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Old 10-30-07, 07:54 PM   #1
TheDarkWraith
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Tried out my new idea finally in action. Was this what it looked like when a ship exploded (this was a C3)?



maybe I need to make the blood not so red at the start......:hmm: Not all bodies bleed currently.
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Old 10-30-07, 08:07 PM   #2
coronas
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Only an idea: A point in pale red surrounded of black oil: two in one, dirty water with oil and blood.:hmm:
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Old 10-30-07, 08:15 PM   #3
Wolfehunter
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Oil should have prescedence over the blood. Is it possible to time the blood to wash away differently? Too much blood though. Should be less people bleeding like a fountain. But it looks amazing
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Old 10-30-07, 08:19 PM   #4
TheDarkWraith
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Quote:
Originally Posted by Wolfehunter
Oil should have prescedence over the blood. Is it possible to time the blood to wash away differently? Too much blood though. Should be less people bleeding like a fountain. But it looks amazing
to a point. Max time the blood can hang around currently is 60 seconds due to the bodies being debris. I can make multiple blood generators that can give different 'hang times', if you will. Just thought of something though....maybe I can extend this time....
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Old 10-31-07, 12:26 AM   #5
A6Intruder
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Be careful with blood!! It should not look like doom. We are playing SH3.
Kind regards
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Old 10-31-07, 12:51 AM   #6
iambecomelife
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I think that at most only a handful of the ship's crew should bleed. Maybe 2 or 3 of the total number of bodies. In most of the merchant sinkings I have read about, death resulted from one of four things:

-Drowning
-Exposure
-Crushing injuries from falling machinery & metal
-Scalding from damaged boilers, steam pipes, & oil lines.

For instance, when I read the case of the "Hartlebury", which lost 37 of 57 crewmembers, I noticed that practically all of the men who died drowned because of capsizing lifeboats or froze to death before rescue. Only 1 fatality (the captain) was described as having a particularly bloody injury.

My main point is that none of the four causes above would have been very likely to produce much blood. Based on your pictures I would also prefer for the blood spots to be more diffuse and/or smaller. It would take an amputation or an injury directly to a major artery for someone to bleed out on that scale. A much darker shade of red wouldn't hurt either. No negativity is intended BTW - just my $0.02.
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Old 10-31-07, 02:42 AM   #7
Woof1701
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To emphasize IABL's statement I want to add, that the human body contains only roughly 5 Liters of blood, whereas a leaking tanker spills tens of thousands of liters of oil.
In addition blood mixes with water while oil (especially crude oil) floats. Now imagine a human body even with a leg torn off and blood spurting from the wound falling into a crystal clear and bright 10 by 5 meter (30 by 15 feet) swimming pool. You will surely see the a lot of blood there, but within little time the blood would solve in the water and the water will turn a light red or pink. Now imagine a body falling into the virtually limitless sea with waves and wind ... Even in case the body would immediately lose all five liters of blood (which is not a likely scenario), you can be sure it would be swept away so quickly that you will see no red on the surface. Please leave the blood out. It's not realistic.
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Old 10-31-07, 10:22 AM   #8
TheDarkWraith
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Quote:
Originally Posted by A6Intruder
Be careful with blood!! It should not look like doom. We are playing SH3.
Kind regards
yes, yes I know. It was an idea of mine that needs to be refined further. Just thought I would share what I was working on that's all. That was test #2 of that idea.
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Old 10-31-07, 08:11 AM   #9
Samwolf
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Racerboy,

FYI.

I found that when I use your mod I lost some sounds and a few have become almost inaudible.

The inaudible ones are :

amb_submarineInterior.wav
Torpedo Tube opening.wav

The missing sounds are:

Beaufight.airplane.wav
Mosquitos.airplane.wav
WildcatGr.airplane.wav

Also the Marlet sound is gone. (I think it used the WildcatGr.wav)

Not sure if the "damaged" wavs for those planes are gone, haven't been able to damage any of them.
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Old 10-31-07, 08:22 AM   #10
Kar
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Nice mod but I have some problems with flares. One sinking ship fired around 50 flares after torpedo hit. Its was like firework
And I have sugestion for your mod. Can you make water spalshing from flooding holes on sub like in SH4 ?
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Old 10-31-07, 10:11 AM   #11
Cap'n Spanky
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It just keeps getting better RB....
Oh... yes on the flailing arms and legs!!!
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Old 10-31-07, 10:20 AM   #12
TheDarkWraith
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Quote:
Originally Posted by Kar
Nice mod but I have some problems with flares. One sinking ship fired around 50 flares after torpedo hit. Its was like firework
And I have sugestion for your mod. Can you make water spalshing from flooding holes on sub like in SH4 ?
Which ship was this? If the maker of ship hasn't set some parameters correctly then yes, it's feasible that this could happen. I would like to know which ship this happened on.
The flares are tied to the splinter_explosion event. So if the ship has many items that are set to be splinter explosioned that haven't been 'destroyed' yet then anytime the ship 'explodes' all these items explode also and send up a flare.
I haven't been successful in getting this water splashing from flooding holes working correctly. I have made it, just trying to get it working right and correctly. We don't have the same controllers and all as in SHIV so I have to make work-arounds.
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Old 10-31-07, 10:16 AM   #13
TheDarkWraith
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Quote:
Originally Posted by Samwolf
Racerboy,

FYI.

I found that when I use your mod I lost some sounds and a few have become almost inaudible.

The inaudible ones are :

amb_submarineInterior.wav
Torpedo Tube opening.wav

The missing sounds are:

Beaufight.airplane.wav
Mosquitos.airplane.wav
WildcatGr.airplane.wav

Also the Marlet sound is gone. (I think it used the WildcatGr.wav)

Not sure if the "damaged" wavs for those planes are gone, haven't been able to damage any of them.
Let me guess, you're runnning GWX? If so then they've added some new sounds to the Sh3.sdl and particles.dsd that aren't in my files. I will see what needs to be added to my files to add these missing sounds.
Amb submarine interior I decreased the volume on.
Torpedo tube opening I haven't touched yet. But I will be increasing it's volume in 2.03's release.
If anyone else has missing sounds please let me know. I need specifics like the above so I can find them and add them.
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Old 10-31-07, 10:43 AM   #14
Samwolf
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Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by Samwolf
Racerboy,

FYI.

I found that when I use your mod I lost some sounds and a few have become almost inaudible.

The inaudible ones are :

amb_submarineInterior.wav
Torpedo Tube opening.wav

The missing sounds are:

Beaufight.airplane.wav
Mosquitos.airplane.wav
WildcatGr.airplane.wav

Also the Marlet sound is gone. (I think it used the WildcatGr.wav)

Not sure if the "damaged" wavs for those planes are gone, haven't been able to damage any of them.
Let me guess, you're runnning GWX? If so then they've added some new sounds to the Sh3.sdl and particles.dsd that aren't in my files. I will see what needs to be added to my files to add these missing sounds.
Amb submarine interior I decreased the volume on.
Torpedo tube opening I haven't touched yet. But I will be increasing it's volume in 2.03's release.
If anyone else has missing sounds please let me know. I need specifics like the above so I can find them and add them.
Yep, running GWX. (Isn't everyone?) Thanks for looking into this.
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Old 10-30-07, 08:15 PM   #15
TheDarkWraith
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Quote:
Originally Posted by coronas
Only an idea: A point in pale red surrounded of black oil: two in one, dirty water with oil and blood.:hmm:
hmm..:hmm: ...an idea to try. First I'll play with the alpha channel of the TGA.
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