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Old 05-19-13, 08:06 AM   #11
gap
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Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by volodya61 View Post
Gabriele, thanks, but explanation was unnecessary , I'm not so stupid
I just wanted to show you differences..
I was more thinking out loud than explaining: I needed to convert your numerical differences into visible features. Also notice that my excercise is based on my understanding of generator properties, which might be wrong in some cases

Quote:
Originally Posted by volodya61 View Post
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..
Adding new material nodes shouldn't be a problem, and it can be quickly done is S3d. Replacing SmokeAdd is a good idea anyway, as apparently it is not used. Maybe you can replace it with some of Rosomaha's textures; try these for instance:

Quote:
Originally Posted by Rosomaha View Post
Quote:
Originally Posted by Rosomaha View Post
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.)
If you are using Fx Updates, this is probably happening because TDW embedded several textures in his custom material dat files, rather than using textures in the tex folder

Quote:
Originally Posted by Fifi View Post


Would be awesome to have a slightly delay between the 6 first effects like 1/4 second each...
Quote:
Originally Posted by Rosomaha View Post
I am quite satisfied with the big splash effect that we have already achieved. Rosomaha's textures wouldn't fit in it, as it is composed by many small particles randomly combined together. Speed, direction, size, opacity, etc of those particles is evolving over time, but the texture that they are using is always the same. In other words, you cannot treat them as single frame of an animation. The advantage of this metod is that you can use relatively small textures, and that due to their randomness and their interacting with the surrounding environment, you will never see the same huge splash in game

Quote:
Originally Posted by Sartoris View Post
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.
I don't get your point.
What is your definition of 'explosions' and 'water splashes'?
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