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#286 | |||
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![]() On this thread? I missed it, but I suppose that FPG stands for fast particle generator. Quote:
![]() 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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#287 | ||||
Ocean Warrior
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![]() 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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#288 |
Ocean Warrior
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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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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#289 |
Ocean Warrior
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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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#290 | ||
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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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![]() 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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#291 |
Navy Seal
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Afer a second thought, I am going to suggest you the followin test:
keep both my Pierre_E and Pierre_E2 textures in TDW's material.dat, and embed Rosomaha's smoke_dirt_splash as a new material (but you should resize it to 128 x 128 first, or it will eat too much memory) . Then set the four objectparticles found in the same file to use the following materials: particula01: Pierre_E2 particula02: Pierre_E particula03 and particula04: Pierre_E3 (smoke_dirt_splash) Let me know ![]() out of curiosity was sober smoke screen disabled during yout last tests? |
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#292 | ||
Ocean Warrior
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your texture (TDW_FXU_PierreE_04)/Rosomaha's texture (smok_dirt_splash) ![]() ![]() Quote:
![]() ![]() ![]() ![]() Do you see any significant difference? I don't.. your texture (TDW_FXU_SplashVertAdd_03)/Rosomaha's texture (splash10) a little lightened ![]() ![]()
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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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#293 | |
Ocean Warrior
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![]() It will take 40-50 minutes.. what for? And I already have done the similar.. just replace your pierreE2 texture for particulas 01 and 03.. I didn't suggest to replace your texture to smoke_dirt_splash.. I suggested to make your textures (pierreE and pierreE2) slightly dirtier.. No..
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#294 | |||
Navy Seal
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![]() Most of the work can be done in photoshop s3d, and I can do it myself if you prefer. Come on man, don't be lazy ![]() If you ask me, my idea was having a mixture of water, vapour and smoke more or less in the same proportion ![]() Quote:
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http://www.mediafire.com/?7trysbpza5tfucc But before using them (no matter if following my suggestion on not), I think you should really disable sober's mod, and see if smoke coming out from the portholes (vertically instead of orizontally as per sober's settings), won't be enough to dirty the splash without need of any other change ![]() P.S: we will restore sober's smoke screen, but using a dedicated particle generator and new "triggers" for it. I have already idea of how to do it ![]() |
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#295 | |||||
Ocean Warrior
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And don't call me lazy ![]() Lord knows, how many hours I already gave to this.. Quote:
![]() Just tired.. Quote:
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But okay, I will disable sober's smoke..
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#296 | |||
Navy Seal
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![]() ![]() Okay, no problem ![]() Ah, okay, from your screenies I didn't notice it ![]() Quote:
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#297 | |
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![]() something is wrong here: I see only opaque pixels; this is why this particle looks so shiny and pixelated in comparison with other particles, no matter the texture used. Actually, there should be a range of semi-transparent pixels, providing a better blending of the texture with the background. Are you sure that you have modified the DensityModifier correctly? ![]() Anyway I am going to send you a darker and lesser opaque set of textures, in order to exclude that the problem is coming from there ![]() |
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#298 | |
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#299 | |||
Ocean Warrior
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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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#300 |
Count Dracula
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today i have tested the water splash in campaign till now works fine... later i will show u some print screen's ...
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