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Old 05-07-13, 12:07 PM   #46
volodya61
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Hopefully, all the ObjectParticles used by TDW_FXU_Torp_Explosion_Particles.DAT's particle generators are contained in TDW_FXU_Torp_Explosion_Materials.DAT

Fingers crossed
I hope everything will work soon ..
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Old 05-07-13, 01:51 PM   #47
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Fingers crossed
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Originally Posted by volodya61 View Post
I hope everything will work soon ..
Yeah, Gabriele! We did it again!
DreamTeam

Have I told you that I'm a stubborn guy?

All shots were taken at a distance 1.5 km -

. . .

. . .
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Old 05-07-13, 04:16 PM   #48
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Originally Posted by volodya61 View Post
Yeah, Gabriele! We did it again!
DreamTeam

Have I told you that I'm a stubborn guy?

All shots were taken at a distance 1.5 km -
Good work The best part of it all is you learned something If you're not learning something new everyday you're wasting your life away!

When you decide on final values send them to me and I'll make an add-on for FX_Update to give user longer viewing distance for this.
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Old 05-07-13, 04:51 PM   #49
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Yeah, Gabriele! We did it again!
DreamTeam


You got to teach me how you converted from decimal to hexadecimal without using my lame trick

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Have I told you that I'm a stubborn guy?
You didn't need to demonstrate it. I knew it very well yet!

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Good work The best part of it all is you learned something If you're not learning something new everyday you're wasting your life away!


definitely true!

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When you decide on final values send them to me and I'll make an add-on for FX_Update to give user longer viewing distance for this.
I only wish we could make torpedo splash to look more as seen in the following video (skip to 2:16):



..or in these pictures:





compare them with one of the screenies posted by Volodya:



Imo the water column should be higher and more tapered on top, with later water sprinkles not exceeding in height the main column. Moreover, the material currently used looks more as smoke than as vapourized water. I think we should make brighter and with sharper edges. Finally, dark smoke should be increased, as well as the red particles from fire and explosions
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Old 05-07-13, 04:55 PM   #50
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Good work The best part of it all is you learned something If you're not learning something new everyday you're wasting your life away!

When you decide on final values send them to me and I'll make an add-on for FX_Update to give user longer viewing distance for this.
Thank you TDW
Hear praise from you is an honor for any modder of SH5 small modders community..

OK, as soon as I carefully test it all and stay on certain values​​, I will send you the files
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Old 05-07-13, 05:02 PM   #51
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You got to teach me how you converted from decimal to hexadecimal without using my lame trick

I only wish we could make torpedo splash to look more as seen in the following video (skip to 2:16):

Imo the water column should be higher and more tapered on top, with later water sprinkles not exceeding in height the main column. Moreover, the material currently used looks more as smoke than as vapourized water. I think we should make edges sharper, and the main colums should be brighter, though mixed with
Best program for converting to/from float and hex:
http://www.mediafire.com/download.php?jg4xhr3rlrpbz6t

Making new torpedo splash is not hard. I'll play around with it I just needed something to see so I can make it.
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Old 05-07-13, 05:06 PM   #52
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Best program for converting to/from float and hex:
http://www.mediafire.com/download.php?jg4xhr3rlrpbz6t
Thank you TDW, this is exactly what I needed for

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Making new torpedo splash is not hard. I'll play around with it I just needed something to see so I can make it.
Have a look at the footage I have linked in my previous post. It is one of the very few color videos recording German torpedoes in action (in slow motion). Impressive
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Old 05-07-13, 05:13 PM   #53
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You got to teach me how you converted from decimal to hexadecimal without using my lame trick
If you mean this trick -
Quote:
...but you can create a dat file with just one particle generator of the old type (editable via s3d), input there the wanted decimal settings, save the file, open it in the HexEditor, and see from there what should be the desired hexadecimal settings...
I can tell you - your way is much easier and simpler than way I've used in my first steps in HEX.. some guys on hackzone.ru teached me a little but their way is too difficult so later I used yours..

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You didn't need to demonstrate it. I knew it very well yet!


Quote:
Originally Posted by gap View Post
Imo the water column should be higher and more tapered on top, with later water sprinkles not exceeding in height the main column. Moreover, the material currently used looks more as smoke than as vapourized water. I think we should make edges sharper, and the main colums should be brighter, though mixed with
Tell me how and I will try

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Best program for converting to/from float and hex:
http://www.mediafire.com/download.php?jg4xhr3rlrpbz6t
Thanks a lot for this
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Old 05-07-13, 05:34 PM   #54
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If you mean this trick -
exactly that one

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Originally Posted by volodya61 View Post
I can tell you - your way is much easier and simpler than way I've used in my first steps in HEX.. some guys on hackzone.ru teached me a little but their way is too difficult so later I used yours..


I hope you have saved the tool pointed by TDW on your HD by now

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Tell me how and I will try
Not that easy. For a start, we should disable all the particle generators used by TDW for his torpedo splash effect, and re-enable them one by one to see what is their effect in game. A quick way to do it could be setting their opacity scale to 0

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Thanks a lot for this
My pleasure

A while ago I had posted it in the historical guns specs, but you were probably in vacation from SH5 modding
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Old 05-07-13, 05:42 PM   #55
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You guys are awesome!!
Can't wait to try new torp effect
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Old 05-07-13, 05:46 PM   #56
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I hope you have saved the tool pointed by TDW on your HD by now


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Not that easy. For a start, we should disable all the particle generators used by TDW for his torpedo splash effect, and re-enable them one by one to see what is their effect in game. A quick way to do it could be setting their opacity scale to 0
Okay, I will try.. I think we are concerned with the TorpExplosionGreat

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A while ago I had posted it in the historical guns specs, but you were probably in vacation from SH5 modding
Probably
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Old 05-07-13, 06:02 PM   #57
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Okay, I will try.. I think we are concerned with the TorpExplosionGreat
Each particle generator got its own work (possibly one for the water column, one for vapourized water, one for dark smoke, etc), but they all get mixed in the final effect. Keeping all of them active might confuse us. Better editing them one by one, and temporarily disable the remaining ones. I agree with you that TorpExplosionGreat is the best candidate to start with
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Old 05-07-13, 06:08 PM   #58
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Originally Posted by gap View Post
Each particle generator got its own work (possibly one for the water column, one for vapourized water, one for dark smoke, etc), but they all get mixed in the final effect. Keeping all of them active might confuse us. Better editing them one by one, and temporarily disable the remaining ones. I agree with you that TorpExplosionGreat is the best candidate to start with
Well, I'll start soon.. not today ..

@ Fifi

I can send you edited files to test If you will test them extensively ..
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Old 05-07-13, 06:23 PM   #59
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Well, I'll start soon.. not today ..
Take it easy
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Old 05-07-13, 06:33 PM   #60
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Take it easy
Okay

BTW have you noticed TDW's converter has revers conversion.. I mean - 1000 to HEX is 00 00 7A 44.. FloatConvert did it so - 1000 → 44 7A 00 00
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