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Old 05-20-13, 04:49 PM   #1
volodya61
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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   #2
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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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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   #3
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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   #4
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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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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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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   #5
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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   #6
gap
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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   #7
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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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