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Old 07-12-07, 11:16 AM   #16
Jimbuna
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Quote:
I really hope that you guys aren't making fun of this idea I came up with. I did it for several reasons:
I'd never dream of it
We have a little leg pull from time to time, that's one of the things that makes this site so popular
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Old 07-12-07, 06:23 PM   #17
TheDarkWraith
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EDIT: larger pictures included now

Thanks to DD ( ) I got the rotations worked out and have set the exhaust angles on both sides to 10 degees up and 10 degrees outward. I have also adjusted the opacity and other variables for the smoke to make it look, well, hopefully getting close to realistic. The locations are still tied to the props and once someone shows me how to edit positions with Maya or Wings3D I'll get that fixed.
Does anyone know how the exhaust ports were shaped on the sub? What were the angles of it leaving the skin of the ship? Was it pointing straight out, curved upward, swept down, etc? I'm trying to make this as realistic as I can.
Were both exhaust ports on the same side or different sides? This is still a WIP and once I get the details I can make the necessary adjustments.
Browsing the .dat file today it appears I should be able to use different smoke textures for this if I wanted to. The possibilities keep growing....
Here are some snapshots:










Last edited by TheDarkWraith; 07-14-07 at 03:37 PM.
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Old 07-12-07, 06:53 PM   #18
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well done racerboy congratulations

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Old 07-13-07, 03:01 AM   #19
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Did you manage to link the amount of smoke to the engine RPM? IIRC this was what Privateer was working at, just before you-know-what...

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Old 07-13-07, 05:45 AM   #20
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Gute Arbeit, Racerboy!

For technical details about the exhaust system, one book springs to mind, "The Type VII U-Boat" in the "Anatomy of the Ship" series:



I'm almost certain this contains the info you need. I intend to get this book myself from Amazon, but if you can obtain it by interlibrary loan, or if someone here has it already, Bingo!

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Old 07-13-07, 10:24 AM   #21
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I haven't been able to link the amount of smoke to anything.......yet I have an idea to try out today for it though.
Let me bounce this off of somebody. The sub's bow and stern wakes, how are they controlled?
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Old 07-13-07, 11:07 AM   #22
Sailor Steve
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Quote:
Originally Posted by Racerboy
Thanks to DD ( ) I got the rotations worked out and have set the exhaust angles on both sides to 10 degees up and 10 degrees outward.
I see that's what you were talking about in the first place.
It looks good so far.
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Old 07-13-07, 03:43 PM   #23
sh3rules
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Looks good! A little less smoke so as not to obstruct the view of anything, but I'll use the smoke even if it's heavy. Great work!
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Old 07-13-07, 05:37 PM   #24
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The density he has it at shows up in Uzo but doesnt really interfere it
just adds a bit of feel,
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Old 07-13-07, 06:34 PM   #25
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Awesome work Racerboy, well done.
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Old 07-14-07, 05:36 AM   #26
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Erhm....is it downloadable yet? It looks great racerboy
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Old 07-14-07, 05:59 PM   #27
TheDarkWraith
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I'll give you all a downloadable VIIb version here shortly. It won't be speed dependant or anything. It will give constant smoke from each side which will cease when you submerge. I'm having trouble making the amount of smoke dependant on something. Privateer game me something to look at and while I was able to make 'smoke on the water' that WAS speed dependant it was just that - a texture placed on the surface of the water. I'm open for any ideas/suggestions.

I've also made a version with a ScalableParticleEffect and it does this:
-Ever noticed that when you start up the torpedoes training mission the stationary merchant puffs some smoke then stops? Well I got my mod to do it also and if you go to the bridge and look at the aft of the ship you see smoke from both sides which then tapers down to nothing after a few seconds (great!). Problem is I can't get it to start back up (not so great). So I have to tie this ScalableParticleEffect to something but more importantly SOMEHOW.
I looked into how the merchant and enemy ship's make their funnel smoke and that's where I got this idea. Take for instance the NDD_HuntI. This is from it's .sim file:

000000d0h: 0A 00 00 00 FF FF FF FF 1C 00 00 00 78 2A 27 74 ; ....ÿÿÿÿ....x*'t
000000e0h: 55 C0 E1 99 23 99 E7 60 5B 44 14 37 00 6F 62 6A ; UÀá™#™ç`[D.7.obj
000000f0h: 5F 46 75 6E 6E 65 6C 00 06 00 00 00 00 00 00 00 ; _Funnel.........
00000100h: 43 00 00 00 78 2A 27 74 55 C0 E1 99 00 00 00 00 ; C...x*'tUÀá™....
00000110h: 00 00 00 00 2F 00 00 00 2B 00 00 00 6F 62 6A 5F ; ..../...+...obj_
00000120h: 46 75 6E 6E 65 6C 00 0E 00 00 00 73 6D 6F 6B 65 ; Funnel.....smoke
00000130h: 00 6D D7 78 C0 00 4D 34 91 0A 00 00 00 73 68 61 ; .m×xÀ.M4‘....sha
00000140h: 66 74 00 00 00 00 ; ft....

basically it creates an instance of a new object with ID 782A277455C0E199. The parent ID is 99E7605B441437. Tag name is obj_Funnel.

Now the next part of hex code defines the data (or properties) of the new object:

total length of type 6 node is 00000043h
total lenth of data (properties) for obj_Funnel is 0000002Fh
it breaks down to this in a tree hierarchy form:

obj_Funnel (size of 0000002Bh bytes)
|
---- smoke 6DD778C0004D3491 <-- funnel_smoke ID from particles.dat
|
----- shaft 00000000

The funnel_smoke ID uses a ScalableParticleEffect which, I'm assuming, has to be linked to something to make it work. The obj_Funnel uses smoke from the funnel_smoke ID and it appears to be controlled (volume of smoke) by shaft. Why shaft has 00000000h after it boggles me. Before anyone asks I already tried that in the sub and it doesn't work. I'll keep playing with this speed dependant idea. If anyone has any information or knows someone who does please contact me.
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Old 07-14-07, 06:41 PM   #28
TheDarkWraith
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Before I release the VIIb dual exhaust constant smoke mod I need agreement on the following things:
  • location of exhaust ports on each side
  • the angle at which the exhaust exits the exhaust port
Does everyone agree that where the cursor is pointing to in this picture is the exhaust port for the left side of the VIIb (looking from rear of sub):



Does everyone agree that where the cursor is pointing to in this picture is the exhaust port for the right side of the VIIb (looking from rear of sub):



Next, does everyone agree that the exhaust smoke exits the ports according to these photoshop'd pics I made:





If not, what do you all think they should be? This will be for both sides. :hmm:
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Old 07-14-07, 07:56 PM   #29
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Hiho Racer,

the Exhaust is ok but i think they blowin more straigt down to the Waterline not such your picture shows in to the air .

Could you do the same to the VII C and for all other Boates ?

MFG

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Old 07-14-07, 09:03 PM   #30
TheDarkWraith
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Sure, I'll make it for the other boats. Soon as I finish the VIIb I'll work on more. It's been a great learning experience to say the least!
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