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#121 |
Ocean Warrior
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#122 | ||
Navy Seal
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![]() Look much better now ![]() What do you guys think ![]() |
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#123 |
Ocean Warrior
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They don't think.. they are just waiting
![]() What do you think about improve a little other pierre texture? And any other thoughts? What else can we edit?
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#124 | |
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I just hope they won't start thinking (...and complaining) when we will send our update to TDW
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![]() Making the top end of the water column to look more pointed? Making vapourized water to fall down more slowly and to last a bit longer than the rest? |
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#125 | |||
Ocean Warrior
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![]() Yes.. how can I make it? Quote:
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#126 |
Navy Seal
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Do you mean switching the texture from wapour to a proper water splash, or just using a better vapour texture?
I guess we can try playing with particle's size overlife settings. I am going out for dinner again, and I have no time to explain how it works, but I will later or tomorrow ![]() increase lifetime a bit, reduce intitial speed, reduce weight, maybe reduce also opacity... I have to go now. We will discuss the details later ![]() |
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#127 | ||
Ocean Warrior
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![]() See you ![]()
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#128 |
Grey Wolf
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Hope to see new updated download at page one !
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#129 |
Navy Seal
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Your last screens of latest test looks very nice Volodya!
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#130 |
Ocean Warrior
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This will be update for FX Update.. when we finish our work we will send our edited files to TDW and he will decide when update will be released
![]() Still testing ![]()
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#131 |
Grey Wolf
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Hope that TDW will clearly announce that moment...
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#132 |
Engineer
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#133 |
Navy Seal
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Okay, wait for my updates
![]() About overlife settings. There are two types of the: OverLife is generally calculated over each particle's life (as set with Life and Life Variation parameters), whereas OverGeneratorLife uses total particle generator's life (LifeTime parameter). How they work: they are organized in an array of several entries. Each entry got two properties: LifeTime and Scale. LifeTime is an elapsed-time placer, and it is a percent of particle's of generator's total life; Scale is a multiplier, and it gets multiplied to the general property setting. Let's make an example: particula01 in TDW_FXU_Torp_Explosion_Materials.DAT. Its life duration is set to 4 sec (no life variation set). Size setting is 1 x (1 ± 0.5) = 0.5 to 1.5. Overlife settings are:
LifeTime settings are ordered in ascending orders from 0 to 1. Particle's size is interpolated linearly between two consecutive overlife settings. Sometimes (like in our example), after the first LifeTime = 1 OverLife entry, there are other entries ([4] and [5] in our case), but I believe tha they are ignored in game. Getting back to the torpedo splash effect, I would try the following settings (settings changed in orange): [3] LifeTime 0.75; Scale 2.5 [4] LifeTime 1; Scale 0.5 Also, at this stage I suggest to only tweak overlife size of particles using my new water splash texture (i.e. particula01 and 03), as we can expect vapour particles to expand much more in the air. ![]() |
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#134 |
Ocean Warrior
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Gabriele, this is stock 'great explosion' -
![]() ![]() ![]() ![]() 'water column' is visible on the dark background only.. I think it sucks ![]() ![]()
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#135 |
Ocean Warrior
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OK, I'll wait
![]() OK, now I'll try to sort out ![]() So, should I change values in the BitmapParticles of the TDW Materials.dat and not in the TDW Particles.dat? right? ![]()
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