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Old 03-27-08, 12:39 PM   #136
Rubini
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Quote:
Originally Posted by Goetz von B
Rubini,
Very well done. In your test single mission you asked to look at the left side and the right side to see which one looked better. Boy, I couldn't tell the difference, both looked very, very good. Just a thought, since to my eye I coudn't really see a difference perhaps you want to keep each side slightly different. This perhaps would be more lifelike so that one side doesn't simply mirror the other side....Just a thought.

Had a strange issue occur during the test mission. When I went to the radio/radar station there was no operator and all I coud see were the shadows of things but not the things themselves....hope that made sense. All other statios were fine.
Thank you for all your hard work.

GvB
Thanks to read that text and post a reply mate!
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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Old 03-27-08, 12:43 PM   #137
Rubini
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Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by Goetz von B
Rubini,
Very well done. In your test single mission you asked to look at the left side and the right side to see which one looked better. Boy, I couldn't tell the difference, both looked very, very good. Just a thought, since to my eye I coudn't really see a difference perhaps you want to keep each side slightly different. This perhaps would be more lifelike so that one side doesn't simply mirror the other side....Just a thought.

Had a strange issue occur during the test mission. When I went to the radio/radar station there was no operator and all I coud see were the shadows of things but not the things themselves....hope that made sense. All other statios were fine.
Thank you for all your hard work.

GvB
Rubini is working on a WIP of the philadelphia experiment and didn't tell us.

: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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Old 03-27-08, 01:17 PM   #138
Jimbuna
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Nice one Rubini
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Old 03-27-08, 03:42 PM   #139
ichso
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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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Old 03-27-08, 03:57 PM   #140
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Thanks for a serious approach, Rubini
It seems that VIIc needs detailed project...

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Old 03-27-08, 05:17 PM   #141
Albrecht Von Hesse
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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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Old 03-27-08, 05:41 PM   #142
Rubini
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Quote:
Originally Posted by Albrecht Von Hesse
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.
Hi AVH! Thanks for the input.

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 . I never messed with controllers and particles so much to really create something new. The water stream bore only with some deep observation on SH4 files followed by a simple transference of the entire binary code for Sh3 files. I'm sure that someone more skilled on the matter could do a better reworked on them and we could have a yet better mod then.

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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Old 03-27-08, 05:51 PM   #143
Albrecht Von Hesse
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Albrecht Von Hesse
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.
Hi AVH! Thanks for the input.

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 . I never messed with controllers and particles so much to really create something new. The water stream bore only with some deep observation on SH4 files followed by a simple transference of the entire binary code for Sh3 files. I'm sure that someone more skilled on the matter could do a better reworked on them and we could have a yet better mod then.

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:
You're welcome.

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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Old 03-27-08, 07:14 PM   #144
Rubini
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Quote:
Originally Posted by Albrecht Von Hesse
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Albrecht Von Hesse
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.
Hi AVH! Thanks for the input.

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 . I never messed with controllers and particles so much to really create something new. The water stream bore only with some deep observation on SH4 files followed by a simple transference of the entire binary code for Sh3 files. I'm sure that someone more skilled on the matter could do a better reworked on them and we could have a yet better mod then.

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:
You're welcome.

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!
So, you will have a PM soon!
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Old 03-27-08, 08:10 PM   #145
nikpinero
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by nikpinero
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by nikpinero
Hello, Rubini:

I believe I have found a bug in your mod, it´s probaby conflicting with some other mod (specifically Racerboy´s effects) as without leaving port I could see a tug boat steaming along before my sub and her white smoke was all messed up.

Black smoke for the factories and other boats seemed to be allright though. So it appears that the white smoke textures are somehow related to water particle textures.

Any other testers have encountered this particular bug?
Hi mate,

Thanks for the feedback. Yesterday i took alook on RB's FX mod files to check by compatibility. And they are totally compatible as far I could notice (i don´t have it on my install anyway). Please just enable the Water Stream mod first, only then enable RB's FX mod for last. Let me know if this works to you.
Hello, Rubini. Thanks for your suggestion, I'll try it tonight. By the way, can apply 3rd party skins to the uboat and would they confilict with your mod?
After you try it let me know if it works or not. And yes, you can use any skin...but if your new skin modifies the water drain holes places on main uboat tga then the water stream will drain from wrong places.
Thanks, Rubini, your suggestion worked like a charm. Steam is now back to its normal color and shape (as per RB´s mod). Also tried a skin, and it did not conflict with your mod at all. I daresay, sir, that you just entered SH3 history with this mod.
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Old 03-27-08, 08:40 PM   #146
Albrecht Von Hesse
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Albrecht Von Hesse
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Albrecht Von Hesse
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.
Hi AVH! Thanks for the input.

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 . I never messed with controllers and particles so much to really create something new. The water stream bore only with some deep observation on SH4 files followed by a simple transference of the entire binary code for Sh3 files. I'm sure that someone more skilled on the matter could do a better reworked on them and we could have a yet better mod then.

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:
You're welcome.

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!
So, you will have a PM soon!
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Old 03-27-08, 11:32 PM   #147
Wreford-Brown
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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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Old 03-27-08, 11:55 PM   #148
rascal101
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Default This is one nice mod

Cant wait for earlier Uboat versions of the water stream

Quote:
Originally Posted by Wreford-Brown
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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Old 03-28-08, 12:01 AM   #149
Wolfehunter
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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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Old 03-28-08, 02:16 AM   #150
Rubini
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Quote:
Originally Posted by Wolfehunter
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:
I say something wrong. The materials.dat is in truth from GWX2.0. Anyhow, Water Stream mod is now just 15% of the main complete upcoming mod. Just think in all uboats to come!
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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Last edited by Rubini; 03-28-08 at 03:37 AM.
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