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Old 05-14-13, 03:55 PM   #166
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11/15
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Old 05-14-13, 04:23 PM   #167
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Without seeing your tweaks in action, I would say 11/15
You can trust me

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Looking forward to your news
OK, here the news -

01 (original texture PierreE)

. .


02

. .


03

. .


04

. .


05

. .


Okay, Gabriele.. now choose the texture that is to remain and I'm ready for the second act of the ballet - TorpExplosionSplash Generator

PS: have you any ideas about 'water reflection'?

EDIT: I like 02
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Old 05-14-13, 05:33 PM   #168
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You can trust me
I would have trusted you, if only you told me which one you prefer


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OK, here the news -

...

Okay, Gabriele.. now choose the texture that is to remain and I'm ready for the second act of the ballet - TorpExplosionSplash Generator

...

EDIT: I like 02
Yes, 02 is good, but I don't dislike 03 and 04 either

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PS: have you any ideas about 'water reflection'?
What do you want to know about it?
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Old 05-14-13, 05:36 PM   #169
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What do you want to know about it?
If it's adjustable in regard of fog intensity
No fog=full water reflection
fog=very little reflection...i suppose.
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Old 05-14-13, 05:39 PM   #170
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If it's adjustable in regard of fog intensity
No fog=full water reflection
fog=very little reflection...i suppose.
so, we are talking about ship reflections?
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Old 05-14-13, 05:41 PM   #171
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I would have trusted you, if only you told me which one you prefer
Last one, of course.. angles 11/15

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Yes, 02 is good, but I don't dislike 03 and 04 either
So.. which one you choose?

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What do you want to know about it?


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On a side note, I wish we could tone down those reflections, especially at long range, without giving them up completely
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Old 05-14-13, 05:53 PM   #172
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so, we are talking about ship reflections?
Yep.. mixed up a little..

Maybe it's time to send me new splashvert texture?
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Old 05-14-13, 05:56 PM   #173
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Last one, of course.. angles 11/15


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So.. which one you choose?
I need... to reflect on it

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If it's adjustable in regard of fog intensity
No fog=full water reflection
fog=very little reflection...i suppose.
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so, we are talking about ship reflections?
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yes, we are evidently

I don't think we can dim the effect at night or on heavy fog through the WaterReflection controller (by editing water shader maybe, but I don't understand much about them). Yet, I am quite sure that we can switch it off at long range. Have a look at this thread, please:

http://www.subsim.com/radioroom/show...247#post665247
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Old 05-14-13, 06:02 PM   #174
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Maybe it's time to send me new splashvert texture?
Packing them right now
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Old 05-14-13, 06:14 PM   #175
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Here they are:

http://www.mediafire.com/?d4gczs1cocvx24h

The pack includes SplashVert and SplashVertAdd teextures. Look at file suffixes:

01 long splash version
02 short splash version

Test both of them, please
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Old 05-14-13, 06:42 PM   #176
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I need... to reflect on it
I think, 02 or 03

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Yet, I am quite sure that we can switch it off at long range. Have a look at this thread, please:
Thanks, I'll look at it more closely tomorrow.. seems interesting reading

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Here they are:
The pack includes SplashVert and SplashVertAdd teextures. Look at file suffixes:
01 long splash version
02 short splash version
Test both of them, please
Thank you
Sure I will test all what you've done for us.. as always..

PS: could you look at this files, please.. it's from OHII.. looks like something wrong with the .dat file.. I can't merge its .sim to it.. some objects lost in the model.. - http://rghost.ru/46006797
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Old 05-14-13, 07:11 PM   #177
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I think, 02 or 03
Yes, after a second look, it must be one of them

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Thanks, I'll look at it more closely tomorrow.. seems interesting reading
Read carefully post #9

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Thank you
Sure I will test all what you've done for us.. as always..


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PS: could you look at this files, please.. it's from OHII.. looks like something wrong with the .dat file.. I can't merge its .sim to it.. some objects lost in the model.. - http://rghost.ru/46006797
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?
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Old 05-14-13, 07:39 PM   #178
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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   #179
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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   #180
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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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