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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#601 |
Black Magic
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ah, so it's a way to link .GR2 nodes to classical SH3/4 style nodes. Interesting......I see some possibilities with this.
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#602 |
Stowaway
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Yes.
So instead of placeing a particle generator in the sim or val? Place a simple dummy node. Use the ObjectCtrlsRef to link it to another effect or whatever. So for Cons that have no wave effects? Place a few nodes, connect them to the pre-built Con wave effects found in the BAZA_FX.dat with ObjectCtrlsRef and your done. So infact, take your smoke mod as an example. Place a node where you want the smoke to emit. Build one dat with the smoke effect. Do the ObjectCtrlsRef in the sim or where ever you want. Job over! |
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#603 |
Nub
![]() Join Date: Jul 2010
Posts: 3
Downloads: 53
Uploads: 0
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^^Geniuses at play
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#604 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Boys and their toys.
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Contritium praecedit superbia. |
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#605 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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Hi W_clear, I just popped in to say hi and have tried the new version to see the white caps at 5m waves. The water colour/reflection on the waves and the white caps are a huge improvement! the mod is looking better than ever ! nice
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#606 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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![]() Quote:
![]() But the white caps aren't more white,I dont find ways to adjust its。 Distressed +ing ![]() I think the adjustment is the sun of success, ![]() |
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#607 |
Seaman
![]() Join Date: May 2003
Posts: 35
Downloads: 0
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With this mod I get ghost crew at dawn like the ghost crew in SH4 and not only the crew is semi-transparent, the whole sub and surface ships also.
Speaking of unrealistic exaggerated colors of the water at all, seems as if the modder would have never seen the North Atlantic in nature. ![]() |
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#608 |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
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So .. don´t use this mod. And your problem ends.
But you had to come here and disturb Mr. W_Clear ![]() Let´s see what you can mod for us man. (sorry for my bad english, but we spanish get angry too ![]() I ENJOY THIS ABSOLUTELY FREE ENVIRONMENT MODIFICATION. ![]() |
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#609 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Yeah, on that note, I just want to say, thanks for all your hard work W_clear. This is definitely a must have mod.
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__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#610 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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#611 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#612 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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#613 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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You mean the speed of transition between one weather state and the next?
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#614 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Well that does seem to be a problem... Weather states tend to snap in almost instantly, there is no real transition.
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#615 |
The Old Man
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It would be a very nice effect to see a fog bank off in the distance and run to it for cover if needed. Though, it may cause a big FPS hit rendering distant weather effects.
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