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Old 05-17-13, 04:12 PM   #1
gap
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Originally Posted by volodya61 View Post
Initial

...

Delay

...

As you can see, initial effect more or less acceptable.. delay effect needs to be adjusted.. maybe some settings needs to edit..
I like the initial effect, but I agree that the delayed one is too blurry... I would try reducing a bit generator's emission area (for both delayed and initial) and delayed particle's size.

Quote:
Originally Posted by volodya61 View Post
though perhaps everything might be fixed with the texture editing..
I don't think so. Both effects use the same texture but, I repeat, from what I can see the intial effect looks detailed and realistic enough. I can increase a bit the opacity of the texture, through its alpha channel, but imo the main approach should be through particle generator's settings
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Old 05-17-13, 04:41 PM   #2
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I can increase a bit the opacity of the texture, through its alpha channel...
here it is

http://www.mediafire.com/view/?594q8el8zb5gf60



TDW_FXU_SplashVert_03 .......... TDW_FXU_SplashVert_05
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Old 05-17-13, 05:10 PM   #3
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http://www.mediafire.com/view/?m9mb4adqj1myo47

Amother modification of TDW_FXU_SplashVert_03. This time I have skewed a bit the texture and lowered it a bit, in order to reduce the empty space at its bottom left corner. Alpha opacity unchanged. I hope you can appreciate the difference:



TDW_FXU_SplashVert_03 .......... TDW_FXU_SplashVert_06
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Old 05-18-13, 06:46 AM   #4
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Quote:
Originally Posted by gap View Post
I like the initial effect, but I agree that the delayed one is too blurry... I would try reducing a bit generator's emission area (for both delayed and initial) and delayed particle's size.
Reduce size? ok, I'll try that..

Quote:
Originally Posted by gap View Post
I don't think so. Both effects use the same texture but, I repeat, from what I can see the intial effect looks detailed and realistic enough. I can increase a bit the opacity of the texture, through its alpha channel, but imo the main approach should be through particle generator's settings
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here it is
Quote:
Originally Posted by gap View Post
Amother modification of TDW_FXU_SplashVert_03. This time I have skewed a bit the texture and lowered it a bit, in order to reduce the empty space at its bottom left corner. Alpha opacity unchanged. I hope you can appreciate the difference:


I'll try both textures and other suggestions.. emission area and particle's size.. will report soon..
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Old 05-18-13, 08:44 AM   #5
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..Both effects use the same texture but..
On the other side, we can try to appoint a different textures for both effects

What do you think?
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Old 05-18-13, 09:14 AM   #6
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Reduce size? ok, I'll try that..



I'll try both textures and other suggestions.. emission area and particle's size.. will report soon..
Let me know

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Originally Posted by volodya61 View Post
On the other side, we can try to appoint a different textures for both effects

What do you think?
Yes, we can. But what is the advantage? Have you any particular idea in mind?
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Old 05-18-13, 09:49 AM   #7
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Let me know
TDW_FXU_SplashVert_06

Delay effect only

. .

Initial effect only

. . .

Other settings not changed yet..

Quote:
Originally Posted by gap View Post
Yes, we can. But what is the advantage? Have you any particular idea in mind?
Not yet.. I want try to change bitmap settings at first..

Now:
Delay and Initial Radius - 0.6
Solid Angle 10 for Initial, 0 for Delay
Particles Size 0.8 for Initial, 2 for Delay

any suggestions

EDIT: forgot to say
I'm going to try:
Radius - Initial 0.6, Delay 0.4
Angle - Initial 8, Delay 8
Size - Initial 0.7, Delay 1.4
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Old 05-18-13, 10:36 AM   #8
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Originally Posted by volodya61 View Post
Not yet.. I want try to change bitmap settings at first..

Now:
Delay and Initial Radius - 0.6
Solid Angle 10 for Initial, 0 for Delay
Particles Size 0.8 for Initial, 2 for Delay

any suggestions

EDIT: forgot to say
I'm going to try:
Radius - Initial 0.6, Delay 0.4
Angle - Initial 8, Delay 8
Size - Initial 0.7, Delay 1.4
Suggestions? Yes, seeing your last screenies relative to the Initial effect, it seems that the splash vert texture is rising up from the water until its base comes completely out of the water, making the splash to look as if it is floating in the air. This is indeed unacceptable. Splashes should burst forth from the sea surface, expand in the air, and then collapse before they can stick completely out. Possible solutions: probably reducing particle's initial speed, or increasing their weight, should make the trick
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Old 05-18-13, 10:41 AM   #9
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Hi!
Good work and interesting theme.
You are going to completely change the torpedo explosion effect or only water splash-texture?

Long dreamed of a spectacular explosion of a torpedo in the game - tall vertical column of water with a dirty soot in the center. But I mostly sit in SH4, and my knowledges particles generators leave much to be desired.

But. I have a small collection of textures - explosions, smoke, splashes, and others. If needed, I can help a bit with textures.

Last edited by Rosomaha; 05-18-13 at 11:29 AM.
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Old 05-18-13, 11:56 AM   #10
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Quote:
Originally Posted by Rosomaha View Post
Hi!
Good work and interesting theme.
You are going to completely change the torpedo explosion effect or only water splash-texture?
Hi
Completely.. see previous pages..

Quote:
Originally Posted by Rosomaha View Post
Long dreamed of a spectacular explosion of a torpedo in the game - tall vertical column of water with a dirty soot in the center. But I mostly sit in SH4, and my knowledges particles generators leave much to be desired.
Main explosion is already done.. all we could do you can see in the previous pages too..

Quote:
Originally Posted by Rosomaha View Post
But. I have a small collection of textures - explosions, smoke, splashes, and others. If needed, I can help a bit with textures.
Yes, perhaps it would be helpful
Gabriele, what will you say?

Quote:
Originally Posted by gap View Post
Suggestions? Yes, seeing your last screenies relative to the Initial effect, it seems that the splash vert texture is rising up from the water until its base comes completely out of the water, making the splash to look as if it is floating in the air. This is indeed unacceptable. Splashes should burst forth from the sea surface, expand in the air, and then collapse before they can stick completely out. Possible solutions: probably reducing particle's initial speed, or increasing their weight, should make the trick
Okay, I can find 'weight'.. but I can't find 'initial speed'.. only 'velocity'.. don't see 'initial' anywhere..

PS: don't forget.. this is HEX editor, everything is not so easy ..

EDIT: what means 'variation'?
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