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Old 05-07-07, 08:05 AM   #76
ReallyDedPoet
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Maybe with the next GWX release:hmm:

RDP
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Old 05-07-07, 01:21 PM   #77
nikbear
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Spill the beans RDP,what do you know:hmm: eh,anything?
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Old 05-07-07, 10:24 PM   #78
Goetz von B
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Hi guys....Check out the "sticky thread" Sub Skins ( 1 2 3 4 5 ... Last Page) by fubar at the top of the SH3 Mods Workshop. Looks like diesel smoke coming out the rear of the sub in the photo.

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Old 05-08-07, 12:10 AM   #79
XanderF
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Quote:
Originally Posted by Goetz von B
Hi guys....Check out the "sticky thread" Sub Skins ( 1 2 3 4 5 ... Last Page) by fubar at the top of the SH3 Mods Workshop. Looks like diesel smoke coming out the rear of the sub in the photo.

Regards

GvB
Huh. How about that, right there on the first page.

LOL!
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Old 05-09-07, 03:11 AM   #80
petbse
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Default How do you do it?

Privateer: I am being curios about the technic you used to produce such thing. For example how do you do make the smoke dissappear under water. Do you specify some condition or is it normal behavior of SH3 engine that particles dissapear when submerged? Which datafiles did you alter? I am learning the moding capabilities of SH3 now and I am too lazy to learn everything the hard way(change hex, play game for hours to find out it changed the flapping frequency for seagulls wings )
If you would be so nice and describe briefly the developement process. Thank you very much, I know that you are bussy at this and maybe all moments BTW nice work you certainly know how the SH3 engine rocks.
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Old 05-10-07, 08:08 PM   #81
Madox58
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There really is no easy way unless you study the files.
Sorry.
But they disappear by setting VisibleUnder water.
If you can study hex, a beta will be appearing
very soon. you can look at the early version then.
I'd say, a day or two and you'll have a sub released with it.
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Old 05-10-07, 10:32 PM   #82
Mush Martin
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In the last week I have read three seperate accounts
that indicated active use of diesel exhaust as a smokescreen
at night, although the implication was that as much as it
would obscure the subs outline at night, in daylight
it would draw unwanted attention.

MM
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Old 05-13-07, 01:36 AM   #83
Madox58
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Default 1st Beta preview is ready

This is for the GWX 9d2 only.
http://files.filefront.com/Sub_Exhau.../fileinfo.html
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Old 05-13-07, 02:08 AM   #84
GoldenRivet
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very cool, an excellent starting point!

hope you can find a way to set the smoke to flank, or a speed of over XX knots or something like that. it worked fine, and the smoke didnt seem to want to go away when i shut the diesels off by going all stop though.

Great work !!
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Old 05-13-07, 11:53 AM   #85
Ubåtskapten
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Have just tried your beta release.
Some really nice work there mate.

Would of course be cool, if it's possible, with less smoke at lower rpm and none at full stop (if the engine is not just idling at neutral?!).
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Old 05-13-07, 11:37 PM   #86
Madox58
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Scaleability and start stop of the smoke is under construction.
This was just a teaser and preview since it really doesn't show up well in
screen shots.
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Old 05-15-07, 01:16 AM   #87
CaptainCox
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Still...dam nice work there man!
Could you at least say what software you are using here. 3DS MAX? or any other 3d software? I have been thinking on how to do some stuff like the rocks on the sea bed smaller in SH4, and if you could give me some hints there I would be a very happy chappy

And what kind of converter would one need to open up SH3/4 files in a 3d prog?
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Old 05-15-07, 11:01 PM   #88
Madox58
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All I used for the smoke I'm working on is a hex editor.
For what your thinking of doing, any 3d program that
allows you to work with object files will do.
I use 3ds max 9.
Alot of others use Wings 3d (it's free)
Pack3d will export and import to the dat files.
Although, it is not built for SH4 and there are problems
to be resolved useing it with SH4.
For rocks and such it may be fine as they would not need
the TMAPs that ships use, I believe.
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Old 05-16-07, 01:10 AM   #89
CaptainCox
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Great info man. Thanks!
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Old 05-22-07, 06:39 PM   #90
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Going to give this a BUMP cause I'd really like to know if there's any info on its development:hmm:
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