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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#166 |
Navy Seal
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11/15
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#167 |
Ocean Warrior
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You can trust me
![]() ![]() 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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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#168 | |
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I would have trusted you, if only you told me which one you prefer
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![]() What do you want to know about it? |
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#169 |
Navy Seal
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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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#170 |
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#171 |
Ocean Warrior
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Last one, of course.. angles 11/15
So.. which one you choose? ![]()
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#172 |
Ocean Warrior
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Yep.. mixed up a little..
Maybe it's time to send me new splashvert texture?
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#173 | |
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![]() ![]() I need... to reflect on it ![]() ![]() Quote:
![]() 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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#174 |
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#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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#176 | ||
Ocean Warrior
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![]() 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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#177 | |||
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Yes, after a second look, it must be one of them
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#178 | |
Ocean Warrior
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OK
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#179 | |
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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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#180 | ||
Ocean Warrior
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![]() You know what I mean ![]() Quote:
It's time to learn S3D.. But I will ask you questions, if I'll not sort it out ![]() ![]()
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