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#14 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Okay, wait for my updates
![]() 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:
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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