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Old 05-19-13, 09:49 AM   #1
volodya61
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Quote:
Originally Posted by Rosomaha View Post
...and some others, like the splash and water-explosion. Maybe you could use something. I sent you the files.
Thanks a lot Rosomaha

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Originally Posted by Fifi View Post
Would be awesome to have a slightly delay between the 6 first effects like 1/4 second each...
I think it's impossible as Gap already mentioned..

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Originally Posted by gap View Post
I was more thinking out loud than explaining: I needed to convert your numerical differences into visible features. Also notice that my excercise is based on my understanding of generator properties, which might be wrong in some cases
I see

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Originally Posted by gap View Post
Adding new material nodes shouldn't be a problem, and it can be quickly done is S3d. Replacing SmokeAdd is a good idea anyway, as apparently it is not used. Maybe you can replace it with some of Rosomaha's textures; try these for instance:
I'm not sure that TDW's file will work after adding new nodes.. though we didn't try yet ..
Yes, I will try these new textures.. maybe for SplashVertAdd (water drops) too.. currently I'm working on other tweaks.. see at the bottom of the post..

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Originally Posted by Sartoris View Post
..When it comes to the water splashes that you're working on, I really like them. It's just that that the original plumes of fire that erupt look very low-resolution.
We aren't working on the water splashes only.. we are working on the whole torpedo explosion effect..
In the image you've posted is not torpedo explosion.. there is secondary explosion on the ship itself.. and we didn't plan to work on it yet..

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

Gabriele, over 8 hours and currently working on Creation tab.. as soon as I figured out how it works everything become more easy.. I think I'll finish soon and show some screens.. perhaps new textures not needed more.. I like the effect that has been made so far.. but in any case it must be seen in action rather than on screens.. so probably we need some testers to check it out in the campaign mode..
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Old 05-19-13, 10:00 AM   #2
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you guys don't really understand what the second parameter does for most items in the FPGs and PGs and thus you are getting very weird results. The second parameter is almost always a variation (in the range of 0.0-1.0). Take Life for instance: first parameter is the lifetime and the second parameter is the variation (in 0.0-1.0). So if life was 10 and variation was 0.25 then there can be a +- 25% variation to the life for each particle emitted.
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Old 05-19-13, 10:06 AM   #3
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Originally Posted by TheDarkWraith View Post
you guys don't really understand what the second parameter does for most items in the FPGs and PGs and thus you are getting very weird results. The second parameter is almost always a variation (in the range of 0.0-1.0). Take Life for instance: first parameter is the lifetime and the second parameter is the variation (in 0.0-1.0). So if life was 10 and variation was 0.25 then there can be a +- 25% variation to the life for each particle emitted.
What is wrong about my definition of it?

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Originally Posted by volodya61 View Post
EDIT: what means 'variation'?
Quote:
Originally Posted by gap View Post
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.
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Old 05-20-13, 10:52 AM   #4
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Thanks a lot Rosomaha
You're welcome, volodya61.
A little bit more, watch here: water fx. Maybe something useful.
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Old 05-20-13, 11:41 AM   #5
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Originally Posted by Rosomaha View Post
You're welcome, volodya61.
A little bit more, watch here: water fx. Maybe something useful.
Thank you

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

Okay.. I've finished.. Now remains only to collect all the effects in one file and I be able to show you a few screens with a new torpedo explosion effect..
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Old 05-20-13, 01:40 PM   #6
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Originally Posted by volodya61 View Post
Thanks guys

Here a few screens with WaterDrops effect, I was using Rosomaha's splash10 texture, just slightly lightened it -
Not bad, but I feel that there is still space for improving that effect a bit... se below

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Originally Posted by volodya61 View Post
Unfortunately, we can't use TwirlSoftBig node (I used it for adding v7 texture for Delay effect) because all nodes in the TDW Materials.dat are employed/engaged by other effects.. TwirlSoftBig is using by DeepWater effect.. so I'll try now to add new node (TDW_FXU_SplashVert2) to the TDW Materials file for the v7 texture..
I am sure that adding new textures to "our" dat file is feasible. If you want, I can do it for you. On the other hand I have to confess that my splash vert textures are so similar to each other, that if you switch one for the other, we won't notice it in game.

