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08-04-17, 04:16 AM | #466 |
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In fact, I don't think that spawning debris flying in the air is a good idea. When destroyed, the top part will only collapse, and create a cloud of smoke.
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08-04-17, 09:31 AM | #467 | ||
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The screenshot above was taken in SH5. You can see the effect along the dock: the game generates it automatically where the sea surface interacts with the terrain or with any object linked to a StaticObject controller. Do you think we can achieve that for our lighthouses? Water splashes, where waves hit walls and rocks, would be a nice addition too, but I don't ask for that much. Foam would be more than enough Quote:
ReinforcedTower/ConcreteTower: fragments of concrete falling down StoneTower: squared stones and irregular stone pieces falling down BrickTower: bricks, brick fragments and small portions of wall falling down MetalTower: metal plates and pieces of metal frame falling down SkeletalTower: pieces of metal frame falling down More a cloud of dust than real smoke, as most of the materials that lighthouses are built with are not flammable anyway Nice idea, those sound are okay, but we need to crop only the falling debris sound (no need for explosion sounds, as those are already in game) Why not? physical debris collapsing and splashing in the water would be so cool |
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08-04-17, 09:55 AM | #468 | |||
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If so, the debris must be detachable parts of the main model. |
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08-04-17, 10:53 AM | #469 |
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08-04-17, 10:59 AM | #470 |
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Not only. I give you two examples:
when we hit the main tower, far from any detachable part, there will be a damage decal rendered on it. A fake hole. In RL there would debris detaching and falling down from the hole; in SHIII there wouldn't be any, unless we create the debris artificially as part of the damage effect. When we destroy the tower top, in real life it would collapse, partly breaking in many pieces; in SHIII it will collapse in one piece, and it will take a damage effect to simulate the debris detaching from it and also collapsing in the water. Did I make myself clear now? |
08-04-17, 11:41 AM | #471 | |
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All this will make debris effect very unrealistic. |
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08-04-17, 11:47 AM | #472 | |
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Out of jokes, have you looked in ShipWake speed propeties? Maybe changing the ShipSpeed property of the second or third array item from 0.05/1 to 0, and removing the other two items? I that doesn't work I wonder if, by using the same texture used as the wake effect and by taking inspiration from ShipWake controller's settings, you could create a ParticleGenerator FX which resembles it. If nothing works, don't worry and scrap the idea, at least for the moment being: we still have a lot of work to do for this mod |
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08-04-17, 11:56 AM | #473 | |
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Yeah ... but this is the shipwake controller which spawns a foam effect floating on the waves.
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Well, unfortunately both controllers have completly different parameters. |
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08-04-17, 12:10 PM | #474 | |
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Obtaining a realistic effect should be a matter of playing with initial/overlife X, Y and Z speeds and with particle mass parameters. decrease X/Z speeds and mass and particles shouldn't move too far away from the impact area before they start falling down; decrease the Y speed and/or increase the mass, and particles shouldn't jump too high in the air before they invert their vertical speed and they start falling down. As for water splashes, I am pretty sure that debris featured in the SH5 version of FX-Updates have them, and they cause damage to nearby vessels too if they hit them lol. I think they have a StaticObject controller attached, but I will have a look into them to see how this particular effect was obtained |
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08-04-17, 12:12 PM | #475 | |
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08-04-17, 05:10 PM | #476 |
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Do you like this ?
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08-04-17, 05:32 PM | #477 |
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I like your stubborness.
Yes, I like it. Maybe a bit more transparent Are splashes affected by wave height BTW? |
08-04-17, 06:15 PM | #478 |
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Tourelle de la Plate alpha v12
So, here is the new version:
https://www.mediafire.com/file/u8aai...Plate%20v12.7z Sorry, lately I had not much time for modding so I couldn't finish the model splitting/damage tweaking that I had planned for this version, but I am at good point with it. Another missing feature is sounds triggered by waves. As for the rest, the list of changed features is like the one I had posted at post #444 with some small additions that you will notice probably. During the next two weeks I won't be at home. I will take my laptop with me but I am not sure I will get enough free time for modding. In any case I will check the forum regularly and I will give you my feed-back on any update you might post. As I said before, very little work is left before I can share the damage models. The tower top, part of the eaves and part of the railings are separate from the tower now. Here's a couple of examples: As you can see, meshes odels are more or less ready. I might decide some put some rebars around the top edge of the tower to replace the missing eaves, I need to work on the textures (that's quick), I have to prepare the meshes for importing them in s3d (model flipping, edge splittting, neet to put vertices at the right height, etc.), and I need to setup the game files (adding damage boxes and pother controllers to the new parts, creating and tweaking new zones, etc.). With a bit of luck, I will be able to finish the work before I am back home |
08-04-17, 06:53 PM | #479 | ||
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Yes, of course ! They will appear only with big waves.
Stop searching, I think I have the solution ! Ok, thank you to inform me. Quote:
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08-04-17, 07:06 PM | #480 | |
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If we can have water splashes only on high waves, why not simple foam during on the sea surface when waves are medium-low Sound triggered by particle effect? [QUOTE=Kendras;2504780] So, you finally decided to add some detachable parts ? Sure, I think I had told you they were in my todo list, but they don't replace the debris effect: I can't add so many of them and I still think we need smaller debris triggered by damage. Install this mod and you will probably understand what I mean Quote:
No problem, take your time on it |
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