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Old 05-18-13, 10:41 AM   #1
Rosomaha
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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   #2
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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..

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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..

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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?

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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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Old 05-18-13, 12:46 PM   #3
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I finally sorted out what was wrong with effects and edited files sometimes when I complained that changes not works or works wrong.. it wasn't a software conflict..
Sometimes in the test mod folder remain some files.. e.g. old_TDW_FXU_TorpExplosion_Particles.dat or edited_TDW_FXU_TorpExplosion_Materials.dat.. and these files get into the game folder along with other files during enabling through JSGME.. it's weird, but as game doesn't find needed effect in the main file (TDW_Particles.dat or TDW_Materials.dat), it get this effect from any other file..
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Old 05-18-13, 04:33 PM   #4
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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.
Quote:
Originally Posted by volodya61 View Post
Yes, perhaps it would be helpful
Gabriele, what will you say?
the more we are, the better/faster we will do

Thank you Rosomaha, and stay tuned

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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 ..
Sorry, velocity = initial speed

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EDIT: what means 'variation'?
It is the maximum random percent quantity (valid range: 0-1) that can be added or subtracted from the previous settings. For instance:

Velocity=2
Variation=0.1

would mean an intitial velocity of 2 units per second (= 20 m/s ? ) ± 0.2 units per second.

The component of this speed in the three axes (i.e. its direction in the 3d space) is determined on turn by the SpeedDirection property. For most particles this is set to 0 / 1 / 0 (x / y / z), meaning that all their initial speed is bound up.
Why do I say 'initial'? for two reasons; first, velocity overlife settings can modify particle's speed at various stages of its life, and second, this speed is also affected by gravitational acceleration, proportionally to itw Weight setting

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I finally sorted out what was wrong with effects and edited files sometimes when I complained that changes not works or works wrong.. it wasn't a software conflict..
Sometimes in the test mod folder remain some files.. e.g. old_TDW_FXU_TorpExplosion_Particles.dat or edited_TDW_FXU_TorpExplosion_Materials.dat.. and these files get into the game folder along with other files during enabling through JSGME.. it's weird, but as game doesn't find needed effect in the main file (TDW_Particles.dat or TDW_Materials.dat), it get this effect from any other file..
yes, I forgot to mention it: file naming is often dispensable in SH. What really matters are Id's. A corollary to this rule, is that you should never keep your backups in the same folder as the main files, or the game will apply them as well
There should be a workaround though: changing file extension to one not recognized by SH5 (e.g. rename particles.dat to particles.dat.bak if you want to keep it in the same directory)
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Old 05-18-13, 04:55 PM   #5
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Quote:
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It is the maximum random percent quantity (valid range: 0-1) that can be added or subtracted from the previous settings. For instance:
I see

Quote:
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yes, I forgot to mention it: file naming is often dispensable in SH. What really matters are Id's. A corollary to this rule, is that you should never keep your backups in the same folder as the main files, or the game will apply them as well
There should be a workaround though: changing file extension to one not recognized by SH5 (e.g. rename particles.dat to particles.dat.bak if you want to keep it in the same directory)
most of my last issues due to this.. now I see..


Well, I had make several tests and didn't saw big changes.. all their (Initial and Delay) settings almost the same.. except one tab - Creation.. what is this?
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Old 05-18-13, 05:46 PM   #6
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EDIT to the previous post

Creation (Initial/Delay) -

/


Other differences (Initial/Delay) -

EmissionArea →
→ SolidAngle 10/0
LifeTime 5/12
BitmapParticles →
→ MaxParticles 20/30
→ Life 2/3
→ Size →
→→ Size 0.8/2
→→ Variation 0.1/0.5
→ Velocity →
→→ Velocity 3/2.5
→→ Variation 2/1

And that is all
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Old 05-18-13, 06:30 PM   #7
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Creation (Initial/Delay) - => initial splash particle generator spawns two times more particles per unit of time than delay particles.
EmissionArea →
→ SolidAngle 10/0 => initial particles are spawned within a space of 10 deg from henerator's origin; delay particles are more concentrated.
LifeTime 5/12 => initial particle generator lasts only 5 secons; delay generators lasts more than two times longer.
BitmapParticles →
→ MaxParticles 20/30 => the game can render up to 20 initial particles (when this limit is reached, the game waits for old particles to disappear before genereting new ones); maximum number of delay particles is 50% bigger in comparison.
→ Life 2/3 => initial particles last 2 seconds before desappearing. Delay particles can last 50% longer.
→ Size →
→→ Size 0.8/2 => on average, delay particles are 2.5 times bigger than initial particles.
→→ Variation 0.1/0.5 => initial particle size varies two times more than delay particle size.
→ Velocity →
→→ Velocity 3/2.5 => initial particles are a bit faster than delay particles.
→→ Variation 2/1 => initial particle's speed varies two times more than delay particle speed.

What about overlife settings? I see there are some difference between the two generators (creation rate overlife). These settings can have a big impact as well
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Old 05-18-13, 05:54 PM   #8
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Quote:
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Well, I had make several tests and didn't saw big changes.. all their (Initial and Delay) settings almost the same.. except one tab - Creation.. what is this?
Creation => Rate, is the number of particles generated per second. Be careful with it: it has a big inpact on computer performance
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