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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Chief of the Boat
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Welcome aboard skoobydew
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#17 |
A-ganger
![]() Join Date: Dec 2006
Location: Zurich, Switzerland
Posts: 79
Downloads: 4
Uploads: 0
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looks real! great job
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#18 |
Samurai Navy
![]() Join Date: Sep 2002
Location: At your mom's house...
Posts: 571
Downloads: 218
Uploads: 0
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BUMP for that wonderful smoke height!!!
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#19 |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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I think we are all agreed this new smoke is great, but how do we get it?
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#20 |
Sea Lord
![]() Join Date: Jun 2005
Location: Lux, betw. G, B and F
Posts: 1,898
Downloads: 66
Uploads: 0
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WTF you people above me...impatient huh?
who said this is finished? Urfish, where ya at mate?
__________________
In conclusion: SH3 is the shizzle, yo. -Frau Kaleun Another negative about using your deck gun is that you are definately DETECTED, which has long term effects on your relationship with aircraft. -snestorm |
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#21 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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ahoi
thanks a lot for your commendation! the "mod" is just a modified "particle.dat" i dont know if it works with all mods that are existing, but ill release it soon. its not already finished. needs some more finetuning. regards |
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#22 |
Sea Lord
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Can you post a description or a doing how of making the fire smoke that high?
I ask because some people are already using modified particles.dat! |
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#23 | |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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Hi Urfish,, just wondering if you have had any luck with this smoke mod, also, was wondering if you can adjust the height of the engine smoke to be different say higher for merchants and lower for military, escorts battlesahips etc
Just a thought J Quote:
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#24 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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nice idea...but, nope, doenst work. the smokeheight is the same for all ships. didnt find any possibility to change this...
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#25 | |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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OK was just a thought are you any closer to releasing a mod, or can you decribe the steps needed to edit the oarticles dat files, I took a look yesterday but dont know what to use to open particles dat file
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#26 |
Swabbie
![]() Join Date: Apr 2006
Posts: 10
Downloads: 1
Uploads: 0
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urfisch, any new updates?
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#27 | |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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I even specifically asked for this to be included in the next GWX update
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#28 |
Swabbie
![]() Join Date: Apr 2006
Posts: 10
Downloads: 1
Uploads: 0
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urfisch, throw a dog a bone... er update.
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#29 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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hey guys
nice to see that you are waiting ![]() ![]() ![]() the smoke will be released, when its been finally tested. this can be this evening or tomorrow. greez urfisch |
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#30 |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
Posts: 3,803
Downloads: 11
Uploads: 0
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Those smoke stacks looks great!- not a big fps hit I hope,
If any ones ever played silent Hill 2 you will know how good some volumetric fog can look, would be tough one to bring in to SH3. |
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