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#61 | ||
Admiral
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![]() Quote:
But they both have a pretty big contribution to fps. Quote:
Man, I'm getting pretty jazzed up about this! ![]()
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#62 |
Navy Seal
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Hey, and I'll take a bit of an FPS hit any day just so I get to see this
![]() Keep it up! If you ever get any final settings to work with - I wouldn't mind taking a break here and testing them for a bit, too, just to see how my crappy rig runs it ![]() |
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#63 |
Admiral
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Hey, cool!
No offense, but I do need someone with a crappy rig to test my settings... LOL, thanks for offering! ![]() Also, I think that if we blow up too many ships, it could prove to be troublesome... And "harbor raiders" might not appreciate FPS-killing smoke. The harbors, the traffic, and the land is already very taxing on my system. Sink a few docked ships and you could very well be seeing a slide show. But I hope to fix all of this... ![]()
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#64 |
Chief
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Go for it. Looks very promising atm
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#65 |
Navy Seal
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Yea, the harbors are a pain, but it's really mostly an oversight on the part of the devs; not much we can do about that. My FPS is often around 11-12 in those
![]() Fortunately, anything better than a slideshow is mostly tolerable in SHIII, since it's not a terribly fast game. But still, the more we can do, the better ![]() *** TT - is the propeller wake for underwater bubbles or for the surface spray? One thing I'd like to see in regard to the bubbles is the ones that come from the boat, and the DC trails. They're good in terms of density, but trail off a little quickly. It'd be great to see them go higher :hmm: |
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#66 |
Admiral
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Holy cow!
Smoke column immediately after sinking: ![]() Judging from the MaxClipping on my camera, this is about 10km away: ![]() FPS seems to be fairly ok... There are a few more kinks to knock out, but it looks pretty respectable. I still don't like how the wind has no affect on the smoke. I upped the wind coeffficient value from 1 to 250, but still no go.
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#67 |
Navy Seal
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Now that I think of it though, I don't think there's any smoke I've seen which is affected by wind - except maybe factory smoke, but I'm not too sure about that one, either. :hmm:
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#68 |
Admiral
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I've never noticed, but does factory smoke always billow in the same direction, or does the wind actually affect it?? :hmm:
**HINT**HINT** **WINK**WINK** ![]()
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#69 |
Navy Seal
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:P
Yep, checked it. The smokestacks always blow in one direction. I don't think there's an wind factor for anything other than the waves, even. I think to say it's one of those features that was originally supposed to be in the game, but never made it :hmm: |
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#70 |
Admiral
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Tried a test with two fuel T3 Tankers.
At first, everything started out fine: ![]() Then holy crap... Long after the T3's had sunk, the smoke started to grow laterally! ![]() ![]() ![]() ![]() I think it was the SphereRadius. I changed it from 17 to 120. We can't have this because it's a real FPS killer, but at least it was cool... So who was it that wanted that smoke screen?? ![]()
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#71 |
Navy Seal
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Talk about an oil fire
![]() Is that some sort of a delayed action caused by the radius? Usually the smoke goes to the sides like this just as the ship breaks up and sinks, but I guess it took a while this time. |
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#72 |
Admiral
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Yeah, it took about 5-6 minutes for the smoke to get to that size and shape.
It seems that it is best to leave the SphereRadius to a small number, or else the smoke rises in a circular pattern. Unless of course someone wants this effect to occur...
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#73 |
Admiral
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Is anyone else out there testing with me?
