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Old 05-21-13, 07:01 AM   #301
volodya61
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today i have tested the water splash in campaign till now works fine... later i will show u some print screen's ...


Looking forward to them

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They are there: I have merged Rosomaha's RGB channel with my alpha channels
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Originally Posted by volodya61 View Post
At that moment I didn't look at them yet ..
Gabriele, just tested SplashVert06 and I have to say - this was the best torpedo explosion I have ever seen during our tests .. I'm going to try to lighten this texture slightly and then I'll post some screens here..

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P.S: we will restore sober's smoke screen, but using a dedicated particle generator and new "triggers" for it. I have already idea of how to do it
As I remember correctly, there was only change - velocity direction from y to x.. as I now a little familiar with HEX edit and don't need more any secret files for S3D (), I will try to change velocity direction this way:
x - 1
y - 1
z - 0
and then will look what happens in the game..
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Old 05-21-13, 08:17 AM   #302
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as i sayd here are some pic. from test.








more pic u can finde here
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Old 05-21-13, 08:20 AM   #303
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At that moment I didn't look at them yet ..
I told you that yesterday you were a bit lazy

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These are screens from XnView viewer.. though in the game the same..
I was looking at the your in-game screenshots, not at the preview of the textures

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Gabriele, just tested SplashVert06 and I have to say - this was the best torpedo explosion I have ever seen during our tests .. I'm going to try to lighten this texture slightly and then I'll post some screens here..
Do you mean SlpashVertAdd_06?

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Originally Posted by volodya61 View Post
As I remember correctly, there was only change - velocity direction from y to x.. as I now a little familiar with HEX edit and don't need more any secret files for S3D (), I will try to change velocity direction this way:
x - 1
y - 1
z - 0
and then will look what happens in the game..
yes, this:

x - 1
y - 1
z - 0

or, probably better, this:

x - 0
y - 1
z - 0

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today i have tested the water splash in campaign till now works fine... later i will show u some print screen's ...
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Old 05-21-13, 08:25 AM   #304
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i just posted some pic.
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Old 05-21-13, 08:34 AM   #305
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i just posted some pic.
Wonderful screenies, they look so real!
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Old 05-21-13, 08:43 AM   #306
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as i sayd here are some pic. from test.
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i just posted some pic.
It looks like a custom mission.. have you tested it in campaign mode?

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I told you that yesterday you were a bit lazy
Arrrgghhh

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I was looking at the your in-game screenshots, not at the preview of the textures
Don't know then..

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Do you mean SlpashVertAdd_06?
No.. I mean what I said - SplashVert06.. from there -
EDIT: ooops.. mixed up again , of course, PierreE06..
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This is not really a problem, here is a set of modified pierre_E textures, turned from vapour to smoke (i.e. from white-light grey to dark gray).
http://www.mediafire.com/?7trysbpza5tfucc
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yes, this:
x - 1
y - 1
z - 0
or, probably better, this:
x - 0
y - 1
z - 0
I've already tried first variant.. without much changes..
The second one is a stock settings..
I'm trying now fractional variations.. because this is not just on/off or 00/01 trigger.. I can set there any values..
Right now in test -
x - 0.7
y - 0.3
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Old 05-21-13, 09:01 AM   #307
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It looks like a custom mission.. have you tested it in campaign mode?


now i am looking for pic what i have made in campaign i have 40G pic on my HDD and i made a mistake didnt name it wich on was from capmaing and wich one from costum but in next 30 min i put some pic from campaing
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Old 05-21-13, 09:42 AM   #308
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here we go from Danzing Bay







this mod work fine in campaign didnt had any problem ... i will make more test i will try to hunt a convoy to see there how it's work.
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Old 05-21-13, 10:12 AM   #309
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No.. I mean what I said - SplashVert06.. from there -
EDIT: ooops.. mixed up again , of course, PierreE06..




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I've already tried first variant.. without much changes..
The second one is a stock settings..
I'm trying now fractional variations.. because this is not just on/off or 00/01 trigger.. I can set there any values..
Right now in test -
x - 0.7
y - 0.3
Finally I have realized why smoke was always moving toward ship's right side, no matter which side was struck by your torpedoes. X, Y and Z settings are vectors. Positive values mean that the particle is moving rightward, upward and frontward relative to its parent node/bone.

Believe me Volodya, there is no other way to set those smoke particles than retrieving stock settings. Any other setting would give slightly unrealistic results, if we want to represent smoke from explosions.

