![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
|
![]()
Is there a way to mod the game so that ships' wakes and smoke trails became longer and lasted for a longer time? I'd like to see realistic, long trails that didn't just dissolve after five seconds.
Looking forward to the next-gen sims when ships's engines, torpedo explosions, planes crashing into the water, etc will actually create 3D waves. It'll be a sight to see ![]()
__________________
|
![]() |
![]() |
![]() |
#2 |
Lucky Jack
![]() |
![]()
You mean like there will be in SHIV:
![]() I´d like to know too is it possible to make this in SHIII... |
![]() |
![]() |
![]() |
#3 | |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
|
![]() Quote:
Same with wakes. I'd like them to last longer, and extend for a longer distance. I really hope that picture you posted is representative of how smoke will look in-game. You'd be able to see a naval battle a thousand miles away ![]()
__________________
|
|
![]() |
![]() |
![]() |
#4 |
GWX Project Director
|
![]()
Hi Safe-Keeper,
The question to ask is: is it worth the FPS hit? Any time you increase a graphic or an effect over stock SH3... There is a price to pay. The SH3 game engine is great for some things and rotten for others. Namely, its efficiency with rendered graphics is... shall we say... somewhat limited? However, once you understand its boundaries... you can do some VERY cool stuff. |
![]() |
![]() |
![]() |
#5 |
Lucky Jack
![]() |
![]()
I would do it if I´d know how. My rig is good enough to handle it... maybe.
![]() |
![]() |
![]() |
![]() |
#6 | |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
|
![]() Quote:
Ref |
|
![]() |
![]() |
![]() |
#7 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]()
ShipWake is adjusted in ship.val files.
ShipSMoke is adjusted in particles.dat. To make it is possible, but it is not necessary (FPS). Look Kpt. Lehmann reply. |
![]() |
![]() |
![]() |
#8 |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
|
![]()
I'm also interested to mod smoke and wakes to make them longer or higher, can any one tell me where do I find the appropriate particles files
|
![]() |
![]() |
![]() |
#9 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]() Quote:
And use MiniTweaker. And look: http://www.subsim.com/radioroom/showthread.php?t=98273 |
|
![]() |
![]() |
![]() |
#10 |
Eternal Patrol
![]() |
![]()
One of the problems with wakes is that they change texture rapidly in real life. The foam dies down fairly quickly, but after it's gone the water is a different color, and this can extend behind the ship for miles, sometimes all the way to the horizon. It's how airplanes hunted subs and other ships.
SHI had a wake that went as far as the eye could see, but there was no external view so no need for the foamy part. SHII looked pretty good after the 'Wakes' mod, especially the way the ocean rolled behind the sub. SHIII has good foam but no real residual wake.
__________________
“Never do anything you can't take back.” —Rocky Russo |
![]() |
![]() |
![]() |
#11 | ||
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
|
![]() Quote:
|
||
![]() |
![]() |
![]() |
#12 |
Silent Hunter
![]() |
![]()
For the smoke, download the minitweaker and adjust the "life" and "max particle" values for #Smoke_big.txt and #Smoke_small.txt. These values can be found under the black_smoke#1, 2,and 3 tabs. "Life" controls how long a smoke cloud lasts and "max particle" controls how many smoke clouds appear at one time. I've never tried doing the wakes but it may be something similar.
|
![]() |
![]() |
![]() |
#13 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
|
|