SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 12-06-05, 05:21 PM   #1
Redwine
Sea Lord
 
Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
Default

Quote:
Originally Posted by timetraveller
For you Redwine.

Depthcharge_explosion
www.delraydepot.com/tt/Depthcharge_explosion.zip

Let's see some TNT!!

TT
I cant believe !

It is more quickly than a pizza delivery !! :rotfl:

Filling with AMATOL/MINOL :rotfl:

Many thanks
Redwine is offline   Reply With Quote
Old 12-06-05, 05:28 PM   #2
CCIP
Navy Seal
 
Join Date: Apr 2005
Location: Waterloo, Canada
Posts: 8,700
Downloads: 29
Uploads: 2


Default

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.
__________________

There are only forty people in the world and five of them are hamburgers.
-Don Van Vliet
(aka Captain Beefheart)
CCIP is offline   Reply With Quote
Old 12-06-05, 05:32 PM   #3
timetraveller
Beach Leaf
 
Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
Uploads: 0
Default

Quote:
Originally Posted by gouldjg
Hey TT

Thanks for those crewmen files

I can make them last longer, thats for sure. But floating is still hard to do.

When I set weight, the men fly about 500 ft in air and eventually fall once the blast has disipated. It was funny but not very good for a mod.

I set the weight back and tried depth bias for a guess but nope.



I was thinking that maybe the floating_boxes had different settings i.e. water interaction and if these could be copied to apply with the crew men?

I will wait till you have sorted the boxes file out and compare the two to see if it was staring me in the face.

Will get there in the end
Sounds good. I see in the debris.dat file there are references to 8 boxes. Each has 3D object references and I'm hoping that I can substitute some sailors for them. hehe

What's s good ship to blow out of the water to give me maximum box debris?

TT
timetraveller is offline   Reply With Quote
Old 12-06-05, 05:37 PM   #4
timetraveller
Beach Leaf
 
Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
Uploads: 0
Default

Quote:
Originally Posted by marhkimov
Preliminary results:
Whoa, that's a fine looking smoke column!!

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
timetraveller is offline   Reply With Quote
Old 12-06-05, 05:43 PM   #5
gouldjg
Grey Wolf
 
Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
Uploads: 0
Default

Quote:
Originally Posted by timetraveller
Quote:
Originally Posted by gouldjg
Hey TT

Thanks for those crewmen files

I can make them last longer, thats for sure. But floating is still hard to do.

When I set weight, the men fly about 500 ft in air and eventually fall once the blast has disipated. It was funny but not very good for a mod.

I set the weight back and tried depth bias for a guess but nope.



I was thinking that maybe the floating_boxes had different settings i.e. water interaction and if these could be copied to apply with the crew men?

I will wait till you have sorted the boxes file out and compare the two to see if it was staring me in the face.

Will get there in the end
Sounds good. I see in the debris.dat file there are references to 8 boxes. Each has 3D object references and I'm hoping that I can substitute some sailors for them. hehe

What's s good ship to blow out of the water to give me maximum box debris?

TT
Go onto the bizmarck misssion and kill the nelson. Boxes always appear

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
__________________
My Mods

Gouldjg's Crew Ability Balancing Mod for SH5 1.2
http://www.subsim.com/radioroom/showthread.php?t=169630
gouldjg is offline   Reply With Quote
Old 12-06-05, 05:47 PM   #6
Marhkimov
Admiral
 
Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by CCIP
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.
Yes, I'm almost there. Sooo close... I've made the smoke look almost like the default one, except that it is sky high.



Quote:
Originally Posted by CCIP
Is there a way to prevent the smoke from disappearing when the ship sinks?
I think the smoke only disappears from view because the number of sprites exceeds an on-screen limit. I'm sure one of those settings controls the limit... Question is which one?

But I've sorta fixed it, the smoke stays visible for quite some time...


Quote:
Originally Posted by CCIP
Another option: slow down ship sinking. That's very possible too, and might even be a good idea. But that's llanother mod.
I was thinking the exact same thing...

