![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#91 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]()
Let's see if I can throw some light on the whole matter, as I see that there is a bit of confusion:
- Wth Fx update, TDW has defined new torpedo splash particles and materials, and has assigned them new effect to existing torpedoes through the splash property of their amun_torpedo controllers. Stock torpedo splash materials and particles, respectively located in materials.dat and particles.dat are unchanged by Fx Updates, but simply they are not used by the mod. - Fifi has just switched back amun_torpedo to use the stock effect. His changes are compatible with Fx Updates exactly because TDW's mod don't remove the old settings: is simply "bypass" them. - Dynamic Environment changes material.dat. Don't ask me what exactly ![]() ![]() @ Volodya I have been looking into the results of all your tests. Thanks for going to all the trouble of doing them. Because we can draw a conclusion I need for some more information though:
![]() |
|
![]() |
![]() |
![]() |
#92 | ||||||
Ocean Warrior
![]() |
![]() Quote:
![]() ![]() Quote:
Quote:
![]() ![]() ![]() Quote:
![]() Quote:
1. → BitmapParticles → Material → TDW_FXU_PierreE 1.6 → ObjectParticles → Object → ALL Objects/Particulas were disabled (NONE) ![]() ![]() 2. → BitmapParticles → Material → TDW_FXU_PierreE2 2.6 → ObjectParticles → Object → ALL Objects/Particulas were disabled (NONE) the same as 1. 3. → BitmapParticles → Material → NONE 3.6 → ObjectParticles → Object → ALL Objects/Particulas were disabled (NONE) the same as 1.
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
||||||
![]() |
![]() |
![]() |
#93 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() Quote:
![]() Okay, seems that bitmap particles have very little effect, and we shouldn't bother messing with their settings. This leaves us with the four object particles to work with. I am going now to see how their settings changed from stock to FXU version ![]() |
||
![]() |
![]() |
![]() |
#94 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]()
Okay, this is the list of changes between the two version of torp_great_explosion, i.e. particles.dat version (used by stock game and retrieved by Fifi) vs. TDW_FXU_Torp_Explosion_Particles:
Code:
particles.dat TDW_FXU_Torp etc. Property setting settings LifeTime 10 15 GlobalScaleFar/Distance 400 100 GlobalScaleFar/DensityScale 0.05 0.01 BitmapParticles/Entry#0/Life/Variation 0 0.05 BitmapParticles/Entry#0/Creation/Variation 0 0.05 BitmapParticles/Entry#0/Creation/Overlife/0/LifeTime - Scale 0 - 0 0 - 0.5 BitmapParticles/Entry#0/Creation/Overlife/1/LifeTime - Scale 0.1 - 0 0.025 - 1 BitmapParticles/Entry#0/Creation/Overlife/2/LifeTime - Scale 0.1001 - 1 0.05 - 0 BitmapParticles/Entry#0/Creation/Overlife/3/LifeTime - Scale 0.45 - 1 1 - 0 BitmapParticles/Entry#0/Creation/Overlife/4/LifeTime - Scale 0.45001 - 0 - BitmapParticles/Entry#0/Creation/Overlife/5/LifeTime - Scale 1 - 0 - BitmapParticles/Entry#0/Velocity/Velocity 3 1 BitmapParticles/Entry#0/Velocity/Overlife/1/LifeTime - Scale 0.2 - 0 0.1875 - 0 BitmapParticles/Entry#0/Weight/Overlife/0/LifeTime - Scale 0 - 0 0 - 1 BitmapParticles/Entry#0/Weight/Overlife/1/LifeTime - Scale 0.2 - 0.7 0.125 - 1.5 BitmapParticles/Entry#0/Weight/Overlife/2/LifeTime - Scale 1 - 0.4 0.2 - 2 BitmapParticles/Entry#0/Weight/Overlife/3/LifeTime - Scale - 0.5 - 3 BitmapParticles/Entry#0/Weight/Overlife/4/LifeTime - Scale - 1 - 1 BitmapParticles/Entry#0/Opacity/Variation 0 0.05 ObjectParticles/Entry#0/Life/Life 10 30 Surprisingly, most of the changes concern the settings of the one BitmapParticle (TDW_FXU_PierreE). ObjectParticle settings (using TDW_FXU_Particula01 to 04) are almost identical. Time to have a look into material settings now ![]() |
![]() |
![]() |
![]() |
#95 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]()
PS: based on the settings I have seen so far, I can't figure out what makes torpedo splashes to open up as a fan yet
![]() |
![]() |
![]() |
![]() |
#96 | |
Ocean Warrior
![]() |
![]() Quote:
![]() ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
|
![]() |
![]() |
![]() |
#97 | |
Ocean Warrior
![]() |
![]() Quote:
![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
|
![]() |
![]() |
![]() |
#98 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() wait... if you duplicate ALL of the stock settings in TDW's files, we will end with stock storpedo splash effects... Is that really what we want? ![]() I think we should rather compare the two sets of settings, understand them, and create some new settings. I am already fairly familiar with most of the parameters of SH particles generators, and I think that with a bit of help by TDW himself, we will can achieve a better effect than the ones we have already available ![]() |
|
![]() |
![]() |
![]() |
#99 | |
Ocean Warrior
![]() |
![]() Quote:
![]() EDIT: anyway, I can test gun or two in our Reworked Guns while waiting new good thoughts ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
|
![]() |
![]() |
![]() |
#100 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() |
![]() |
![]() |
![]() |
#101 |
Ocean Warrior
![]() |
![]()
Another question, are you sure that stock particles.dat settings were not changed when/while you opened it in Goblin?
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
![]() |
![]() |
![]() |
#102 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() |
![]() |
![]() |
![]() |
#103 |
Ocean Warrior
![]() |
![]() ![]() S3D?. but.. how?? Something wrong with my eyes.. or head.. or? New secret version/files? ![]() ![]() EDIT: something wrong with my head.. forgot to disable some new files ( ![]() ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel Last edited by volodya61; 05-10-13 at 02:28 PM. |
![]() |
![]() |
![]() |
#104 |
Black Magic
![]() |
![]()
The EmissionArea property of the FPG/PG. The first float is the size is meters (defines the size of the radius of the emitter's circle), the second float defines the angle (90 being straight up or perpendicular to the face of the emitter). 90 also means everything is basically shooting straight up out of a pipe the radius of size perpendicular to the emitter's face. 45 would give a fan or spray (particles emitting 45 to center and -45 to center)
Last edited by TheDarkWraith; 05-10-13 at 03:44 PM. |
![]() |
![]() |
![]() |
#105 | |
Ocean Warrior
![]() |
![]() Quote:
![]() -------------------------------------------------- ![]() ![]() ![]() ![]() ![]() ![]() ![]() -------------------------------------------------- ![]() ![]() ![]() ![]() ![]() ![]() ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|