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Old 12-15-07, 07:52 PM   #301
Carotio
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Quote:
Originally Posted by D.Kruger
Quote:
Originally Posted by Racerboy
D. Kruger here's what you're looking for:

in the event torp_great_explosion the following objects and materials (material = TGA) are used (this is the event right at the point of impact):
material C07C9E553860B360 (pierreE.tga) - the big water splash ball right on the ship @ point of impact
787BDC028B013B5F is an object named Particula01 which is one of the rising water columns. It uses the material A821A1553B60B360 (pierreE2.tga)
BC2399CCF2E13D5F is an object named Particula02 which is one of the rising water columns. It uses the material C07C9E553860B360 (pierreE.tga)
ACB909433B41525F is an object named Particula03 which is one of the rising water columns. It uses the material A821A1553B60B360 (pierreE2.tga)
EC7042433141525F is an object named Particula04 which is one of the rising water columns. It uses the material C07C9E553860B360 (pierreE.tga)

now when the above event is called for there are 4 other events that spawn also. They are the rising water 'walls' on each side of the ship. They are:
torpedo_splash_L - uses the material A4009F553D60B360 (splash_vert.tga) and the material 702E9D553D60B360 (smoke_add.tga)
torpedo_splash_L01 - uses the material A4009F553D60B360 (splash_vert.tga)
torpedo_splash_R - uses the material A4009F553D60B360 (splash_vert.tga) and the material 702E9D553D60B360 (smoke_add.tga)
torpedo_splash_R01 - uses the material A4009F553D60B360 (splash_vert.tga)

Racerboy
In early "SH4_Effects_for_SH3" versions of this white hole was not,
I did not change TGA skins, and suddenly they have appeared, where the reason ?
In my installation I don't see this water like white, but I have replaced some TGAs including splash_vert.tga
If you wish Racerboy, I could send you the TGAs so you can compare with your own included?
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Old 12-15-07, 11:40 PM   #302
TheDarkWraith
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Quote:
Originally Posted by Carotio
In my installation I don't see this water like white, but I have replaced some TGAs including splash_vert.tga
If you wish Racerboy, I could send you the TGAs so you can compare with your own included?
sure, please do. And if you don't mind send them to D. Kruger also. Thanks
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Old 12-15-07, 11:44 PM   #303
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Default the liferaft lives...sort of

Well I got the liferaft to spawn, and spawn randomly at that! What happens is the ship sinks below the waterline and sometimes the liferaft pops up from under the water. This would simulate the liferafts that had automatic deployments when they reached a certain depth.
Now the bad part, it's not a 'solid' object....yet. It has no 'sphere' so it can't collide with anything. Objects will pass through it. I'm going to make it debris for know until I can get it working 100%. Being debris it will sink after sometime like the other debris does.
Screenies to show:



close up view:


As you can see it can collide with other objects, like the boxes currently. I'm making progress
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Old 12-16-07, 01:46 AM   #304
iambecomelife
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Nice!! Does it still have flares & rations? :p I can't see from that distance. I wouldn't want the survivors to starve or have a ship pass them...:hmm:

A few more questions:

Is it possible to make a version with survivors clinging to it? Maybe merge some of the existing figures with the raft model? Can more than one raft be triggered?

Lifeboats, both right-side-up and capsized, would also be a neat effect. I have noticed that a few of the cutters/launches used by the game's warships would make excellent escape craft with very little modification - mainly removing the davits and adding some human figures.
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Old 12-16-07, 03:00 AM   #305
HanSolo78
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Hi RB!

I just want to say that we from WAC Team have a look on that great great work that you´re doing. We´re looking forward to the developement!!
Well done!
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Old 12-16-07, 04:40 AM   #306
U49
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coooooooool

Quote:
Originally Posted by Racerboy
Well I got the liferaft to spawn, and spawn randomly at that!
That's great work, you do!
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Old 12-16-07, 10:51 AM   #307
TheDarkWraith
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Quote:
Originally Posted by iambecomelife
Nice!! Does it still have flares & rations? :p I can't see from that distance. I wouldn't want the survivors to starve or have a ship pass them...:hmm:

A few more questions:

Is it possible to make a version with survivors clinging to it? Maybe merge some of the existing figures with the raft model? Can more than one raft be triggered?

