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Old 05-20-13, 05:57 PM   #8
volodya61
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Location: Rostov-on-Don, local time GMT+4
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Quote:
Originally Posted by gap View Post
Most of the work can be done in photoshop s3d, and I can do it myself if you prefer. Come on man, don't be lazy
Work in Photoshop and S3D will take 5 minutes.. most of the work here in HEX.. reassign textures/materials etc..
And don't call me lazy
Lord knows, how many hours I already gave to this..

Quote:
Originally Posted by gap View Post
If you ask me, my idea was having a mixture of water, vapour and smoke more or less in the same proportion
I will try it.. tomorrow.. or after tomorrow..
Just tired..

Quote:
Originally Posted by gap View Post
PierreE2 is essential: it is the texture used for water; you can't replace it totally or we will get back to the smoky splash we had before...
I've mixed up here.. PierreE and Particulas 02 and 04..

Quote:
Originally Posted by gap View Post
This is not really a problem, here is a set of modified pierre_E textures, turned from vapour to smoke (i.e. from white-light grey to dark gray).
That's what I'm talking about.. gray.. or shades of gray.. where are yellow, dirty yellow, brown and there shades?

Quote:
Originally Posted by gap View Post
But before using them (no matter if following my suggestion on not), I think you should really disable sober's mod, and see if smoke coming out from the portholes (vertically instead of orizontally as per sober's settings), won't be enough to dirty the splash without need of any other change
When an explosion occurs there is no smoke yet.. smoke appears after the whole explosion effect..
But okay, I will disable sober's smoke..
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