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Old 05-20-13, 01:40 PM   #286
gap
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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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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   #287
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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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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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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   #288
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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   #289
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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   #290
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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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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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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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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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Old 05-20-13, 04:21 PM   #291
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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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Old 05-20-13, 04:48 PM   #292
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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
Darker.. maybe.. but not dirtier..

your texture (TDW_FXU_PierreE_04)/Rosomaha's texture (smok_dirt_splash)

/

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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
Okay.. here -

. . .

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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Old 05-20-13, 04:49 PM   #293
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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)
If you think I become very familiar with Hex-editor then I say you: I don't
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..

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out of curiosity was sober smoke screen disabled during yout last tests?
No..
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Old 05-20-13, 05:33 PM   #294
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If you think I become very familiar with Hex-editor then I say you: I don't


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It will take 40-50 minutes..
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

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what for?
If you ask me, my idea was having a mixture of water, vapour and smoke more or less in the same proportion

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Originally Posted by volodya61 View Post
And I already have done the similar.. just replace your pierreE2 texture for particulas 01 and 03..
PierreE2 is essential: it is the texture used for water; you can't replace it totally or we will get back to the smoky splash we had before...

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I didn't suggest to replace your texture to smoke_dirt_splash.. I suggested to make your textures (pierreE and pierreE2) slightly dirtier..
This is not really a problem, here is a set of modified pierre_E textures, turned from vapour to smoke (i.e. from white-light grey to dark gray).

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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Old 05-20-13, 05:57 PM   #295
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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
Work in Photoshop and S3D will take 5 minutes.. most of the work here in HEX.. reassign textures/materials etc..
And don't call me lazy
Lord knows, how many hours I already gave to this..

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If you ask me, my idea was having a mixture of water, vapour and smoke more or less in the same proportion
I will try it.. tomorrow.. or after tomorrow..
Just tired..

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PierreE2 is essential: it is the texture used for water; you can't replace it totally or we will get back to the smoky splash we had before...
I've mixed up here.. PierreE and Particulas 02 and 04..

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This is not really a problem, here is a set of modified pierre_E textures, turned from vapour to smoke (i.e. from white-light grey to dark gray).
That's what I'm talking about.. gray.. or shades of gray.. where are yellow, dirty yellow, brown and there shades?

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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
When an explosion occurs there is no smoke yet.. smoke appears after the whole explosion effect..
But okay, I will disable sober's smoke..
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Old 05-20-13, 06:09 PM   #296
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Originally Posted by volodya61 View Post
Work in Photoshop and S3D will take 5 minutes.. most of the work here in HEX.. reassign textures/materials etc..
And don't call me lazy
Lord knows, how many hours I already gave to this..
Don't take it personal: even the most eager persons get their moment of laziness... and this is just your moment

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I will try it.. tomorrow.. or after tomorrow..
Just tired..
Okay, no problem

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Originally Posted by volodya61 View Post
I've mixed up here.. PierreE and Particulas 02 and 04..
Ah, okay, from your screenies I didn't notice it

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Originally Posted by volodya61 View Post
That's what I'm talking about.. gray.. or shades of gray.. where are yellow, dirty yellow, brown and there shades?
They are there: I have merged Rosomaha's RGB channel with my alpha channels

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When an explosion occurs there is no smoke yet.. smoke appears after the whole explosion effect..
But okay, I will disable sober's smoke..
Okay, let's see how stock smoke will fit with the rest of the effect
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Old 05-20-13, 06:32 PM   #297
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Okay.. here -

. . .

Do you see any significant difference? I don't..

your texture (TDW_FXU_SplashVertAdd_03)/Rosomaha's texture (splash10) a little lightened

/


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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Old 05-20-13, 06:33 PM   #298
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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
http://www.mediafire.com/?4yt4e9art8aa54c
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Old 05-20-13, 07:19 PM   #299
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They are there: I have merged Rosomaha's RGB channel with my alpha channels
At that moment I didn't look at them yet ..

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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?
These are screens from XnView viewer.. though in the game the same.. and yes, I'm sure I had enabled DensityModifier correctly.. there is only one bit in HEX editor that switching it on/off.. 00 or 01..

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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
Okay.. tomorrow will show us.. something ..

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Old 05-21-13, 06:15 AM   #300
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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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