View Single Post
Old 05-15-13, 12:25 PM   #190
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by volodya61 View Post
WOW!.. just wow

I feel like in kindergarten

Thanks
When I write an "how to" for someone, I hope that someone else, a new comer, will read my instructions and will be lured into following them.
Once you start messing with SH object and controllers, no matter for which task, understanding their structure, and the logics behind them, is relatively easy. But future modders (which, by the way, we desperately need for) need for a good starting point; having a fresh memory of my first steps in SH modding, and of how hard was for me deciphering what I was reading on the forum, I try to make my instructions as detailed as possible

Quote:
Originally Posted by volodya61 View Post
EDIT: Gabriele, what about the other questions?
Quote:
Originally Posted by volodya61 View Post
new series -

TDW Particles.dat/TorpExplosionSplashRInitial and RDelay (other nodes were removed)
both ParticleGenerator/BitmapParticles uses PierreE and PierreE2 textures
Distance and DensityScale in GlobalScaleFar as in TorpExplosionGreat (1000/0.15), others values not changed yet..

03 (PierreE 03 in TDW Materials.dat)

...

I think, we can add another textures to the TDW Materials.dat for RInitial and RDelay effects , and PierreE + PierreE2 will use for TorpExplosionGreat effect only..
What do you think?
Those particles look extremely blurred. What are their size (main and overlife) settings? Have you them by hand?

Quote:
Originally Posted by volodya61 View Post
In the next series will test TDW Particles.dat/TorpExplosionSplashLInitial and LDelay (uses SplashVert and SplashVertAdd textures)
they are probably specular to RInitial and RDelay, and they will look as bad. But checking them won't hurt

Quote:
Originally Posted by volodya61 View Post
PS: return to the question of outgoing smoke
Have you taken the screenshot with sober's smoke screen mod enabled? If so, we should do the following:

1 - Retrieve the original smoke settings
2 - Duplicate the same particle generator (but with sober's settings) and linking it to some other particle generator which is played only when ships get alerted... TDW's flares. for instance.
3 - Modify the duplicated particle generator for making it to behave according to our liking.

What do you think? I hope that sober and TDW will be fine with it
gap is offline   Reply With Quote