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Old 07-21-11, 06:12 PM   #1
Vorkapitan
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[req] Detailed caustics revisited.

Hi Mates,

I am still interested in making the caustics more intensive.

I like the effects of "Detailed caustics 1.0" , but would like the light areas to be brighter.

Would someone like to tackle this?
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Old 07-21-11, 06:59 PM   #2
kapitan_zur_see
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It's a very easy to do process, just need to tweak the grannyCaustic controler that applies to each hulls under the goblin editor (that's in *.sim files). Be warned though that many mods already modifies this particular files so prepare to face compatibility issues amongst users.

Other than than, it's a minute process for each subs to get it to your own liking. You can tweak intensity, at wich height regarding the hull it start to fade off, the speed of the animation, at which depth when submerged it will completely disappear. And you can view everything (except altitude submerged) under goblin in real time.

I could do that, but you can on your own I believe, really, it's quite easy to figure out. Ask me if you want some detailed help, don't know your modding skills...
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Old 07-21-11, 07:05 PM   #3
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THANKS KAPITAN,

I really did not want to tackle this...I'm not that good at modding.

But I might take a look at it sometime.
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Old 07-21-11, 09:30 PM   #4
Vorkapitan
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Kaptain Zur Zee,

I edited the undersea.sim file as you suggested.

I changed "lost controllers #1 thru #6"

"Grannyloader" #1 thru #6"

"Render" (for each #1 thru 6#)
"GrannyCausticsCtrl"
"Strength" = 50 (was 10)


I did not see any difference.

Did I not do this correctly?
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Old 07-21-11, 10:25 PM   #5
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Quote:
Originally Posted by Vorkapitan View Post
Kaptain Zur Zee,

I edited the undersea.sim file as you suggested.

I changed "lost controllers #1 thru #6"

"Grannyloader" #1 thru #6"

"Render" (for each #1 thru 6#)
"GrannyCausticsCtrl"
"Strength" = 50 (was 10)


I did not see any difference.

Did I not do this correctly?
Load (Open) the sub's .gr2 file first then merge in the .sim file. Then make your changes. Don't forget to save your changes when done.
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Old 07-22-11, 01:22 AM   #6
Vorkapitan
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Thanks TDW!
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Old 07-22-11, 02:25 AM   #7
Vorkapitan
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TDW,

"Load (Open) the sub's .gr2 file first then merge in the .sim file. Then make your changes. Don't forget to save your changes when done."

I did what u suggested as above.

But when I edit the .gr2 file again, my merged files are not there.


Thanks
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Old 07-22-11, 04:14 AM   #8
kapitan_zur_see
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It is normal, and TDW is right regarding the process.

Goblin does not truly merge files physically! it keeps the initial structure of files as is, otherwise the game would be lost.

The merge process is just a way of virtually merging separate related files into your goblin workspace so you can edit them conveniently in relation with their base model (the gr2 file). Gr2 files does not possesses much more than 3D model and animations infos and are not supposed to be editable, SH5 then uses a bunch of different separate files to store the game built-in controllers and behaviors that covers how this model will behave inside the game (special FX like caustics, wake, how the sub reacts to his environment, how it is supposed to take damages, its performance speed/diving and so on). Concordantly, you first load the .gr2 you want to edit, then call in one or more of its related files which covers specific functionalities (the merge process). This way you can only merge a sim file, if that's gonna be the focus of your work, and not loosing time rummaging amongst controllers about anims/damage model/etc that you would find in, say, the .zon file for ex .

When you save however, goblin knows what you edited in every different files you "merged in" ("call in" would be a better word somehow) and then saves every modification you made in every respected files. Say you edited a caustic detail? you did that to the sim files. Goblin will save in the modification to the sim file but the file itself will remain separate.

This is why you'll still have to merge files anytime you load up goblin editor to make new modifications. It is a workflow method, so to speak.

Hope that helps!
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Old 07-22-11, 04:39 PM   #9
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Kapitan zur see,

That was a very nice write-up of the process and I thank you.

