![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
|
![]()
I found the stock water splash for torpedo impacts a bit weak.
This makes them fuller and easier to see ![]() Download http://www.subsim.com/radioroom/down...o=file&id=1626 |
![]() |
![]() |
![]() |
#2 |
Frogman
![]() Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
Uploads: 0
|
![]()
The texture seem to be colored grey, maybe a bluish tint would improve it?
Having said that, I do not remember the looks of the default torpedo splash. |
![]() |
![]() |
![]() |
#3 |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
Uploads: 0
|
![]()
I wish these can help:
They are modern torpedoes and guns. This is a IWW torpedo explosion: ![]() Great work, btw! ![]()
__________________
![]() |
![]() |
![]() |
![]() |
#4 |
中国水兵
![]() Join Date: Jul 2011
Posts: 278
Downloads: 941
Uploads: 0
|
![]()
I have just installed two MODs. "Old Style Explosions" and "Torpedo Splash".
The "Old Style explosions" worked very well in that the target ship is no longer an arcade-like mass of flames from stem to stern with fireballs flying into the sky from one topedo strike and that's great. The problem is the "Torpedo Splash" MOD does not seem to have any effect. No geysers of whitish grey water rising into the air at torpedo impact. Anyone had this problem and figured out how to make this MOD it work? |
![]() |
![]() |
![]() |
#5 |
Black Magic
![]() |
![]()
Have you tried my FX_Update mod?
|
![]() |
![]() |
![]() |
#6 |
中国水兵
![]() Join Date: Jul 2011
Posts: 278
Downloads: 941
Uploads: 0
|
![]()
Yes, TDW, I have FX_Update_0_0_19_by_TheDarkWraith enabled but still no "Torpedo spray". Some mod is conflicting with your mod but so far I haven't figured out which one. That may be the problem but I don't know how to resolve it as I'm kind of new at this.
|
![]() |
![]() |
![]() |
#7 |
中国水兵
![]() Join Date: Dec 2010
Posts: 278
Downloads: 91
Uploads: 0
|
![]() ![]() fake? ![]() ![]() ![]() |
![]() |
![]() |
![]() |
#8 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
|
![]()
the torpedosplash is one of the things, i still want to be changed. i already reworked the fx for sh3 and most time was spent on a new, better torpedo splash. but as to missing templates for using silent editor with sh5, it was not really possible to rework this. for me. tdw would have done this only via coding, i know...tdw.
but it has to be redone, right. beside a strange splash itself, the water does not behave realistic. after a torpedo hit, there are huge amounts of water beeing pumped into the air...and the gravity causes a special time shifted effect, the water curtain sinks down. also after the hit, there where some water particles left in the air, which are remarkable as a slight fog above the point of hit. i always recognize this in many 3d shooters. the artillery and grenades are always beeing wrong modeled. maybe as to the efficiency...but it looks odd. the power of an explosion is simply fascinating. and artillery strikes are great to look at...also grenade explosions. the dirt beeing lifted has a similar behavior like the water. seems to be a serious problem modeling this stuff in 3d games.
__________________
|
![]() |
![]() |
![]() |
#9 |
Black Magic
![]() |
![]()
The 'hang time' of the water and water columns can be changed. I'd need to see a video of a torpedo splash in order to make something like it. The one I did for my FX_Update was just something I thought looked good (way better than stock).
|
![]() |
![]() |
![]() |
|
|