Quote:
Originally Posted by Kendras
Yes, I know this. In the foam_particles generator, MaxParticles=40, life for each particle is 2s, and rate of creation is 10/s, so there is a maximum of 20 particles ...
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Yep, you are right: it can't be that. It is possible that when generator's height is under the lower limit set in GenHeightControl, the generator is stopped and all its particles deleted instantly, thus causing splashes to disappear abruptly. BTW: shouldn't Runmode set to 'Stop'?
Talking about GenHeightControl, I forgot to mention that the idea of asscoaiting it with the FloatingObject controller to trigger the splash effect, is brilliant! Is it your, or you borrowed it from somewhere else?
Quote:
Originally Posted by Kendras
Yes ok, if it's still working.
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Sure it is. On my HD, all of your particle genertors and materials are stored in the custom FX library file I had created for light effects. I wanted to create yet another library file to be used only for materials, but it didn't work. Apparently particle materials can only be stored either in Materials.dat, or in the same file as the particle generator(s) calling for them.
Quote:
Originally Posted by Kendras
@ Anvar :  The foam particles have a different texture from the one I added ... !
I think I should change its name in Materials.dat.
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Quote:
Originally Posted by Anvar1061
You will render a huge service to modders if you specify what you changed in Materials.dat and particles.dat.
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That is what I was talking about. Tweaking those files and looking for compatibility with every single mod/megamod also changing them, is a mess. Please download my files below to fix this kind of issues once and for all
Quote:
Originally Posted by Kendras
The one with a bitmap particle item attached creates the visual effect. The other one creates one "object" which has a sound attached. Long time ago, I tried to create a particles generator with both bitmap and object items, and it didn't work properly, IIRC.
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Okay, so the generator with the sound attached to it has no visual effect?
Quote:
Originally Posted by Kendras
Really, no details can escape from you ! 
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Quote:
Originally Posted by Kendras
This node was part of an attempt to create a unique generator throwing several particles generators all around the beacon, but it didn't work.
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Yes, I think that keeping them separate is a better idea, as they can be triggered independently from each other on different areas of the model. There is the other side of the coinn though: placing them all around bigger and irregular models, as the rock of La Vieille, will be a pita

Quote:
Originally Posted by Kendras
You can ignore/delete it. Same remark for both nodes called "$mat_int_halo_2".
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well, that's weird: if I delete it, all the bitmap particles become opaque, and I can only see whitish squares where there used to be water sprays. Can you please have a look in the issue?
Quote:
Originally Posted by Kendras
Yes, the direction of the foam is in the other direction of the wave, because (in my mind) the water crashes on the beacon, splashes in the air and returns in the other direction with foam.
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Okay, I will give your configuration a second try, but as I said before, during my first tests I had the feeling that if a wave was coming from south, tsplashes appeared on the north side of the lighthouse base, and vice versa
Quote:
Originally Posted by Kendras
Do you have a screenshot ? 
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I don't, but I have uploaded my tweaked files:
Tourelle de La Plate v12 - Patch 2
Instructions: remove Particles.dat, Materials.dat and Materials.dsd from
Tourelle de La Plate v12 - Patch 1, enable it over
Tourelle de La Plate v12 and then enable
Tourelle de La Plate v12 - Patch 2 on top of the two previous mods.
Quote:
Originally Posted by Kendras
I fear it won't be possible.
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Why not? Life Variation, Creation Rate Variation, Size Variation, Velocity Variation, Weight Variation, Opacity Variation, Spin Variation, RandomMotion
and Wind Coefficients are there for a reason. Many of the cool SH5 effects were created using more or less the same controllers and textures as SHIII, but making the best of the rendom features which are seldomly used in SHIII.
Quote:
Originally Posted by Kendras
In the generator with the bitmap item attached, you can add as many items (with different materials linked, and different settings) as you want.
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Quote:
Originally Posted by Anvar1061
But I do not have the "Lighthouse" symbol on the map.
I want to deal with the problem now, whatever happens to the final version "Lighthouses mod".
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The symbol gets visible on map at higher zoom levels than the lighthouse name
Quote:
Originally Posted by Anvar1061
The problem was "GWX terrain +Sein" mod!
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Okay, you have probably installed a buggy version of those files. There should be a working version of them somewhere in this thread, but I didn't include them in v12 as Kendras wasn't fully satisfied with them. We will keep working on terrain modifications when we will finish with the La Plate tower. Sorry for the inconvenience