SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-18-06, 02:19 PM   #1
danlisa
Navy Seal
 
danlisa's Avatar
 
Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
Lightning Flash Effect

I'm currently re-doing the lightning TGA's, adding a few extra branches etc to make it more dramatic when in a storm.

I am trying to find the file that governs the amount of light given off by each bolt, with no luck. I want to achieve a bigger flash when lightning strikes.

Is it just determined by the effect in the TGA or is it somewhere else.

Does anyone know?
__________________
danlisa is offline   Reply With Quote
Old 10-18-06, 03:09 PM   #2
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default

Quote:
Originally Posted by danlisa
I'm currently re-doing the lightning TGA's, adding a few extra branches etc to make it more dramatic when in a storm.

I am trying to find the file that governs the amount of light given off by each bolt, with no luck. I want to achieve a bigger flash when lightning strikes.

Is it just determined by the effect in the TGA or is it somewhere else.

Does anyone know?
material.dat
particlies.dat
__________________
Alex ®


Moses said: "Don't create yourself an idol"...
Anvart is offline   Reply With Quote
Old 10-18-06, 03:14 PM   #3
FIREWALL
Eternal Patrol
 
Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
Default

Quote:
Originally Posted by danlisa
I'm currently re-doing the lightning TGA's, adding a few extra branches etc to make it more dramatic when in a storm.

I am trying to find the file that governs the amount of light given off by each bolt, with no luck. I want to achieve a bigger flash when lightning strikes.

Is it just determined by the effect in the TGA or is it somewhere else.

Does anyone know?
Hi Danlisa I don't have a clue but, i hope you figure it out. I like hunting at nite during a bad storm. With bright lighting flash the merchant lookout will be to busy trying not to get ZAPPED standing on giant lighting rod " all those masts". to see me and my fish coming at him. His first and last mistake. When you get this figured out i'll be first to dl. Good Hunting
__________________
RIP FIREWALL

I Play GWX. Silent Hunter Who ???
FIREWALL is offline   Reply With Quote
Old 10-18-06, 03:23 PM   #4
danlisa
Navy Seal
 
danlisa's Avatar
 
Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
Default

@ Anvart

Thank you for getting me on track
__________________
danlisa is offline   Reply With Quote
Old 10-18-06, 07:50 PM   #5
GT182
Ocean Warrior
 
GT182's Avatar
 
Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
Default

When this mod is done be sure you keep the watch crew below. Or someone might end up being renamed Sparky.

Sounds like another good mod Dan, can't wait for the "new" lightshow. Can you make it JSGME compatable too?
__________________
Gary

No Borders, No Language, No Culture =s No Country

I'm a Deplorable, and proud of it.
GT182 is offline   Reply With Quote
Old 10-19-06, 07:49 AM   #6
danlisa
Navy Seal
 
danlisa's Avatar
 
Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
Default

@ GT182 - It will be JSGME compatable.

To all, do I need to look into the scene.dat at all to accomplish what I'm after.

I'm thinking along the lines of patrolling in heavy fog/low visablity and not actually seeing the BOLT of lightning but knowing it's there because the fog/clouds become illuminated.
__________________
danlisa is offline   Reply With Quote
Old 10-19-06, 02:12 PM   #7
danlisa
Navy Seal
 
danlisa's Avatar
 
Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
Default

Ok, I need help I've opened the particles.dat in Mini-tweaker but can't figure out which entry relates to brightness.

This is what I have...
ParticleGenerator
IsDensityModifierActive
EmissionArea
LifeTime
NoDeleteChildren
RunMode
Transparent
DepthBias
LocalWind
GlobalWind
LifeScale
DensityScale
VelocityScale
WeightScale
SizeScale
BitmapParticles

I'm guessing that 'EmissionArea' is the right one, but I am totally stuck on what value to enter. It is current 0.

I also have..
unnamed effect
Report
Object
Alignement
Direction
MaxParticles
Life
Rate
RateVariation
SpeedDirection
Velocity
VelocityVariation
Weight
WeightVariation
InitialRot
SpinAxis
SpinAngle
SpinAngleVariation
WindCoef
InertiaCoef

Not sure on most of these.

On the bright side the TGA's are finished, I just want to figure out the brightness of the bolt.

Any help please
__________________
danlisa is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:53 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.