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Funnel Smoke & Particle Discussion
EDITED for tweak file information.
Current particle tweaks available for SH3 Mini Tweaker.. 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. ;GENERAL EXPLOSIONS-------------------- ;#Shell_fire_explosion ;#Shell_fire_explosion_halo ;#Shell_fire_explosion_ADD ;#Splinter_explosion ;#Splinter_explosion_halo ;&Shell_water_explosion ;&Shell_water_explosion_deep ;&Big_Shell_water_explosion ;&Big_Shell_water_explosion_deep ;#Small_splinter_explosion ;#Small_splinter_explosion_halo ;#Small_splinter_explosion_no_halo ;&debris_water_explosion ;&debris_water_explosion_deep ;#Small_crewmans_splinter_explosion01 ;#Small_crewmans_splinter_explosion_halo01 ;#CrewMan_explosion01 ;#Splinter_crewmans_explosion01 ;#Splinter_crewmans_explosion_halo01 ;#CrewMan_explosion02 www.delraydepot.com/tt/General_Explosions.zip ;SPLASH_WATER_EXPLOSION---------------- ;&Bullet_water_splash ;&Bullet_water_splash_deep ;$Splash_water ;&Big_Shell_water_explosion ;&Big_Shell_water_explosion_deep ;&debris_water_explosion ;&debris_water_explosion_deep http://www.delraydepot.com/tt/Splash..._Explosion.zip ;MISC------------------------------- ;@Flare ;@Starshell ;@Lightning01 ;@Lightning02 ;@Lightning03 ;@Lightning04 ;#Ship_Collision ;#Propeller_wake www.delraydepot.com/tt/Misc.zip ;PLANE--------------------------------- ;#plane_on_fire ;#plane_on_fire_halo ;#Plane_splinter_explosion ;#Plane_splinter_explosion_on_water ;#Plane_splinter_explosion_deep_water ;#plane_damaged ;#Plane_catastrophic_explosion ;#plane_fuel_explosion ;#plane_oil_explosion www.delraydepot.com/tt/Planes.zip ;DEPTHCHARGE--------------------------- ;@Depthcharge_explosion ;@Depthcharge_deepwater ;@Depthcharge_surface_explosion ;@Depthcharge_anticipation ;#dc_bubbles www.delraydepot.com/tt/Depthcharge.zip ;HEDGEHOG------------------------------ ;@Hedgehog_deepwater ;@Hedgehog_surface_explosion www.delraydepot.com/tt/Hedgehog.zip ;KGUN---------------------------------- ;$KGun_muzzle_flash ;&KGun_water_splash ;&KGun_water_deep www.delraydepot.com/tt/KGun.zip ;AAGUN--------------------------------- ;@AAGun_explosion ;$AA_Gun_muzzle_flash www.delraydepot.com/tt/AAGun.zip ;BOMBS--------------------------------- ;$bomb_explosion ;$bomb_halo www.delraydepot.com/tt/Bombs.zip ;OIL----------------------------------- ;#Oil_trace ;#Burnning_oil ;#Burnning_oil_smoke ;#Burnning_oil_fire ;#Oil_spot ;#oil_explosion ;#oil_explosion_01 ;#oil_explosion_trail ;$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 ----- TT |
but aren't these always end up with: it's possible, but this kills the performance. :) like removing lods from the sea. I reckon by making smoke much bigger, the FPS drop will be huge, even for stronger machines.
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@ timetraveller,
If you remember in SH2, I along with a few others tried hard to get smoke on the horizon, it was Sergbuto who managed it in the end. My personal opinion is to keep it there, I keep thinking of the movie Gafs Bay (spelling), where the lookouts spotted the smoke on the horizon and they steered towards it and it was the GB. |
I've been working on taking apart the particles.dat file for modding values. There are a zillion things in there, and one is funnel smoke.