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#74 |
Admiral
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Hey, I opened the "big_smoke" tweek file to see if TT wrote any notes, and I noticed that he made these lines inoperative:
[1] DropDownName=ScalableParticleEffect absolute,single,2DDF0,EmissionArea absolute,single,2DE16,LifeScale absolute,single,2DE2B,DensityScale absolute,single,2DE41,VelocityScale absolute,single,2DE55,WeightScale absolute,single,2DE67,SizeScale absolute,single,2DE79,SpinScale absolute,single,2DE9A,Scale [2] DropDownName=WaterInteraction absolute,byte,2DF16,StopAllParticles absolute,single,2DF49,Depth absolute,byte,2DF5A,DeleteMe [3] DropDownName=FastParticleGenerator absolute,byte,2DFE4,IsDensityModifierActive absolute,single,2DFF6,SphereRadius absolute,single,2E00B,EmissionArea absolute,single,2E020,LifeTime absolute,byte,2E039,NoDeleteChildren absolute,long,2E046,RunMode absolute,byte,2E05A,Transparent absolute,single,2E069,DepthBias absolute,single,2E081,MaxParticleSize absolute,byte,2E09A,UseShipWakeColor //absolute,hex,2E0B2,LocalWind //absolute,hex,2E0CD,GlobalWind absolute,single,2E0F7,LifeScale absolute,single,2E10C,DensityScale absolute,single,2E122,VelocityScale absolute,single,2E136,WeightScale absolute,single,2E148,SizeScale absolute,single,2E15D,OpacityScale absolute,long,2E175,BitmapParticles [4] DropDownName=black_smoke#1 absolute,byte,2E19D,Report absolute,single,2E1AB,Blending absolute,byte,2E1BD,DepthTest absolute,byte,2E1D0,LocalMovement absolute,hex,2E1DE,Material absolute,long,2E1F7,MaxParticles absolute,single,2E204,Life absolute,single,2E222,Rate absolute,single,2E234,RateVariation absolute,single,2E293,Size absolute,single,2E2A5,SizeVariation //absolute,hex,2E312,SpeedDirection absolute,single,2E32B,Velocity absolute,single,2E33D,VelocityVariation absolute,single,2E3A0,Weight absolute,single,2E3B2,WeightVariation absolute,single,2E417,Opacity absolute,single,2E429,OpacityVariation absolute,single,2E494,WindCoef absolute,single,2E4A8,InertiaCoef [5] DropDownName=black_smoke#2 absolute,byte,2E4ED,Report absolute,single,2E4FB,Blending absolute,byte,2E50D,DepthTest absolute,byte,2E520,LocalMovement absolute,hex,2E52E,Material absolute,long,2E547,MaxParticles absolute,single,2E554,Life absolute,single,2E572,Rate absolute,single,2E584,RateVariation absolute,single,2E5E3,Size absolute,single,2E5F5,SizeVariation //absolute,hex,2E662,SpeedDirection absolute,single,2E67B,Velocity absolute,single,2E68D,VelocityVariation absolute,single,2E6F0,Weight absolute,single,2E702,WeightVariation absolute,single,2E767,Opacity absolute,single,2E779,OpacityVariation absolute,single,2E7E4,WindCoef absolute,single,2E7F8,InertiaCoef [6] DropDownName=black_smoke#3 absolute,byte,2E83D,Report absolute,single,2E84B,Blending absolute,byte,2E85D,DepthTest absolute,byte,2E870,LocalMovement absolute,hex,2E87E,Material absolute,long,2E897,MaxParticles absolute,single,2E8A4,Life absolute,single,2E8C2,Rate absolute,single,2E8D4,RateVariation absolute,single,2E933,Size absolute,single,2E945,SizeVariation //absolute,hex,2E9B2,SpeedDirection absolute,single,2E9CB,Velocity absolute,single,2E9DD,VelocityVariation absolute,single,2EA40,Weight absolute,single,2EA52,WeightVariation absolute,single,2EAB7,Opacity absolute,single,2EAC9,OpacityVariation absolute,single,2EB34,WindCoef absolute,single,2EB48,InertiaCoef [7] DropDownName=WaterReflection absolute,single,2EBD5,ClipHeight absolute,byte,2EB92,Reflection absolute,byte,2EBF8,Refraction absolute,byte,2EC09,FrustumTest absolute,single,2EC18,MinVisDim absolute,single,2EC2A,MaxVisDim [8] DropDownName=VisibleUnderWater absolute,byte,2EC9D,Under They all have something to do with wind. I wonder why he took them away? Maybe they don't work correctly? I'm guessing that we can blow the smoke sideways, but it won't change dynamically as the wind direction changes...
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#75 |
Admiral
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Oh man... tweeking is a horrible job.
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