Quote:
Originally Posted by volodya61
No, they are not specular (for some weird reason).. see next post..
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Quote:
Originally Posted by volodya61
new series -
oops  .. temporary absence..
Something initially wrong in the principle of destination of textures for these effects
TorpExsplosionSplashRInitial - TDW_FXU_PierreE2
TorpExsplosionSplashRDelay - TDW_FXU_PierreE
TorpExsplosionSplashLInitial - TDW_FXU_SplashVert
TorpExsplosionSplashLDelay - TDW_FXU_SplashVert
When I appointed TDW_FXU_SplashVertAdd to TorpExsplosionSplashLInitial this happened -
...
Maybe it's texture's error.. maybe something else..
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yes, we missed this detail because you have
tested SplashR and SplashL particle generators together.
Just had a look into stock particle generators, and they use the following textures:
- torpedo_splash_L:
- BitmapParticle: splash_vert
- BitmapParticle: smoke_add
- torpedo_splash_R:
- BitmapParticle: splash_vert
- BitmapParticle: smoke_add
- torpedo_splash_L01:
- BitmapParticle: splash_vert
- torpedo_splash_R01:
- BitmapParticle: splash_vert
smoke_add is embedded in TDW torp splash materials dat, but not used.
maybe we should override TDW's settings getting inspiration from stock generators, unless TDW can remember what his settings were meant for
Quote:
Originally Posted by volodya61
Yes.. Sober's smoke is there..
Well.. I'll try it.. later 
I think it's time (for me) to make a to do list.. too many projects at the same time.. 
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Just had a look into FXU files, and I know now how TDW got ships to fire his flares. We can do the same with smoke screens, so don't need to link them to the flares. The advantage will be that we will be free to attach the effect to any node/bone (of funnel's top, for instance, or wherever we want).
I wish we could make smoke screens to be triggered randomly after detroyers getting alarmed, but I don't know if this is going to be possible