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#1 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
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![]() It is more quickly than a pizza delivery !! :rotfl: Filling with AMATOL/MINOL :rotfl: Many thanks ![]() |
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#2 |
Navy Seal
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Looking good, markhimov!
Any chance you can increase the size of those plumes? I think it looks a little sparse on the sides because of that. But that's exactly the kind of thing I was hoping to see. Great that we can work with this ![]() I'm very jelaous of you people. If I didn't have a 20-page research paper due in 20 hours, I'd be tweaking smoke to my heart's content now ![]() [edit] Is there a way to prevent the smoke from disappearing when the ship sinks? Another option: slow down ship sinking. That's very possible too, and might even be a good idea. But that's another mod. |
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#3 | |
Beach Leaf
![]() Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
Uploads: 0
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What's s good ship to blow out of the water to give me maximum box debris? TT |
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#4 | |
Beach Leaf
![]() Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
Uploads: 0
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![]() It has that "roiling" look to it. I like that it has some definition to it, and isn't just like "dark fog". Great job! Great FPS too!! I like your 32x32 idea. TT |
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#5 | ||
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
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![]() Yes, I like your idea. If 8 Boxes then hopefully one can be replaced by sailor. If this works then there maybe some hope for lifeboat mod ![]() ![]() ![]()
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#6 | |||
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
Downloads: 0
Uploads: 0
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But I've sorta fixed it, the smoke stays visible for quite some time... Quote:
![]() But you're right, that's more around the lines of what Der Teddy Bar is doing. We'll just have to wait for him.
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#7 | |||
Beach Leaf
![]() Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
Uploads: 0
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TT |
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#8 |
Navy Seal
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I'd be happy if even the boxes floated for a while - though there's obviously no reason we can't make life rafts out of them
![]() By the sounds of it, I think there's now a 100% chance we can have a good smoke and explosion effects mod, and a good 99% chance for a lifeboat mod ![]() Meanwhile, I'll wait to see any of the settings you guys come up with. I'd love to test these, but I just can't tweak around with this tonight. ![]() |
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#9 | ||
Beach Leaf
![]() Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
Uploads: 0
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Each black_smoke has a Life value too. Wow, this is lookin' good ![]() TT |
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#10 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
Downloads: 0
Uploads: 0
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Good news to report.
This is Hipper right as she blows up. She was pluming smoke before she imploded. The smoke diameter is probably twice the length of the Hipper: ![]() Here is the smoke right as Hipper slips under the waves: ![]() About 2 minutes after the sinking, here is the smoke residue left on the water surface... By now, the Hipper is probably hundreds of meters under the sea: ![]() So the smoke does stay... But this might be a bad thing for convoys... Next, do the wind values actually work? Can it affect the smoke direction? Is it a 1 or 0 setting? How can we make the smoke thinner at the base and thicker at the top? Right now, the shape is weird... ![]()
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#11 |
Navy Seal
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:rotfl:
Dirty mind! Did you check the wind factor? Does it do anything? Otherwise... actually, provided a plume like that isn't a real big FPS killer - it's actually not too huge a problem if smoke from sinking ships like that stays. Because last I've checked, there's really not much chance you'll see more than a few dying ships in campaign. In fact that might be a good thing, even (smoke doesn't just go away in reality, either) :hmm: Is there a way to make the smoke sprites 'grow' in size as they move up? That might give us a 'mushroom cloud' effect. |
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#12 |
Navy Seal
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Also, from the screenshots - it looks like the smoke is actually dispersing over time - that is, the plume is growing outward. Is there a chance to speed up that process? :hmm:
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#13 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
Downloads: 0
Uploads: 0
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Hey, I'm getting improvements. It's looking a lot sharper.
![]() ![]() ![]() The smoke column is slanted, but no that is not wind. The Hipper is kept on chuggin' even after I blew three holes in him... I still can't get the wind to affect the smoke. Now I just need to find a way to keep the fps running smoothly. My system was about halfway to choking, so I guess many other people will not be able to handle this... No worries. I'm on it! ![]()
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#14 |
Navy Seal
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Have you tested that theory of what kills the FPS - number of sprites vs. size of sprites?
If it's the number, which it probably is, I guess it's just a matter of reducing the smoke rates and increasing the size and opacity of the sprites. Anyway, the FPS actually doesn't compare too badly to 'normal' smoke on my system. I think any smoke slows down FPS when you get your camera close to it, probably because of overly-tricky transparency. |
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#15 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
Downloads: 0
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It should be real easy to manipulate the shape of smoke. We have 3 different "smokes" to work with: black_smoke#1, #2, and #3.
In essence, make one thin, but highly dense column that rises very slowly. This should be the base of the smoke. The second column should be a little wider, less dense, and rises faster than the first column. This should be the middle section of the smoke. The third column is the widest in diameter, the least dense, and rises the fastest. It will get to the top and be very wide, creating the mushroom effect.
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