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Old 08-22-07, 04:31 AM   #76
WilhelmTell
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I can imagine roughly the work you have. Must be a fulltime job to get this all to work well what you have done. But the outcome it's worth it, isn't it ?

Now get back to work ....:rotfl:
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Old 08-22-07, 10:49 PM   #77
leovampire
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Default I need a favor WilhelmTell

Can you apply your work with the smoke to the files I gave you for the lightning for me?! I am asking because I am just so burried right now it isn't funny.

Plus I will admit this! I got pissed off at all the files on my desk top and not finding things I am looking for when I want them that I deleted a lot of stuff and UM UM well UM I accidently deleted your stuff too UM I am sorry UM!



I feel like Golum right now looking for the ring only problem it isn't the ring I lost it's my mind LOL!!!

I also feel like a school kid going up to hand in the home work asignment to the teacher and telling her the dog ate it!
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Old 08-23-07, 01:10 PM   #78
WilhelmTell
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:rotfl:
No problem that you've deleted the data, I would send you a copy of that.
As you asked me to apply the smokeOnTheWater data to your (lightning-)particles.dat you sent me, I was into doing that of course.
But I met a problem:
I need to tweak some values via the minitweaker. The tweakfile #Smoke_big.txt offers some editable values that you can't do with the Silent3ditor. (OverlifeScale + Colors...)

Now the problem: Minitweaker shows strange values in all categories with your file. Even when I overwrite them with the accordant values of my mod, no smoke shows up when i testplay it. I noticed that those strange numbers must be due to some kind of incompatibility between minitweaker and Silent3ditor. Silent3ditor can read and edit files that were tweaked via minitweaker. But unfortunately not vice versa.

Since there are about 120 values I need to change just to apply the new smoke values to properties of #Smoke_Big node via minitweaker, I think it would be easier to apply the required values of your (lightning-)particles.dat to the smoke mod, though I don't know how many values are changed for the new lightning. This works of course only, if the values you changed in it can be applied via Silent3ditor.

So these are the options:
  • You send me the required data for the lightning and I will incorporate it into my particles.dat (+ I apply CC's funnel smoke work) and I'll send it back to you
  • You do the above on your own
  • You don't incorporate my mod at all
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Old 08-23-07, 03:22 PM   #79
leovampire
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Default it isn't the particles file that is a problem it is the materials file

I beleve. Because S3D editor has been repaired so it dosn't do that to the particles file anymore but sometimes still dose it for the materials file.

For example when C.C. made a tweek file for lightning his tweek file ajusted properties in both the particles file and materials file at the same time.

And there is no reason why a value would be in mini tweeker and not able to see it in S3D seeing nothing has to even be created to make values visable in the first place so my conclusion is who ever made the files for the smoke values for mini tweeker made a value use that is wrong just like the scene tweeker file originaly was wrong and adjusted things improperly.

BTW overlife scale and colors are materials handled files.
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Old 08-23-07, 04:54 PM   #80
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I've got the newest S3D version installed but i have no idea where to find a node which is responsible for smoke effects in the materials file. Apart from that my smoke mod only consists of a modified particles.dat.
And with S3D I cannot find the Overlife/scale values for certain parts in the particles.dat
Now I show you the difference between those two programs regarding the particles.dat.
Look here, this is what i get with minitweaker and anvart's #smoke_big.txt:


Here is what S3D shows:


I need to change those OverLife LifeTime/Scale values as they change the size (scale) of the smoke particles after a certain lifetime. As you can see I can do it only with minitweaker. As you changed some lightning values in the particles.dat with S3D I think, I can not apply those relevant values of my smoke mod to your particles.dat you sent me.
When I open it with minitweaker and #Smoke_big.txt i get this here:


I don't know why there are such strange numbers, but I think this is due the mentioned incompatiblity!??? Even when I overwrite those numbers with the values of my smoke mod, I get no smoke in the game. Just an explosion, but no smoke.

That is why I used the minitweaker first (for colors and overlife/scale) and then went on to some additional tweaking with S3D (for oil smoke, small smoke, splinters and funnel smoke rendering distance), which can read the minitweaked files just fine, though it doesn't offer those overlife/scale thing I need.

So what do you think is the best way to go now ?
Any help is appreciated !!!
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Old 08-23-07, 05:13 PM   #81
leovampire
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Default I have a question

Do you have the particles file seperate from the materials file?

If so can you fins those same figures in the mini tweeker without the materials file being near by.
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Old 08-23-07, 05:40 PM   #82
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Quote:
Originally Posted by leovampire
Do you have the particles file seperate from the materials file?

If so can you fins those same figures in the mini tweeker without the materials file being near by.

To be honest, I don't get what you mean. I think it's too late for me, need some sleep ...
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Old 08-23-07, 06:52 PM   #83
leovampire
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Default no problem Okay tell you what send me all of your work

on fresh particles and materials files and then I will apply Captain Cox's funnel smoke work and then all of the lightning work on them as well. Maybe that will be the easiest way to do this.
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Old 08-24-07, 04:47 AM   #84
leovampire
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Default Thanks WilhelmTell

for doing all of that for me it is truly apreciated. I swear it is backed up in triplicates now!
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Old 08-31-07, 07:29 AM   #85
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finally took it, BETA5, for a spin . one thing occurred to me as i was surfacing with the external cam. shouldn't there be some hint of diesel exhaust/smoke from the stern/engine compartment? just a thought. oh, and the frame rates a bit better too, real closeup like
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Old 09-01-07, 09:46 AM   #86
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Quote:
Originally Posted by Capt. Shark Bait
finally took it, BETA5, for a spin . one thing occurred to me as i was surfacing with the external cam. shouldn't there be some hint of diesel exhaust/smoke from the stern/engine compartment? just a thought. oh, and the frame rates a bit better too, real closeup like
If I would be able to mod that I would have done this already.
But I think one had to change all sub's .dat files for the exhaust smoke effects.
Maybe some day ...
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Old 01-27-08, 01:55 PM   #87
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im having a hard time getting beta5 downloaded, go to the link and it says the files is deleted, anyone else having this problem?
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Old 01-27-08, 02:13 PM   #88
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yes
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Old 01-27-08, 03:42 PM   #89
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File is deleted.

(Love this smiley, feel's like a f*t ass)

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Old 01-27-08, 06:07 PM   #90
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I believe this became part of ROW
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