![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#241 | |
Ocean Warrior
![]() |
![]()
TDW_FXU_SplashVert_06
Delay effect only ![]() ![]() ![]() Initial effect only ![]() ![]() ![]() ![]() Other settings not changed yet.. Quote:
Now: Delay and Initial Radius - 0.6 Solid Angle 10 for Initial, 0 for Delay Particles Size 0.8 for Initial, 2 for Delay any suggestions ![]() EDIT: forgot to say ![]() I'm going to try: Radius - Initial 0.6, Delay 0.4 Angle - Initial 8, Delay 8 Size - Initial 0.7, Delay 1.4
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
|
![]() |
![]() |
![]() |
#242 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#243 |
Loader
![]() Join Date: Nov 2012
Location: Russia
Posts: 83
Downloads: 72
Uploads: 1
|
![]()
Hi!
Good work and interesting theme. You are going to completely change the torpedo explosion effect or only water splash-texture? Long dreamed of a spectacular explosion of a torpedo in the game - tall vertical column of water with a dirty soot in the center. But I mostly sit in SH4, and my knowledges particles generators leave much to be desired. But. I have a small collection of textures - explosions, smoke, splashes, and others. If needed, I can help a bit with textures. Last edited by Rosomaha; 05-18-13 at 11:29 AM. |
![]() |
![]() |
![]() |
#244 | ||||
Ocean Warrior
![]() |
![]() Quote:
![]() Completely.. see previous pages.. Quote:
Quote:
![]() Gabriele, what will you say? Quote:
![]() PS: don't forget.. this is HEX editor, everything is not so easy ![]() EDIT: what means 'variation'?
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel Last edited by volodya61; 05-18-13 at 12:12 PM. |
||||
![]() |
![]() |
![]() |
#245 |
Ocean Warrior
![]() |
![]() ![]() I finally sorted out what was wrong with effects and edited files sometimes when I complained that changes not works or works wrong.. it wasn't a software conflict.. Sometimes in the test mod folder remain some files.. e.g. old_TDW_FXU_TorpExplosion_Particles.dat or edited_TDW_FXU_TorpExplosion_Materials.dat.. and these files get into the game folder along with other files during enabling through JSGME.. it's weird, but as game doesn't find needed effect in the main file (TDW_Particles.dat or TDW_Materials.dat), it get this effect from any other file..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
![]() |
![]() |
![]() |
#246 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() Thank you Rosomaha, and stay tuned ![]() Quote:
![]() It is the maximum random percent quantity (valid range: 0-1) that can be added or subtracted from the previous settings. For instance: Velocity=2 Variation=0.1 would mean an intitial velocity of 2 units per second (= 20 m/s ? ![]() The component of this speed in the three axes (i.e. its direction in the 3d space) is determined on turn by the SpeedDirection property. For most particles this is set to 0 / 1 / 0 (x / y / z), meaning that all their initial speed is bound up. Why do I say 'initial'? for two reasons; first, velocity overlife settings can modify particle's speed at various stages of its life, and second, this speed is also affected by gravitational acceleration, proportionally to itw Weight setting ![]() Quote:
![]() There should be a workaround though: changing file extension to one not recognized by SH5 (e.g. rename particles.dat to particles.dat.bak if you want to keep it in the same directory) ![]() |
|||
![]() |
![]() |
![]() |
#247 | ||
Ocean Warrior
![]() |
![]() Quote:
![]() Quote:
![]() Well, I had make several tests and didn't saw big changes.. all their (Initial and Delay) settings almost the same.. except one tab - Creation.. what is this?
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
||
![]() |
![]() |
![]() |
#248 |
Ocean Warrior
![]() |
![]()
EDIT to the previous post
![]() Creation (Initial/Delay) - ![]() ![]() Other differences (Initial/Delay) - EmissionArea → → SolidAngle 10/0 LifeTime 5/12 BitmapParticles → → MaxParticles 20/30 → Life 2/3 → Size → →→ Size 0.8/2 →→ Variation 0.1/0.5 → Velocity → →→ Velocity 3/2.5 →→ Variation 2/1 And that is all ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
![]() |
![]() |
![]() |
#249 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#250 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]()
Creation (Initial/Delay) - => initial splash particle generator spawns two times more particles per unit of time than delay particles.
EmissionArea → → SolidAngle 10/0 => initial particles are spawned within a space of 10 deg from henerator's origin; delay particles are more concentrated. LifeTime 5/12 => initial particle generator lasts only 5 secons; delay generators lasts more than two times longer. BitmapParticles → → MaxParticles 20/30 => the game can render up to 20 initial particles (when this limit is reached, the game waits for old particles to disappear before genereting new ones); maximum number of delay particles is 50% bigger in comparison. → Life 2/3 => initial particles last 2 seconds before desappearing. Delay particles can last 50% longer. → Size → →→ Size 0.8/2 => on average, delay particles are 2.5 times bigger than initial particles. →→ Variation 0.1/0.5 => initial particle size varies two times more than delay particle size. → Velocity → →→ Velocity 3/2.5 => initial particles are a bit faster than delay particles. →→ Variation 2/1 => initial particle's speed varies two times more than delay particle speed. What about overlife settings? I see there are some difference between the two generators (creation rate overlife). These settings can have a big impact as well ![]() |
![]() |
![]() |
![]() |
#251 | ||
Ocean Warrior
![]() |
![]() Quote:
![]() ![]() I just wanted to show you differences.. Quote:
![]() Did you think about the new texture for delay? we can use one of unused nodes.. I mean SmokeAdd node or any other.. I don't think that creation a new node in this (TDW_Materials) file is a good idea.. ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
||
![]() |
![]() |
![]() |
#252 |
Loader
![]() Join Date: Nov 2012
Location: Russia
Posts: 83
Downloads: 72
Uploads: 1
|
![]()
preview-copies:
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() and some others, like the splash and water-explosion. Maybe you could use something. I sent you the files. Yes. Sometimes I also noticed like that. Especially working with textures, sometimes instead of new textures in the game appear old or vice versa. This fad JSGME.) |
![]() |
![]() |
![]() |
#253 |
Navy Seal
![]() |
![]() |
![]() |
![]() |
![]() |
#254 |
Navy Seal
![]() |
![]() ![]() Would be awesome to have a slightly delay between the 6 first effects like 1/4 second each...
__________________
|
![]() |
![]() |
![]() |
#255 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
|
![]()
I'd be grateful if you could make two versions of this mod: one with explosions, and one without (just the water splashes). In my opinion the explosions look VERY cartoony and outdated, almost like a placeholder graphic. Maybe having just a splash and a burning wreck would look better in the end.
The other option is to try and rework the explosions, although I don't know how difficult that would be. |
![]() |
![]() |
![]() |
|
|