Lifeboats, both right-side-up and capsized, would also be a neat effect. I have noticed that a few of the cutters/launches used by the game's warships would make excellent escape craft with very little modification - mainly removing the davits and adding some human figures.
The flares and rations didn't come out right. When I loaded your .obj file into Wings3D the flares and rations boxes were floating above the raft and weren't closed (they had open sides - like unfinished). Maybe the .obj file is corrupt that I have from you. Can you possibly check it out and resend it to me? Also, if I remember correctly, didn't you add some lettering on the side(s) of the liferaft? Oh yeah, the 'skin' for the liferaft was a .bmp file, I had to convert it to a TGA. It seems I didn't receive the correct files from you on the liferaft. Please look and let me know.
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Old 12-16-07, 03:22 PM   #308
iambecomelife
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Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by iambecomelife
Nice!! Does it still have flares & rations? :p I can't see from that distance. I wouldn't want the survivors to starve or have a ship pass them...:hmm:

A few more questions:

Is it possible to make a version with survivors clinging to it? Maybe merge some of the existing figures with the raft model? Can more than one raft be triggered?

Lifeboats, both right-side-up and capsized, would also be a neat effect. I have noticed that a few of the cutters/launches used by the game's warships would make excellent escape craft with very little modification - mainly removing the davits and adding some human figures.
The flares and rations didn't come out right. When I loaded your .obj file into Wings3D the flares and rations boxes were floating above the raft and weren't closed (they had open sides - like unfinished). Maybe the .obj file is corrupt that I have from you. Can you possibly check it out and resend it to me? Also, if I remember correctly, didn't you add some lettering on the side(s) of the liferaft? Oh yeah, the 'skin' for the liferaft was a .bmp file, I had to convert it to a TGA. It seems I didn't receive the correct files from you on the liferaft. Please look and let me know.
I just PM'd you a link with a version that may solve those problems - can you test it and see if it works? The reason for the transparency may have been that the object faces were not inverted with the original version, so I corrected that.

Thanks
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Old 12-16-07, 04:03 PM   #309
TheDarkWraith
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Quote:
Originally Posted by iambecomelife
I just PM'd you a link with a version that may solve those problems - can you test it and see if it works? The reason for the transparency may have been that the object faces were not inverted with the original version, so I corrected that.
Thanks
I will download and look over the new versions of the liferaft tonight I will also answer your questions you asked ealier later tonight.

v2.03 is uploading currently. It will be available here soon. I need to stress the importance of reading the .txt files included!! Please read 'Racerboy's_SH4_Effects_for_SH3.txt' completely. It will tell you about the new features, what has been changed, what hasn't been changed/fixed, what's still being looked into, etc. After that if you want to use my Live_AI_Ships idea then you need to read 'I want sound on a ship!.txt'. It will tell you how to add the sound(s) to a ship. If you want to add the starshell gun then read 'I want the starshell gun on a ship!.txt'. It will tell you how to add this new gun. Reading those will help with lots of coming questions I see coming up.
If you ask me something that's in the .txt files I will refer you to read the associated .txt file again Problems, troubles, etc. with the mod I will be more than happy to assist with.

RB
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Old 12-16-07, 04:37 PM   #310
TheDarkWraith
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v2.03 of the SH4 effects (and more) for SH3 is ready and available. You can find it here: http://www.subsim.com/radioroom/show...49&postcount=1

RB
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Old 12-16-07, 04:42 PM   #311
Koondawg
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Great job RB...would it be possible to modify one for fishing off the pier? Trolling motor, some fly rods? JK bro...keep at it
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Old 12-16-07, 04:44 PM   #312
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Bravo Maestro! This week is gonna be full of cool stuff!
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Old 12-16-07, 04:46 PM   #313
TheDarkWraith
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Quote:
Originally Posted by Koondawg
Great job RB...would it be possible to modify one for fishing off the pier? Trolling motor, some fly rods? JK bro...keep at it
I suppose Liferaft first.....I'm so close to getting this to where I want it!
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Old 12-16-07, 04:55 PM   #314
CapZap1970
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Thank you very much for this, RB.
I have been waiting for it the whole day... now to d/l it!!!!
CapZap
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Old 12-16-07, 04:59 PM   #315
TheDarkWraith
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Quote:
Originally Posted by CapZap1970
Thank you very much for this, RB.
I have been waiting for it the whole day... now to d/l it!!!!
CapZap
Enjoy! You and others will probably have some questions setting up the Live_AI_Ships part of the mod. I'll be around the forum and online for most of the night so just PM me
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