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Old 05-11-13, 05:53 AM   #106
volodya61
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Old 05-11-13, 05:57 AM   #107
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TDW, any new clues/tips?
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Old 05-11-13, 06:14 AM   #108
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Gabriele, maybe it's time to think about textures?
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Old 05-11-13, 09:05 AM   #109
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Originally Posted by TheDarkWraith View Post
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)
Thank you Sir

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Gabriele, maybe it's time to think about textures?
Working on them right now

P.S: your screenies are looking good!
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Old 05-11-13, 09:59 AM   #110
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Working on them right now

Don't forget - textures are hard coded into the TDW FXU Materials.dat.. can we remove his textures from the file and place there ours?

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P.S: your screenies are looking good!
Which ones? exactly? I'm afraid I can forget changes what I did for some tests
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Old 05-11-13, 10:56 AM   #111
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Originally Posted by volodya61 View Post

Don't forget - textures are hard coded into the TDW FXU Materials.dat.. can we remove his textures from the file and place there ours?
I think what TDW meant with "hardcoded" is that his torpedo splash material dat contains embedded textures rather than using textures stored in the tex folder. Within S3d I can easily change the embedded textures, or switch the dat file to use external textures

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Which ones? exactly? I'm afraid I can forget changes what I did for some tests
Hard to say...

I like especially the first and forth sets of screenies from top, but the following screenshots also look good:


(second set)


(third set)

I will send you the modified TDW particle dat shortly.
Next step after getting textures right should be making the splash to have a pointed top end, as seen in the pictures at post #49. I think an easy way to do it would be tweaking particle's overlife size (smaller scale towards LifeTime 1). And something we should also deal with are dark smoke and flames getting out of the ship after torpedo impact. As they are now, they look a bit too short in duration, and smoke should a lot bigger imo

Last edited by gap; 05-11-13 at 11:09 AM.
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Old 05-11-13, 12:10 PM   #112
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Originally Posted by gap View Post
I think what TDW meant with "hardcoded" is that his torpedo splash material dat contains embedded textures rather than using textures stored in the tex folder. Within S3d I can easily change the embedded textures, or switch the dat file to use external textures
I see.. that's good

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Hard to say...
I like especially the first and forth sets of screenies from top, but the following screenshots also look good:
Just open images in new tabs and tell me their names
All sets were taken with different settings in TDW's Particles.dat and Materials.dat..

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I will send you the modified TDW particle dat shortly.
maybe materials.dat?

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And something we should also deal with are dark smoke and flames getting out of the ship after torpedo impact. As they are now, they look a bit too short in duration, and smoke should a lot bigger imo
Smoke and flames are in others files of FXU .. not in those I already edited..
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Old 05-11-13, 12:40 PM   #113
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Originally Posted by volodya61 View Post
Just open images in new tabs and tell me their names
All sets were taken with different settings in TDW's Particles.dat and Materials.dat..
Test 2 and test 8 are my favoured ones + the single screenshots I have emedded in my previous post. We are almost there

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maybe materials.dat?
That one, my bad.
Do you prefer me to send the modded file, or the new textures?

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Smoke and flames are in others files of FXU .. not in those I already edited..
yes, I know, nonetheless in TDW_FXU_Torp_Explosion_Materials.DAT there is a texture that apparently could be used for smoke effect. We should check in any of TDW_FXU_Torp_Explosion_Particles.DAT's particle generators uses it
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Old 05-11-13, 01:07 PM   #114
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Test 2 and test 8 are my favoured ones + the single screenshots I have emedded in my previous post. We are almost there
Test 2: angle - 15 in particles.dat and for all particulas in materials.dat
Test 8: angle - 14 in particles.dat and angle - 12, radius - 0.1 (was 0.01) for all particulas in materials.dat

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Do you prefer me to send the modded file, or the new textures?
Modded file is better .. I'm still not so familiar with S3D, and simplier to edit it in HEX ..

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Originally Posted by gap View Post
yes, I know, nonetheless in TDW_FXU_Torp_Explosion_Materials.DAT there is a texture that apparently could be used for smoke effect. We should check in any of TDW_FXU_Torp_Explosion_Particles.DAT's particle generators uses it
OK, I will look into
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Old 05-11-13, 01:37 PM   #115
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Originally Posted by volodya61 View Post
Test 2: angle - 15 in particles.dat and for all particulas in materials.dat
Test 8: angle - 14 in particles.dat and angle - 12, radius - 0.1 (was 0.01) for all particulas in materials.dat


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Originally Posted by volodya61 View Post
Modded file is better .. I'm still not so familiar with S3D, and simplier to edit it in HEX ..
Okay, no probel.

Unfortunately I have to go out for dinner, but I hope to be back in time for sending you the modded file.
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Old 05-11-13, 02:16 PM   #116
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Quote:
Originally Posted by gap View Post
I think what TDW meant with "hardcoded" is that his torpedo splash material dat contains embedded textures rather than using textures stored in the tex folder. Within S3d I can easily change the embedded textures, or switch the dat file to use external textures



Hard to say...

I like especially the first and forth sets of screenies from top, but the following screenshots also look good:


(second set)


(third set)

I will send you the modified TDW particle dat shortly.
Next step after getting textures right should be making the splash to have a pointed top end, as seen in the pictures at post #49. I think an easy way to do it would be tweaking particle's overlife size (smaller scale towards LifeTime 1). And something we should also deal with are dark smoke and flames getting out of the ship after torpedo impact. As they are now, they look a bit too short in duration, and smoke should a lot bigger imo
WoW nice job ...
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Old 05-11-13, 02:23 PM   #117
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Okay, no probel.
Unfortunately I have to go out for dinner, but I hope to be back in time for sending you the modded file.
OK, take your time, matey
Anyway, I'm going to make some tests for Trevally

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WoW nice job ...
Thanks, though it's not completed yet
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Old 05-11-13, 04:35 PM   #118
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Unfortunately I have to go out for dinner, but I hope to be back
Only if you're by yourself.... dinner and a friend is everything!
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Old 05-11-13, 07:17 PM   #119
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Only if you're by yourself.... dinner and a friend is everything!
with friends, "unfortunately"!

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OK, take your time, matey
Anyway, I'm going to make some tests for Trevally
Hey Volodya, can you test this one too, please?

http://www.mediafire.com/?d9mb5959q1pbw5s

Atm I have only changed PierreE2, SplashVert and SplashvertAdd. PierreE should still provide some vapour. Let us know
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Old 05-12-13, 08:55 AM   #120
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Quote:
Originally Posted by gap View Post
yes, I know, nonetheless in TDW_FXU_Torp_Explosion_Materials.DAT there is a texture that apparently could be used for smoke effect. We should check in any of TDW_FXU_Torp_Explosion_Particles.DAT's particle generators uses it
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Originally Posted by volodya61 View Post
OK, I will look into
Unfortunately, I could not find this texture in the TDW FXU Particles.dat..
Looks like some other file uses it..
Have you looked at TwirlSoftBig.tga texture? It looks good for 'water column' ..

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Atm I have only changed PierreE2, SplashVert and SplashvertAdd. PierreE should still provide some vapour. Let us know

I'll test it immediately
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