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here we go from Danzing Bay

this mod work fine in campaign didnt had any problem ... i will make more test i will try to hunt a convoy to see there how it's work.
Good

please let us know if you notice any lag after hitting multiple targets at once
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Old 05-21-13, 10:49 AM   #310
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here we go from Danzing Bay


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... i will make more test i will try to hunt a convoy to see there how it's work.
Yes, let us know if any freezes or lags will occurs near the large/huge convoy, as Gap said

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Yes, exactly this one.. just lightened a bit.. -

. .

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Finally I have realized why smoke was always moving toward ship's right side, no matter which side was struck by your torpedoes.
Okay, if so, what is this? -

.



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X, Y and Z settings are vectors. Positive values mean that the particle is moving rightward, upward and frontward relative to its parent node/bone.
Believe me Volodya, there is no other way to set those smoke particles than retrieving stock settings. Any other setting would give slightly unrealistic results, if we want to represent smoke from explosions.

x - 0.8, y - 0.2

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Old 05-21-13, 11:11 AM   #311
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Yes, exactly this one.. just lightened a bit.. -
Can you please take another screenshot in broad daylight? I had to wear my IR equipment to see your previous screenies

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Okay, if so, what is this? -
I don't know for sure, but probably those smokes are linked to bones with opposite rotation settings. On the other hand, why should smoke move in two opposite directions? The one thing that could make smoke to move laterally is wind, and wind should blow in one direction.

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x - 0.8, y - 0.2
What is wrong about a beautiful column of smoke rising vertically from an explosion? If you want, we can make it to be wind-affected, but smoke coming out with an orizontal motion, this is something I don't get
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Old 05-21-13, 11:30 AM   #312
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Can you please take another screenshot in broad daylight? I had to wear my IR equipment to see your previous screenies

No .. it's a special weather to easier to see a white column ..
Wait.. in a few..

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I don't know for sure, but probably those smokes are linked to bones with opposite rotation settings. On the other hand, why should smoke move in two opposite directions? The one thing that could make smoke to move laterally is wind, and wind should blow in one direction.
I too.. don't know.. why..

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What is wrong about a beautiful column of smoke rising vertically from an explosion? If you want, we can make it to be affected by wind, but smoke coming out with an orizontal motion, this is something I don't get
As you can see, on my screens the smoke come out neither vertically, nor horizontally..
GlobalWindCoef and WindCoef are enabled in each entry in the BitmapParticles..

EDIT: water drops didn't tested yet.. I need/should to increase their size in HEX to see these new drops ..
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Old 05-21-13, 12:23 PM   #313
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No .. it's a special weather to easier to see a white column ..
Yes, but not as good for seeing greyer smoke

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As you can see, on my screens the smoke come out neither vertically, nor horizontally..
yep, on the slant. Yet, when there is low or no wind, smoke from ship explosions should look more like this, imo:


Sinking of the Italian destroyer Vincenzo Gioberti by British submarine (1941)


Explosion of a Japanese bunker full of torpedo warheads during the battle of Roi Namur (1944)



Note the mushroom shaped, nearly vertical, smoke column, and the mixture of darker and brighter smoke

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GlobalWindCoef and WindCoef are enabled in each entry in the BitmapParticles..
Okay, if you want I can design a custom mission for you to test the effect of different wind speeds on smoke motion. Again, in my opinion smoke should look like in your last screenshots, only when there's wind, and it should follow wind direction, indeed

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EDIT: water drops didn't tested yet.. I need/should to increase their size in HEX to see these new drops ..


are they too much transparent now? Please post a screenshot as soon as you test them, I am very interested in this transparency issue
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Old 05-21-13, 12:56 PM   #314
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Yes, but not as good for seeing greyer smoke
It's not exactly grayer..

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Okay, if you want I can design a custom mission for you to test the effect of different wind speeds on smoke motion. Again, in my opinion smoke should look like in your last screenshots, only when there's wind, and it should follow wind direction, indeed
I can change the wind speed or direction in any my mission.. I'll test this later..

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are they too much transparent now? Please post a screenshot as soon as you test them, I am very interested in this transparency issue
Honestly, I didn't saw water drops at all on the background of other effects.. I'll take file with WaterDrops effect only and 'll test it..
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Old 05-21-13, 01:09 PM   #315
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new reports about the torpedo splash on small convoy no fps and no lag problems ( in campaign ) didnt found till now a larg convoy with 20+ 30+ ships

now i keep looking for larg convoy
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