureid=5787 The parts in boxes are the particle generators based on this mod: http://www.subsim.com/radioroom/down...o=file&id=1496 I will try your method to see how easy (most likely) it is. |
Okay, I have tried and tested the obj_Funnel smoke, set the damage to a relatively logical damage level in the Zones.cfg tested it by getting myself killed many times over, all of which I took major damage to the Diesel Engine room but it didn't smoke. Am I doing it wrong? all I have done is added obj_Funnel to the 7c.sim and linked it to #funnel_smoke in the particle.dat.
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and pay attention to the sizes and position of the boxes Quote:
Why? I wrote about the use of obj_Funnel controller in the modes such as diesel "exhaust"... |
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