It's very easy to mod the smoke and make it thicker and taller, without changing the images at all. I haven't noticed much of a hit in frame rates at close range.. And at horizon distance I would think it wouldn't effect frame rates at all. Anyway, here is some nice thick funnel smoke. I'm making some tweak files for individual particle effects in the particles.dat file. TT http://img272.imageshack.us/img272/5...elsmoke1sc.jpg Here's everything that's moddable. particles.dat is quite complex, and requires each one to be individually coded in a tweak file. Takes some time, but it is doable. Splinter_explosion Splinter_explosion_halo Shell_fire_explosion Shell_fire_explosion_halo Shell_fire_explosion_ADD Gun_muzzle_flash Gun_muzzle_flash_halo Shell_water_explosion Shell_water_explosion_deep Sub_deck_bubble Bullet_water_splash Bullet_water_splash_deep Deep-water Splash_water torp_great_explosion torpedo_splash_L torpedo_splash_L01 torpedo_splash_R torpedo_splash_R01 Propellor_wake Depthcharge_explosion Bulet_spark Shell_trace Big_muzzle_flash Big_muzzle_flash_halo MGun_muzzle_flash Big_Shell_water_explosion Big_Shell_water_explosion_deep dc_bubbles Flare ShipCollision Oil_trace Small_splinter_explosion Small_splinter_explosion_halo Small_splinter_explosion_no_halo Gun_deck_camera_muzzle_flash Gun_deck_camera_halo Depthcharge_deep_water Depthcharge_surface_explosion Depthcharge_anticipation Fire_big Smoke_big Burnning_oil Burnning_oil_smoke Burnning_oil_fire Oil_spot plane_on_fire plane_on_fire_halo Plane_splinter_explosion Plane_splinter_explosion_on_water Plane_splinter_explosion_deep_water plane_damaged Plane_catastrophic_explosion sink_bubbles oil_explosion_01 oil_explosion_trail Oil_explosion_halo AA_Gun_muzzle_flash ref_bomb_explosion bomb_halo plane_fuel_explosion Bulet_trace Fire_small Smoke_small AAGun_explosion Oil_Floating_Spot KGun_muzzle_flash KGun_water_splash KGun_water_deep Hedgehog_deepwater Hedgehog_surface_explosion Deck_Bubbles Bulet_trace_fast Starshell plane_oil_explosion Burnning_oil_small Burnning_oil_smoke_small Burnning_oil_fire_small house_smoke funnel_smoke Sinking_foam Splash_Sinking_foam Lightning01 Lightning02 Lightning03 Lightning04 debris_water_explosion debris_water_explosion_deep Small_crewmans_splinter_explosion01 Small_crewmans_splinter_explosion_halo01 CrewMan_explosion01 Splinter_crewmans_explosion01 Splinter_crewmans_explosion_halo01 CrewMan_explosion02 Dust_underwater Dust_underwater01 Dust_underwater02 Dust_underwater_ship Dust_underwater_ship01 Dust_underwater_ship02 helix_bubbles decoy_bubbles Shell_trace_Fast |
great stuff!!
at the moment i'm using a botched cloud mod attempt by myself--as co-incidently it rendered a thick light gray band round the horizon which picks the smoke out quite well--as a cloud mod it's awfull (truly awfull lol) but i use it for the smoke --i think i spotted somewhere that the AI actually does in some way see the smoke aswell but i'm not sure on that-- same as Col that scene from "river plate" is the inspiration---Hooky bell!!! :up: |
Excellent, that's the sorts of things I was hoping you'd find.
Myself, I'd gladly go for a bit more smoke from the stacks. Although what I'm really interested in is smoke from damage. Heck, it'd even be great to have larger explosions for ammo ships, too :up: What kinds of settings are there? Is it the number of sprites, or size of sprites, or both? And their distribution? If this works, I'm sure particle effects could be revised very nicely without affecting our FPS too much. |
Oh, and a photo which made me think about this:
http://img39.imageshack.us/img39/126...escreen6pn.jpg :hmm: |
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Life or Lifetime (length of time on screen) Opacity (transparency of the particles) Rate (the rate at which particles are generated) EmissionArea (area from where particles are emitted) Velocity and WindCoef (wind coefficient) are in there too. And a ton more values, most of which are of lesser importance. This should be a ton of fun to tweak. TT |
Oh, this looks to be tons of fun! :D
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Yup. :up:
I can see smoke-screens coming next. |
I remember that we wanted oil slicks and debris spots to last longer. So I guess you've found it, TT.
After looking at your list, it would be cool to also see some other things. Taller funnel smoke would be nice, and also a longer stream of smoke for when you shoot down an airplane. All provided that it doesn't hit our FPS too badly. |
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I'm hoping to have the funnel tweak file out today or tomorrow. What's the next one we should work on? TT |
Hmm... I'm running low on ideas. What else do we need?
It's just a graphical issue, but how long are real life torpedo wakes? :D |
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Smoke in general seems to be a hot topic now and then. A lot of people want it toned down a little because of frame rate problems. It could be that we could actually expand it (the area) some, but thin it out at the same time and help the frame rates a little. It'll be fun to play with. I'm dying to see the difference in particle rate for oil smoke versus funnel smoke. Heavy oil smoke really drags my computer down. Maybe 10fps or less. TT |
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