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Originally Posted by volodya61 View Post
PS: TDW said/mentioned several times - FPG.. what is F?
On this thread? I missed it, but I suppose that FPG stands for fast particle generator.

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Originally Posted by Rosomaha View Post
You're welcome, volodya61.
A little bit more, watch here: water fx. Maybe something useful.
Rosomaha, your textures look very good.

I took one of them and I split it in three parts. I think they will be just perfect for the water drops effect. Here they are:

http://www.mediafire.com/?k9ub8e663fi0hn2



splashvertadd03 / 04 / 05

Volodya, with kind permission by Rosomaha, make good use of them
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Old 05-20-13, 02:06 PM   #7
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Not bad, but I feel we can still improve that effect a bit... se below
Yep, not we.. you can

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Originally Posted by gap View Post
Volodya, I am sure that adding new textures to "our" dat file is feasible. If you want, I can do it for you. On the other hand I have to confess that my splash vert textures are so similar to each other, that if you switch one for the other, we won't notice it in game.
I have already done all I need.. see next post ..

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On this thread? I missed it, but I suppose that FPG stands for fast particle generator.
Okay.. what is fast PG?

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Originally Posted by gap View Post
I took one of them and I split it in three parts. I think they will be just perfect for the water drops effect. Here they are:
...
Volodya, with kind permission by Rosomaha, make good use of them
OK
Gabriele, you textures are as good as always but.. see below..

. .

. .

I replaced here your pierreE2 texture with the smoke_dirt_splash texture of Rosomaha's archive..
What do you think about - to dirty a little both textures (pierreE and PierreE2).. I think slightly dirty texture looks more pleasurable and plausible..
And your last water drops looks too white and bright also..

It's only my opinion, don't throw stones at me ..
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Old 05-20-13, 02:13 PM   #8
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It's beta-version..
I think, it remains to add the finishing touches.. just slightly change some textures..

. . .

. . .

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

. . .

. . .
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Old 05-20-13, 03:03 PM   #9
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And your last water drops looks too white and bright also..
That's what I'm talking about ..

. . .
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Old 05-20-13, 03:41 PM   #10
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Originally Posted by volodya61 View Post
Okay.. what is fast PG?
As I understand it, but take my statements with a pinch of salt, they are low detail particle generators, but with an higher refresh rate than other similar controllers. As their name suggests, they are used for very fast moving/evolving effects such as shell tracers and, more in general, when quick calculation and fast rendering on screen if preferble over detail.

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Originally Posted by volodya61 View Post
OK
Gabriele, you textures are as good as always but.. see below..

...

I replaced here your pierreE2 texture with the smoke_dirt_splash texture of Rosomaha's archive..
What do you think about - to dirty a little both textures (pierreE and PierreE2).. I think slightly dirty texture looks more pleasurable and plausible..
And your last water drops looks too white and bright also..

It's only my opinion, don't throw stones at me ..
Not at all. I will make pierre_E (vapour texture) a bit darker. If it won't be enough, I will make the same with pirre_E (water texture), but I think that some contrast between clean water and dirty vapour/smoke will make for a nice effect

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Originally Posted by volodya61 View Post
It's beta-version..
I think, it remains to add the finishing touches.. just slightly change some textures..
WOW, I think this is the first time I see the whole effect after your tweaks. Looks impressive

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Originally Posted by volodya61 View Post
That's what I'm talking about ..
Before anything else, try setting waterdrop's IsDensityModifierActive property to 1 (true). Currently it is set to false. And as you are at it, replace splashvertadd05 with splashvertadd03
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