Here is what I did;

I edited NSS_Uboat7c.GR2 and NSS_Uboat7c.FX.GR2
I merged undersea.sim to both.
I modified the undersea.sim caustics "strength" to 70
I saved the file.
I used jsgme and ran the game, but I saw no difference at all.
Maybe I'm using the wrong file?

ANY CLUES?
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Last edited by Vorkapitan; 07-24-11 at 06:20 PM.
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Old 07-25-11, 05:23 AM   #10
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Maybe someone can play with this (Caustics Generator) :
http://www.dualheights.se/caustics/
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Old 07-25-11, 12:59 PM   #11
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Very nice find Pintea!

As for Vorkapitan, you used the wrong file

Let me explain SH5 files structure a bit and how it works. You remember the GR2 main file and their linked *.sim *.zon etc files I told you before ,right?

Not everything can be merged/linked to everything!
How do you know? simple...
You're using a type 7C at the moment and you want more caustics ON IT, apparently.

If the caustics applies to the 7C, then it has to be inside the 7C files.
Because here's how it works: you've got the main file NSS_Uboat7c.gr2.
So now, every linked files that could be merged with it to control behaviors HAS TO have the same name= NSS_Uboat7c.sim, NSS_Uboat7c.zon and etc! You just don't merge a file like undersea.sim with it because, the thing you seem to ignore, is that undersea.* files are only related to the bottom of the sea (rocks, algaes and caustics ON THEM). It is not regarding everything that goes at one point under the sea! So it doesn't deals with your sub when it dives and so does not deals with boats when they sinks and etc...

Trying to do what you're doing merging those files is as logic for SH5 as trying to edit the caustics on the u-boat while merging the files pertaining to trees on land, if you get my meaning

If it has to deals with a sub, then you'll find all files to merge in the same directory for easy access and share the same name.

In your case, open NSS_Uboat7c.GR2 then NSS_Uboat7c.sim. Like I told you, *.sim files are mostly there to store all the behavior controllers pertaining to how the 3d model will be rendered in-game.

For example, should it have decals damages enabled, should it be lighten up a certain color and etc. including the caustic effect you're searching for

It is called grannyCausticsCtrl, and you'll find it/them once the sim file merged in. You'll see you'll even be able to see the caustic effect rendered inside Goblin, so you'll even be able to see the result of your modifications in real time without having to launch the game every time.

You'll find several values:
  • MaxAltitude: It is the altitude above waterline at which the effect will start to fade out and stop showing. 0 being more or so considered the waterline. It is not in meters but in 3d unit as used ingame and goblin (you'll see reference grid to help you). If you'd put a large number there, then you'd be able to see caustic effects even if your sub was high in the air. Obviously that never happens (less you're drunk!)
  • MinAltitude: It is the altitude (negative in this case because we're talking about depth) at which the effect will fade out beneath the surface: say -1.3=20 meters (just saying as an example, i don't really knows), then the caustics will start disappearing whilst diving below 20 meters. If you'd but a large negative number there, you'd be able to see as much caustic as when you're at periscope depth even if you were at 200 meters
  • Strength: obviously what you are looking for...
  • scale & speed: pretty explanatory...
Like I said, I could do it myself for you, but since it is easy modding, it's good to learn with this kind of thing and maybe you'll start to figure out things on your own, starting to like that and becomes a modder the more we are, the more we can come up with ideas!

Hope that helps!
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Old 07-25-11, 06:49 PM   #12
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KkAPTAIN ZUR SEE ,

Wow!

I knew I had to be doing something wrong (doh)

Thanks to you and TDW for taking the time to explain things to me so plainly.

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Old 07-25-11, 08:59 PM   #13
Vorkapitan
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Kapitan zur see,

I finally got it to work.....

When you do the thing right, is't a lot easier!

Thank you and TDW again for the assistance.
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Old 07-25-11, 09:32 PM   #14
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As smooth as can be, eh?

Glad you made it! Remember to backup files you are working on if you tackle more with Goblin
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