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Old 05-12-13, 01:42 PM   #1
gap
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I think, someway like you already made for the first one
Do you mean switching the texture from wapour to a proper water splash, or just using a better vapour texture?

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Yes.. how can I make it?
I guess we can try playing with particle's size overlife settings. I am going out for dinner again, and I have no time to explain how it works, but I will later or tomorrow

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I think it's simple, just increase a little life time.. or?
increase lifetime a bit, reduce intitial speed, reduce weight, maybe reduce also opacity... I have to go now. We will discuss the details later
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Old 05-12-13, 01:51 PM   #2
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Do you mean switching the texture from wapour to a proper water splash, or just using a better vapour texture?
Why not to try both ways?

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I guess we can try playing with particle's size overlife settings...
...
increase lifetime a bit, reduce intitial speed, reduce weight, maybe reduce also opacity... I have to go now. We will discuss the details later
OK, I will try to play around these parameters

See you
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Old 05-12-13, 03:51 PM   #3
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Hope to see new updated download at page one !
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Old 05-12-13, 03:52 PM   #4
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Your last screens of latest test looks very nice Volodya!
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Old 05-12-13, 04:00 PM   #5
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Hope to see new updated download at page one !
This will be update for FX Update.. when we finish our work we will send our edited files to TDW and he will decide when update will be released

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Your last screens of latest test looks very nice Volodya!
Still testing ..
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Old 05-13-13, 07:37 AM   #6
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Hope that TDW will clearly announce that moment...
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Old 05-13-13, 09:23 AM   #7
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Why not to try both ways?
Okay, wait for my updates

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OK, I will try to play around these parameters
About overlife settings. There are two types of the: OverLife is generally calculated over each particle's life (as set with Life and Life Variation parameters), whereas OverGeneratorLife uses total particle generator's life (LifeTime parameter). How they work: they are organized in an array of several entries. Each entry got two properties: LifeTime and Scale. LifeTime is an elapsed-time placer, and it is a percent of particle's of generator's total life; Scale is a multiplier, and it gets multiplied to the general property setting.

Let's make an example:

particula01 in TDW_FXU_Torp_Explosion_Materials.DAT. Its life duration is set to 4 sec (no life variation set). Size setting is 1 x (1 ± 0.5) = 0.5 to 1.5. Overlife settings are:
  • [0] LifeTime 0; Scale 0 => at 0 x 4 sec = 0 sec, particle's size is 1 x (0.5 to 1.5) x 0 = 0
  • [1] LifeTime 0.1; Scale 1 => at 0.1 x 4 sec = 0.4 sec, particle's size is 1 x (0.5 to 1.5) = 0.5 to 1.5
  • [2] LifeTime 0.3; Scale 1.5 => at 0.3 x 4 sec = 1.2 sec, particle's size is 1.5 x (0.5 to 1.5) = 0.75 to 2.25
  • [3] LifeTime 1; Scale 2.5 => at 1 x 4 sec = 4 sec, particle's size is 2.5 x (0.5 to 2.5) = 1.25 to 6.25
  • [4] LifeTime 1; Scale 1 => see below
  • [5] LifeTime 1; Scale 1 => see below

LifeTime settings are ordered in ascending orders from 0 to 1. Particle's size is interpolated linearly between two consecutive overlife settings. Sometimes (like in our example), after the first LifeTime = 1 OverLife entry, there are other entries ([4] and [5] in our case), but I believe tha they are ignored in game. Getting back to the torpedo splash effect, I would try the following settings (settings changed in orange):

[3] LifeTime 0.75; Scale 2.5
[4] LifeTime 1; Scale 0.5

Also, at this stage I suggest to only tweak overlife size of particles using my new water splash texture (i.e. particula01 and 03), as we can expect vapour particles to expand much more in the air.
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Old 05-13-13, 10:14 AM   #8
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Okay, wait for my updates
OK, I'll wait

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About overlife settings...
..
Let's make an example:
...
OK, now I'll try to sort out
So, should I change values ​​in the BitmapParticles of the TDW Materials.dat and not in the TDW Particles.dat? right?
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Old 05-13-13, 10:39 AM   #9
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Gabriele, this is stock 'great explosion' -

...

'water column' is visible on the dark background only..
I think it sucks

Yes, it does; even not being finished yet, our splash effect looks so much better!

P.S: have you noticed that smoke seems to always come out from the opposite flank than the one struck by torpedo?

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OK, I'll wait
It won't take long

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OK, now I'll try to sort out
So, should I change values ​​in the BitmapParticles of the TDW Materials.dat and not in the TDW Particles.dat? right?
For what I can see, the size property can be set for BitmapParticles, but not for ObjectParticles. As your preliminary tests have shown, the one BitmapParticle defined in the TorpExplosionGreat particle generator is so subtle that I wouldn't bother tweaking it. This leaves us with BitmapParticles defined in TDW Materials.dat

Any other question?
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Old 05-13-13, 11:24 AM   #10
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Yes, it does; even not being finished yet, our splash effect looks so much better!
Yep
only the views of the community isn't heard

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P.S: have you noticed that smoke seems to always come out from the opposite flank than the one struck by torpedo?
Perhaps it due to settings of my custom mission , I'll try other mission next time..

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Any other question?
Nope .. so far no ..
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Old 05-13-13, 11:32 AM   #11
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Once an OverLife time parameter reaches 1 all further entries are ignored Majority of the OverLife properties are in regards to the particle's life, not the generators life
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Old 05-13-13, 04:55 PM   #12
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About overlife settings.
...
[3] LifeTime 0.75; Scale 2.5
[4] LifeTime 1; Scale 0.5
Also, at this stage I suggest to only tweak overlife size of particles using my new water splash texture (i.e. particula01 and 03), as we can expect vapour particles to expand much more in the air.
test series with suggested settings

. . .

. .
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