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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sailor man
![]() Join Date: May 2007
Posts: 46
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Yes i did, it only made the trace longer not alter the appearance, like on the picture in post #3. This was also the OP's original question.
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#2 | |
Stowaway
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the wakes are that long already you just don't see or notice them because they are so faint and faded they appear to be broken and vanish but they get transparent as they fade and when they are brighter that takes longer time making wakes look longer. the change in brightness is done within the layers of the image file and if you want brighter then compare the stock image and do your own version of it and remember if you make it brighter the wakes will look even longer because the entire wake gets brighter. the wake lengths for ships are controlled by other files found in the "longer wakes" mod so look there for clues as to what to look for to adjust torpedo wake lengths. side effects are shared files so as an example things like periscope wakes might use the same files as torpedo wakes, not saying they do just that you need to do testing to see if you change things you didn't want to Last edited by Webster; 05-10-13 at 12:09 PM. |
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#3 |
Sailor man
![]() Join Date: May 2007
Posts: 46
Downloads: 60
Uploads: 0
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I think you misunderstood the OP's original question. It's not about making the wake brighter and longer but changing the appearance altogether (like the picture in post 3)*edit* getting closer, there are at least two files affecting the appearance. So far i've been able to narrow it down to the Misc and Shaders folder.
*another edit* data\misc\wake_torp.tga together with data\shaders\Wakes\ShipwakeVS.fx indeed are the files as you say. BUT when i use these files with TMO/RSRD/TM2.3 with these torp wake files added last in JSGME i get the normal wake, which is the cause of the misunderstanding. Last edited by Freakwave; 05-10-13 at 03:04 PM. |
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