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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#181 | ||
Navy Seal
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Location: CJ8937
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#182 |
Ocean Warrior
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Well, I looked at the .dat in S3D.. this is a bit complicated to me at the moment.. 3D-modelling
![]() ![]() So far I decided to remove this folder of my edition at all.. OK.. so, we can try to play with the MaxVisDim and MinVisDim..what do you think? I can do this after we finish work on the current fix and at the same time with the testing our Reworked Guns ![]() I will need your help for this in creating a several custom missions.. ![]()
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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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#183 | |||
Navy Seal
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#184 | ||
Ocean Warrior
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![]() Could you post a few screens with explaining? if you have time for it, of course ![]() Quote:
![]() --------------------------------- Do you agree that the work on the TorpExplosionGreat can be completed? Are these values acceptable for release? TDW Particles.dat/TorpExplosionGreat/ParticleGenerator EmissionArea/Angle 11 GlobalScaleFar/Distanse 1000 GlobalScaleFar/DensityScale 0.15 TDW Materials.dat/Particula(01-04)/ParticleGenerator EmissionArea/Angle 15 GlobalScaleFar/Distanse 1000 GlobalScaleFar/DensityScale 0.15 TDW Materials.dat/Particula(01, 03)/ParticleGenerator BitmapParticles/Size/OverLife [3] LifeTime 0.75; Scale 2.5 [4] LifeTime 1; Scale 0.5
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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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#185 |
Ocean Warrior
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new series -
TDW Particles.dat/TorpExplosionSplashRInitial and RDelay (other nodes were removed) both ParticleGenerator/BitmapParticles uses PierreE and PierreE2 textures Distance and DensityScale in GlobalScaleFar as in TorpExplosionGreat (1000/0.15), others values not changed yet.. 03 (PierreE 03 in TDW Materials.dat) ![]() ![]() ![]() ![]() ![]() ![]() I think, we can add another textures to the TDW Materials.dat for RInitial and RDelay effects ![]() What do you think? In the next series will test TDW Particles.dat/TorpExplosionSplashLInitial and LDelay (uses SplashVert and SplashVertAdd textures) PS: return to the question of outgoing smoke ![]()
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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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#186 | ||
Navy Seal
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Location: CJ8937
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#187 |
Captain
![]() Join Date: May 2011
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#188 | |
Ocean Warrior
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![]() I feel like in kindergarten ![]() Thanks ![]() EDIT: Gabriele, what about the other questions? ![]()
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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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#189 |
Count Dracula
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wow nice work guys i can't wait for the releas date
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#190 | ||
Navy Seal
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When I write an "how to" for someone, I hope that someone else, a new comer, will read my instructions and will be lured into following them.
Once you start messing with SH object and controllers, no matter for which task, understanding their structure, and the logics behind them, is relatively easy. But future modders (which, by the way, we desperately need for) need for a good starting point; having a fresh memory of my first steps in SH modding, and of how hard was for me deciphering what I was reading on the forum, I try to make my instructions as detailed as possible ![]() Quote:
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![]() Have you taken the screenshot with sober's smoke screen mod enabled? If so, we should do the following: 1 - Retrieve the original smoke settings 2 - Duplicate the same particle generator (but with sober's settings) and linking it to some other particle generator which is played only when ships get alerted... TDW's flares. for instance. 3 - Modify the duplicated particle generator for making it to behave according to our liking. What do you think? I hope that sober and TDW will be fine with it ![]() |
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#191 | ||||
Ocean Warrior
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Well.. I'll try it.. later ![]() I think it's time (for me) to make a to do list.. too many projects at the same time.. ![]()
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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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#192 |
Ocean Warrior
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new series -
oops ![]() Something initially wrong in the principle of destination of textures for these effects ![]() TorpExsplosionSplashRInitial - TDW_FXU_PierreE2 TorpExsplosionSplashRDelay - TDW_FXU_PierreE TorpExsplosionSplashLInitial - TDW_FXU_SplashVert TorpExsplosionSplashLDelay - TDW_FXU_SplashVert When I appointed TDW_FXU_SplashVertAdd to TorpExsplosionSplashLInitial this happened - ![]() ![]() Maybe it's texture's error.. maybe something else..
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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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#193 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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Downloads: 793
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Just had a look into stock particle generators, and they use the following textures:
smoke_add is embedded in TDW torp splash materials dat, but not used. maybe we should override TDW's settings getting inspiration from stock generators, unless TDW can remember what his settings were meant for ![]() Quote:
I wish we could make smoke screens to be triggered randomly after detroyers getting alarmed, but I don't know if this is going to be possible ![]() |
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#194 |
Ocean Warrior
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OK, what now? our next steps? any suggestions?
PS: have a look on this, please - http://rghost.ru/46026900 is everything right? if yes, could you make simple custom mission with this unit? I want to see how the smoke works and whether it suitable or not.. ![]()
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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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#195 | ||
Navy Seal
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Attacking Great Britain with ten armies from North Europe?
![]() ![]() ...or better: ![]() Quote:
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![]() http://www.mediafire.com/?adeudcd508c9kcu It was a bit more complicated than I had initially thought; the obj_funnel controller was crashing the game. The fix was assigning a dummy 3d model and a dummy texture to the funnel node, and setting it as invisible. As I was at it, I have similarly created a second node, and I have moved the two of them close to two stack-like objects, on each side of the boat. This is the result: ![]() The boat was moving at 5 knots. Probably too much smoke for such a small vessel and low speed. Tweaking her smoke is now your task. ![]() |
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