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Old 05-13-13, 10:39 AM   #136
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Gabriele, this is stock 'great explosion' -

...

'water column' is visible on the dark background only..
I think it sucks

Yes, it does; even not being finished yet, our splash effect looks so much better!

P.S: have you noticed that smoke seems to always come out from the opposite flank than the one struck by torpedo?

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OK, I'll wait
It won't take long

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OK, now I'll try to sort out
So, should I change values ​​in the BitmapParticles of the TDW Materials.dat and not in the TDW Particles.dat? right?
For what I can see, the size property can be set for BitmapParticles, but not for ObjectParticles. As your preliminary tests have shown, the one BitmapParticle defined in the TorpExplosionGreat particle generator is so subtle that I wouldn't bother tweaking it. This leaves us with BitmapParticles defined in TDW Materials.dat

Any other question?
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Old 05-13-13, 11:24 AM   #137
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Yes, it does; even not being finished yet, our splash effect looks so much better!
Yep
only the views of the community isn't heard

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P.S: have you noticed that smoke seems to always come out from the opposite flank than the one struck by torpedo?
Perhaps it due to settings of my custom mission , I'll try other mission next time..

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Any other question?
Nope .. so far no ..
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Old 05-13-13, 11:32 AM   #138
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Once an OverLife time parameter reaches 1 all further entries are ignored Majority of the OverLife properties are in regards to the particle's life, not the generators life
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Old 05-13-13, 04:52 PM   #139
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P.S: have you noticed that smoke seems to always come out from the opposite flank than the one struck by torpedo?
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Perhaps it due to settings of my custom mission , I'll try other mission next time..
. . . .

As you can see, smoke comes out than depending on torpedoes hit.. rather it depend on ship's type.. maybe it controlled by ship's .zon
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Old 05-13-13, 04:55 PM   #140
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About overlife settings.
...
[3] LifeTime 0.75; Scale 2.5
[4] LifeTime 1; Scale 0.5
Also, at this stage I suggest to only tweak overlife size of particles using my new water splash texture (i.e. particula01 and 03), as we can expect vapour particles to expand much more in the air.
test series with suggested settings

. . .

. .
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Old 05-13-13, 04:57 PM   #141
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Another issue.. as you remember, I increased a lot GlobalScaleFar/Distance and DensityScale for main ParticleGenerator of GreatTorpExplosion and for all Particulas Generators.. was 100/0.01, now 1500/0.2..
It seems I increased the values a bit too much

. .

As you can see, 'water column' effect is still visible at a distance 7 km
I don't know what means 1500, but obviously it's not meters..
So, I decided to reduce all the values to 500/0.075 and re-test last changes..

What do you think, Gabriele?

And.. community?
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Old 05-13-13, 06:11 PM   #142
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Once an OverLife time parameter reaches 1 all further entries are ignored Majority of the OverLife properties are in regards to the particle's life, not the generators life
I was almost sure about it, as those extra entries didn't make any sense to me, bu thank you for confirming my supposition

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As you can see, smoke comes out than depending on torpedoes hit.. rather it depend on ship's type.. maybe it controlled by ship's .zon
That sucks

I believe that ship explosion effects are placed around GR2 models through their *_FX.GR2 files. If you open one of them in TDW's GR2 editor (an older version), and you select all of their bones, you will notice that they follow ship's silhouette, though you cannot see the 3d model, bu only imegine it. BazaFX effects, on turn, are linked to *_FX.GR2 through the *.fx file. If you want to see which bone is linked to which effect, just merge the three of them (in the order, *_FX.GR2, *.fx and BazaFX.dat).
Bones can be moved around using GR2 Editor, but I am a bit wary about tweaking *_FX.GR2 files anyway, because the last vesion of TDW's editor don't open them, which means that, though opening them, older versions might mess them up

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test series with suggested settings
Honestly, I don't see them making much difference in therms of pointed top end. On the contrary, they create a fastidious rounded clouds effect on top

What do you think

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Another issue.. as you remember, I increased a lot GlobalScaleFar/Distance and DensityScale for main ParticleGenerator of GreatTorpExplosion and for all Particulas Generators.. was 100/0.01, now 1500/0.2..
It seems I increased the values a bit too much

As you can see, 'water column' effect is still visible at a distance 7 km
I don't know what means 1500, but obviously it's not meters..
So, I decided to reduce all the values to 500/0.075 and re-test last changes..

What do you think, Gabriele?


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And.. community?
Is there anybody out there?
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Old 05-13-13, 06:27 PM   #143
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Honestly, in the eyes dazzled by zeros and ones




test series -

. .

. .


ranges of visibility (2.5km/3.5km/5km) -

/ /


No thoughts, no suggestions, no opinions..
Then don't complain that we did wrong



EDIT: while I uploaded the pics you was here
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Old 05-13-13, 06:33 PM   #144
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Honestly, I don't see them making much difference in therms of pointed top end. On the contrary, they create a fastidious rounded clouds effect on top

What do you think
I think? I see a little difference.. and changes to better side..
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Old 05-13-13, 06:49 PM   #145
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Okay, wait for my updates
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It won't take long


Don't forget, great torp explosion is a part of work.. torp explosion splashes are waiting for us too .. yep, and torp explosion water drops ..

Okay, eyes tired.. going to sleep..
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Old 05-13-13, 06:54 PM   #146
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No thoughts, no suggestions, no opinions..
Then don't complain that we did wrong
Volodya, we all think you made a nice job on this!...torp splash are WAY GOOD enough like your latest ones!...i think it's nitpicking now
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Old 05-13-13, 07:12 PM   #147
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Honestly, in the eyes dazzled by zeros and ones




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test series -
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I think? I see a little difference.. and changes to better side..
Unlike my suggestions, you have tweaked overlife size of particle02 and 04 as well. Don't you? I see it from the small rounded clouds towards the top end of the water splash

I think you should keep their size as per TDW's settings, and reduce a bit their overlife opacity toward the and of their life, as if they were expanding and vanishing in the air

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ranges of visibility (2.5km/3.5km/5km) -
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Old 05-13-13, 07:20 PM   #148
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Don't forget, great torp explosion is a part of work.. torp explosion splashes are waiting for us too .. yep, and torp explosion water drops ..

Okay, eyes tired.. going to sleep..
I forgot to mention that I have already updated TDW's material dat (the one I sent you) with better water splash textures:


old / new
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Old 05-13-13, 08:10 PM   #149
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New PierreE materials:

http://www.mediafire.com/?v8q3yh35e688zkv

four versions included in this pack: versions 2, 3 and 4 replace the previously used texture with three different smoke/vapour-like textures:


ver 2


ver 3


ver 4

They have different opacity levels, but if needed I can adjust them. Version 5 changes pierreE to the same new splash-like texture as used for pierreE2 and featured in your last screenshots. Let me know
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Old 05-13-13, 09:22 PM   #150
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I forgot to mention that I have already updated TDW's material dat (the one I sent you) with better water splash textures:


old / new
That's a very good idea!
Old one wasn't that good:
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