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.
__________________
It takes two to tango
Marhkimov is offline   Reply With Quote
Old 12-06-05, 05:49 PM   #7
timetraveller
Beach Leaf
 
Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
Uploads: 0
Default

Quote:
Originally Posted by gouldjg
Quote:
Originally Posted by timetraveller
Quote:
Originally Posted by gouldjg
Hey TT

Thanks for those crewmen files

I can make them last longer, thats for sure. But floating is still hard to do.

When I set weight, the men fly about 500 ft in air and eventually fall once the blast has disipated. It was funny but not very good for a mod.

I set the weight back and tried depth bias for a guess but nope.



I was thinking that maybe the floating_boxes had different settings i.e. water interaction and if these could be copied to apply with the crew men?

I will wait till you have sorted the boxes file out and compare the two to see if it was staring me in the face.

Will get there in the end
Sounds good. I see in the debris.dat file there are references to 8 boxes. Each has 3D object references and I'm hoping that I can substitute some sailors for them. hehe

What's s good ship to blow out of the water to give me maximum box debris?

TT
Go onto the bizmarck misssion and kill the nelson. Boxes always appear

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
Thanks, I'll have a hard crack at this tomorrow.

TT
timetraveller is offline   Reply With Quote
Old 12-06-05, 05:53 PM   #8
CCIP
Navy Seal
 
Join Date: Apr 2005
Location: Waterloo, Canada
Posts: 8,700
Downloads: 29
Uploads: 2


Default

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.
__________________

There are only forty people in the world and five of them are hamburgers.
-Don Van Vliet
(aka Captain Beefheart)
CCIP is offline   Reply With Quote
Old 12-06-05, 05:56 PM   #9
timetraveller
Beach Leaf
 
Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
Uploads: 0
Default

Quote:
Originally Posted by marhkimov
Quote:
Originally Posted by CCIP
Is there a way to prevent the smoke from disappearing when the ship sinks?
I think the smoke only disappears from view because the number of sprites exceeds an on-screen limit. I'm sure one of those settings controls the limit... Question is which one?

But I've sorta fixed it, the smoke stays visible for quite some time...
Check out MaxParticles for each of black_smoke#1, 2, and 3. That might do it.

Each black_smoke has a Life value too.

Wow, this is lookin' good

TT
timetraveller is offline   Reply With Quote
Old 12-06-05, 07:19 PM   #10
Marhkimov
Admiral
 
Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
Downloads: 0
Uploads: 0
Default

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...
__________________
It takes two to tango
Marhkimov is offline   Reply With Quote
Old 12-06-05, 08:13 PM   #11
CCIP
Navy Seal
 
Join Date: Apr 2005
Location: Waterloo, Canada
Posts: 8,700
Downloads: 29
Uploads: 2


Default

: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.
__________________

There are only forty people in the world and five of them are hamburgers.
-Don Van Vliet
(aka Captain Beefheart)
CCIP is offline   Reply With Quote
Old 12-06-05, 08:15 PM   #12
CCIP
Navy Seal
 
Join Date: Apr 2005
Location: Waterloo, Canada
Posts: 8,700
Downloads: 29
Uploads: 2


Default

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:
__________________

There are only forty people in the world and five of them are hamburgers.
-Don Van Vliet
(aka Captain Beefheart)
CCIP is offline   Reply With Quote
Old 12-06-05, 08:23 PM   #13
Marhkimov
Admiral
 
Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
Downloads: 0
Uploads: 0
Default

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!
__________________
It takes two to tango
Marhkimov is offline   Reply With Quote
Old 12-06-05, 08:29 PM   #14
CCIP
Navy Seal
 
Join Date: Apr 2005
Location: Waterloo, Canada
Posts: 8,700
Downloads: 29
Uploads: 2


Default

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.
__________________

There are only forty people in the world and five of them are hamburgers.
-Don Van Vliet
(aka Captain Beefheart)
CCIP is offline   Reply With Quote
Old 12-06-05, 08:31 PM   #15
Marhkimov
Admiral
 
Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
Downloads: 0
Uploads: 0
Default

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.
__________________
It takes two to tango
Marhkimov is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:19 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.