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Old 05-14-13, 07:39 PM   #1
volodya61
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Read carefully post #9
OK

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The funnel smoke controller is pointing to a parent which is not existing in the dat file. Now the curious thing is that that boat didn't get any funnel. In OH's version of her, the controller is absent. Who added it? Where are the files you have linked in your previous post coming from?
I don't know who added funnel controller.. the files are from OHII v2.2.. except funnel_smoke.dat.. though funnel_smoke also included in OHII because many Japanese ships were edited by Uekel for compatibility with HanSolo's mod..
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Old 05-14-13, 07:56 PM   #2
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I don't know who added funnel controller.. the files are from OHII v2.2.. except funnel_smoke.dat.. though funnel_smoke also included in OHII because many Japanese ships were edited by Uekel for compatibility with HanSolo's mod..
The sim file you have sent me contains one obj_Funnel and two WaterReflection controllers which, I repeat, are absent from OH's version of the same file. I am sure about it.

There are two possible fixes for your files: either remove the lost controller from the sim file, or add a new node to the dat file, move it around the 3d model where you think the exaust would have been placed (no funnel of that boat), and then give the obj_Funnel controller the same parent Id number as the Id number of the new node. You should also create a new smoke effect especially for that boat, because one wouldn't expect an exaust to emit the same quantity of smoke than a funnel. As for this last task, you can take inspiration from TDW's sub exaust mod.
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Old 05-14-13, 08:13 PM   #3
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The sim file you have sent me contains one obj_Funnel and two WaterReflection controllers which, I repeat, are absent from OH's version of the same file. I am sure about it.
Sorry, Gabriele.. my bad.. it was HanSolo's or Uekel's file.. just figure out it.. too many folders, too many projects, too many editions..
You know what I mean

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..or add a new node to the dat file, move it around the 3d model where you think the exaust would have been placed (no funnel of that boat), and then give the obj_Funnel controller the same parent Id number as the Id number of the new node. You should also create a new smoke effect especially for that boat, because one wouldn't expect an exaust to emit the same quantity of smoke than a funnel. As for this last task, you can take inspiration from TDW's sub exaust mod.
OK, thanks.. I'll try..
It's time to learn S3D..
But I will ask you questions, if I'll not sort it out

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Old 05-14-13, 09:20 PM   #4
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Sorry, Gabriele.. my bad.. it was HanSolo's or Uekel's file.. just figure out it.. too many folders, too many projects, too many editions..
You know what I mean
I can understand

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OK, thanks.. I'll try..
It's time to learn S3D..
But I will ask you questions, if I'll not sort it out

Ask whatever you need to know. I will be glad to help, if I can
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Old 05-15-13, 05:26 AM   #5
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Ask whatever you need to know. I will be glad to help, if I can
Well, I looked at the .dat in S3D.. this is a bit complicated to me at the moment.. 3D-modelling I'm not ready.. yet.. maybe a bit later
So far I decided to remove this folder of my edition at all..

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Read carefully post #9
OK.. so, we can try to play with the MaxVisDim and MinVisDim..what do you think?

I can do this after we finish work on the current fix and at the same time with the testing our Reworked Guns
I will need your help for this in creating a several custom missions..

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Old 05-15-13, 07:20 AM   #6
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Well, I looked at the .dat in S3D.. this is a bit complicated to me at the moment.. 3D-modelling I'm not ready.. yet.. maybe a bit later
So far I decided to remove this folder of my edition at all..
3D modellng? You don't need to touch the 3D model for adding a new node: you do it as you would foe any controller, and you move it around using x, y and z coordinates

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OK.. so, we can try to play with the MaxVisDim and MinVisDim..what do you think?
Exactly! If water reflections still work as they did in SHIII/IV, there is not reason that we can't reduce them for distant units, though finding the "magic" settings can take a while

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I can do this after we finish work on the current fix and at the same time with the testing our Reworked Guns
I will need your help for this in creating a several custom missions..
Okay, no problem
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Old 05-15-13, 08:40 AM   #7
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3D modellng? You don't need to touch the 3D model for adding a new node: you do it as you would foe any controller, and you move it around using x, y and z coordinates
I opened similar .dat with this node and saw that shipname_cos node has a child node - 3D-model
Could you post a few screens with explaining? if you have time for it, of course

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Exactly! If water reflections still work as they did in SHIII/IV, there is not reason that we can't reduce them for distant units, though finding the "magic" settings can take a while
..
Okay, no problem
Well, I'll certainly turn to it as soon as we finish with this project and prepare it for release

---------------------------------

Do you agree that the work on the TorpExplosionGreat can be completed?
Are these values acceptable for release?

TDW Particles.dat/TorpExplosionGreat/ParticleGenerator
EmissionArea/Angle 11
GlobalScaleFar/Distanse 1000
GlobalScaleFar/DensityScale 0.15

TDW Materials.dat/Particula(01-04)/ParticleGenerator
EmissionArea/Angle 15
GlobalScaleFar/Distanse 1000
GlobalScaleFar/DensityScale 0.15

TDW Materials.dat/Particula(01, 03)/ParticleGenerator
BitmapParticles/Size/OverLife
[3] LifeTime 0.75; Scale 2.5
[4] LifeTime 1; Scale 0.5
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