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Old 07-18-07, 12:11 AM   #16
CaptainCox
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I might come back to this on the week end. I have a mod I use for personal use, But still the problem for "me" is that you cant see the smoke over the horizon, This is due to the LOD in the game I think.
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Old 07-18-07, 12:54 AM   #17
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This is what I have at the mo (again its just what I stopped at when doing this some week ago)


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Old 07-18-07, 02:18 AM   #18
Lagger123987
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Captain Cox, where can I find the tweak file for the smokestack smoke?
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Old 07-18-07, 03:03 AM   #19
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Look for Anvarts reply in this thread and click on his mod page for smoke tweak files . Dont know if they are for 1.3 though .
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Old 07-18-07, 03:35 AM   #20
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I ported a tweak file for SH4 earlier in this thread, that's the one I used for now.
http://files.filefront.com/funnel+sm.../fileinfo.html
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Old 07-18-07, 06:41 PM   #21
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Quote:
Originally Posted by CaptainCox
This is what I have at the mo (again its just what I stopped at when doing this some week ago)



Thanks fo the info Captain...very helpful....

BTW...these adjustments really make the smoke look and act much more realistic.

I fooled around with the different values a liitle bit...you know...by trial and error, just to see if I could effect an improvement, especially the tendency for the smoke to POOF and PUFF out and intervals....not too realistic, I think.

My efforts to make it stop or at least diminish it were in vain, unfortunately.
I tried too many combinations to keep track of. The old recycle bin was absolutely filled to the brim with Copy of Particles files!

Honestly...I kept going back to your "Stock" values you have listed...seems to be a pretty good compromise. Not to say that more could be done, of course, but...certainly, more than a 100% improvement.

NOW...if we could only figure out how to make it BETTER!

And then...add exhaust smoke to the subs...wouldn't that be nice!

Cheers!

Last edited by Canonicus; 07-18-07 at 07:03 PM.
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Old 07-19-07, 02:31 AM   #22
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A little update about the horizon/visibility matter that could be of some use here....

I have been experimenting with several Zmax values for horizon, and while higher ones seem somehow to break the normal graphics behaviour of "masts over the horizon", a test I did run using the same values of SH3 16k visibility mod (Zmax=2000) showed good results both for hull-down appearence and smoke. Note that I didn't use any smoke mod, and the original smoke is very faint, yet I was able to see it a higher distances than normally:hmm:

I am starting to think that there is a sort of skydome of large size that allows rendering the main part of ships (Hull, masts) very far, but there is somewhere a horizon limit in the horizontal base (Where the sea is rendered) where the game stops rendering the details if the ship is further than its limit. The key seems to be to find the upper limit of that. Should be somewhere between 16000 metres and 20000 metres, as that last value was mentioned by the Devs during an interview, yet finally seems not to have made it into the game.

Oh, and one more thing: My crew didn't show in preliminary testings vampire vision bug at night
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Old 07-19-07, 04:26 AM   #23
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@Hitman, thats some really cool stuff you found out there. Will try it out when home from work.
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Old 07-20-07, 04:14 PM   #24
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Help needed!
I was playing around with the particles.dat for a while and just wanted to revert to the original file. But i stupidly forgot to back it up.
Can someone please upload the original 1.3 particles.dat ? Or send it via email ?
I would be very grateful.

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Old 07-20-07, 04:27 PM   #25
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Here ya go
http://www.mediafire.com/?18mnyeg9ecg
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Old 07-20-07, 05:31 PM   #26
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Thanks alot for the quick respond, Captain Cox !
I'll better rename the copyofparticles.dat now instead of deleting it.

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Old 07-23-07, 07:57 PM   #27
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is there a file we can use JSME to input the changes for better smoke? Is this compatable to Tmaru 1.3a?
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Old 07-23-07, 08:16 PM   #28
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Quote:
Originally Posted by Hitman
A little update about the horizon/visibility matter that could be of some use here....

I have been experimenting with several Zmax values for horizon, and while higher ones seem somehow to break the normal graphics behaviour of "masts over the horizon", a test I did run using the same values of SH3 16k visibility mod (Zmax=2000) showed good results both for hull-down appearence and smoke. Note that I didn't use any smoke mod, and the original smoke is very faint, yet I was able to see it a higher distances than normally:hmm:

I am starting to think that there is a sort of skydome of large size that allows rendering the main part of ships (Hull, masts) very far, but there is somewhere a horizon limit in the horizontal base (Where the sea is rendered) where the game stops rendering the details if the ship is further than its limit. The key seems to be to find the upper limit of that. Should be somewhere between 16000 metres and 20000 metres, as that last value was mentioned by the Devs during an interview, yet finally seems not to have made it into the game.

Oh, and one more thing: My crew didn't show in preliminary testings vampire vision bug at night
Regards range thing...

Pause the game and move your camera away from ship...

There are strange stories that tell of the end of the world.. at some point when time has stopped and your eyes travel at great speed one will reach the end of the world... at the end of the world, the blue sea is gone and ships float on air...


at what exact range this happens I cannot tell thee my lad, but I have seen it with my own two eyes and magical it is...
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Old 07-23-07, 09:13 PM   #29
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I must be doing something wrong. I tried changing those settings CC shows in the above post but it's not doing anything. :hmm:

Can you advise what the correct procedure is to get this to work?

Thanks in advance.
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Old 07-24-07, 01:42 AM   #30
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im not sure if it sbeen mentioned, but its important to make sure it sknown that not all ships made dark, blotchy smoke. warships made an active attempt to keep black smoke to a minimum if not almost eliminate it, newer commercial vessels using diesel and such burned relativly clean also. The big belchers where the coal burning steam engined ships.

I would certainly hope devs make an attempt to follow historical data when implenting these smoke mods. Or atleast provide an optional historical smoke mod.


Oh yeah, and please oh please I hope someone figures out how to extend visual range and smoke sightings over the horizon....man, oh man would you make my day!

Especially since Im a 100%er with no external camera, i can care less if teh ships float in space with no water modeled when over teh horizon...I wont see it anyway. Aslong as it looks right from my perspective on the conning tower, so be it!!!
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