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#136 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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![]() Yes, the left /right side have small settings differences mainly in the time pattern that a water will drain out. Obviously each single one already have small differences but i made a some tyoe of pattern difference between both sides. But, good, if it isn´t noticiable then i have more freedon to variate the settings! Thanks again! ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#137 | ||
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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:rotfl: :rotfl: :rotfl: That is good! Now, serious here the first step on the type VIIC. I put it over water to see the water streams and yet using a fresh ported pattern from the type IXD2! ![]() I really have a lot of work to do! ![]() ![]() ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#138 |
Chief of the Boat
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Nice one Rubini
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#139 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
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![]() ![]() Are those water jets really strong enough to lift the boat out of the sea ? ![]() (just kidding, I'm looking forward to using the mod in full amount in a campaign ^^) |
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#140 |
Grey Wolf
![]() Join Date: May 2007
Location: Periscope depth
Posts: 860
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Thanks for a serious approach, Rubini
![]() ![]() It seems that VIIc needs detailed project... ![]() ![]() ![]()
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#141 |
Stowaway
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Not sure if this would work, as I'm still very new both to modeling and particles.
Say the drain holes were individually modeled, with each one having the EffectChoices controller. The controller is set so that when the height of the drain hole is less than zero (in other words, has gone below the surface) it calls up a reference object which is a particle node. That particle node is the same drain hole but with the water streaming from it. That particle node would also have the VisibleUnderWater controller, with that set as false. That way, as long as the drain hole remains submerged you won't see anything. But as soon as it rises above the surface you'll see water streaming and draining. If that particle generator is set to loop than it should keep invisibly replaying the draining water as long as the holes are submerged. Then, when the drain hole rises above water level, it should drain then stop. In calm weather you wouldn't see any draining. But, in rough weather, each time a wave washes over the hull and submerges the hole(s) it should start draining again once back above water. Not sure if this would actually work and, alas, I'm way too new at this to try creating and testing it. So I thought I'd just toss this out here. |
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#142 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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![]() Yes, I know about these controlers and I already thought about them for this issue...but...like you I'm also new on the matter ![]() We can try but this also needs a lot of free time and i don't have it. Can i invite you to work with me on the matter? I can show to you how i made it and then you can test the idea...if we get it...WOW...his mod will put the Dev's down!:hmm:
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#143 | ||
Stowaway
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![]() And I have loads of free time . . . usually, anyway. Enough that I'm futzing with four other mod ideas of my own. :rotfl: I'd be happy to work with you on this and test/try things out, sure! |
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#144 | |||
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#145 | ||||
Watch
![]() Join Date: Apr 2005
Posts: 24
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#146 | ||||
Stowaway
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#147 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
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I've been caught in what feels like The Perfect Storm mid-Atlantic (roll on GWX 2.1!) and the only thing that's making it bearable is the eye candy of the water streams.
Awesome work, Rubini. ![]()
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#148 | |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
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Cant wait for earlier Uboat versions of the water stream
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#149 |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
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Rubini I've just informed OLC his new Enviromental Mod and yours conflicts with file Materials.dat. Is there a way for you guys in the future to work and a compatible mod?:hmm:
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#150 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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Anyway is to much easy to make the mods compatibles, just because I just added a small particle to Materials.dat. I´m sure that OLC can add it and them his mod will be compatible also with the Water stream uboats.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve Last edited by Rubini; 03-28-08 at 03:37 AM. |
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