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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#136 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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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? ![]() It won't take long ![]() Quote:
![]() Any other question? |
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#137 | ||
Ocean Warrior
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![]() only the views of the community isn't heard ![]() ![]() Quote:
![]() Nope ![]() ![]()
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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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#138 |
Black Magic
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Once an OverLife time parameter reaches 1 all further entries are ignored
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#139 | ||
Ocean Warrior
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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 ![]()
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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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#140 | |
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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#141 |
Ocean Warrior
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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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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#142 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() 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 ![]() 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 ![]() Quote:
![]() Is there anybody out there? ![]() ![]() |
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#143 |
Ocean Warrior
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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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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#144 |
Ocean Warrior
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I think? I see a little difference.. and changes to better side..
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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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#145 |
Ocean Warrior
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![]() ![]() Don't forget, great torp explosion is a part of work.. torp explosion splashes are waiting for us too ![]() ![]() Okay, eyes tired.. going to sleep..
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#146 | |
Navy Seal
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#147 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() ![]() ![]() Quote:
![]() ![]() 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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#148 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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![]() ![]() old / new ![]() |
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#149 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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Downloads: 793
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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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#150 | |
Navy Seal
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![]() Old one wasn't that good: ![]()
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