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Old 08-04-17, 10:53 AM   #1
Kendras
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OK. I will try to do that !
Well, it seems impossible to add a shipwake to an immobile unit.
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Old 08-04-17, 11:47 AM   #2
gap
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Well, it seems impossible to add a shipwake to an immobile unit.
Well, that sounds logical: static objects have no wakes

Out of jokes, have you looked in ShipWake speed propeties? Maybe changing the ShipSpeed property of the second or third array item from 0.05/1 to 0, and removing the other two items?

I that doesn't work I wonder if, by using the same texture used as the wake effect and by taking inspiration from ShipWake controller's settings, you could create a ParticleGenerator FX which resembles it.

If nothing works, don't worry and scrap the idea, at least for the moment being: we still have a lot of work to do for this mod
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Old 08-04-17, 11:56 AM   #3
Kendras
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Well, that sounds logical: static objects have no wakes
Yeah ... but this is the shipwake controller which spawns a foam effect floating on the waves.

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Out of jokes, have you looked in ShipWake speed propeties? Maybe changing the ShipSpeed property of the second or third array item from 0.05/1 to 0, and removing the other two items?
Yes, sure. I've tried on a sea unit. First by removing the two items with speed different from 0 + changing the parameters of the remaining node to have same as those from nodes with speed different from 0, and then by setting all 3 nodes speed to 0.

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I wonder if, by using the same texture used as the wake effect and by taking inspiration from ShipWake controller's settings, you could create a ParticleGenerator FX which resembles it.
Well, unfortunately both controllers have completly different parameters.
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Old 08-04-17, 12:12 PM   #4
gap
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Yeah ... but this is the shipwake controller which spawns a foam effect floating on the waves.



Yes, sure. I've tried on a sea unit. First by removing the two items with speed different from 0 + changing the parameters of the remaining node to have same as those from nodes with speed different from 0, and then by setting all 3 nodes speed to 0.



Well, unfortunately both controllers have completly different parameters.
Okay, pity for our models, but I think we will live with it
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Old 08-04-17, 05:10 PM   #5
Kendras
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Do you like this ?

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Old 08-04-17, 05:32 PM   #6
gap
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Do you like this ?

I like your stubborness.

Yes, I like it. Maybe a bit more transparent

Are splashes affected by wave height BTW?
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Old 08-04-17, 06:15 PM   #7
gap
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Default Tourelle de la Plate alpha v12

So, here is the new version:

https://www.mediafire.com/file/u8aai...Plate%20v12.7z

Sorry, lately I had not much time for modding so I couldn't finish the model splitting/damage tweaking that I had planned for this version, but I am at good point with it. Another missing feature is sounds triggered by waves. As for the rest, the list of changed features is like the one I had posted at post #444 with some small additions that you will notice probably.

During the next two weeks I won't be at home. I will take my laptop with me but I am not sure I will get enough free time for modding. In any case I will check the forum regularly and I will give you my feed-back on any update you might post.

As I said before, very little work is left before I can share the damage models. The tower top, part of the eaves and part of the railings are separate from the tower now. Here's a couple of examples:




As you can see, meshes odels are more or less ready. I might decide some put some rebars around the top edge of the tower to replace the missing eaves, I need to work on the textures (that's quick), I have to prepare the meshes for importing them in s3d (model flipping, edge splittting, neet to put vertices at the right height, etc.), and I need to setup the game files (adding damage boxes and pother controllers to the new parts, creating and tweaking new zones, etc.). With a bit of luck, I will be able to finish the work before I am back home
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Old 08-04-17, 06:53 PM   #8
Kendras
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Are splashes affected by wave height BTW?
Yes, of course ! They will appear only with big waves.

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Another missing feature is sounds triggered by waves.
Stop searching, I think I have the solution !

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During the next two weeks I won't be at home.
Ok, thank you to inform me.

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As I said before, very little work is left before I can share the damage models. The tower top, part of the eaves and part of the railings are separate from the tower now. Here's a couple of examples:
So, you finally decided to add some detachable parts ? Don't forget to add a collision sphere, in addition to the damage box.

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I will test it next week, I won't have much time during the week-end.
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