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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
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Thanks to Timetraveller MiniTweaker and tweak files, was posible for me to make a new depth charge explosion FX effect.
If some body want to try it, here it is : UPDATED : 23/02/2006 02:29 Zulu Stage 4: New Readme adapted to diferent versions of Tweak Files for TimeTraveller Minitweaker program. Thanks JonZ for help ![]() Stage 3 : New version with sound unsincronization fixed using TT's Mini Tweaker, thanks a new time TT ![]() I used an Incognito sound form his pack to fill the effect because it is too long now, full credit for him for this sound. Thanks to him for her job ![]() http://rapidshare.de/files/13914661/...age_4.zip.html Still working to found better sound effect. Screen shots are not good way to see it, because it is a cinematic secuence, not posible to capture it in only one screen shot. Updated : Screen shots ![]() ![]() ![]() FX effect is a little bit big, because it is intended for eyecandy purposes, then you can watch the new explosions from far ranges from your periscope. If you dont like it, you can make your own, using TT's program. Manual Editing guide is included, in the case you are using a modified "particles.dat" file. in example, Marhkimov is working on a nice new smoke and fires FX effects. I still working on it, may be i can made a better effect for a Stage 2. ![]() |
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#2 |
Sea Lord
![]() Join Date: Jun 2005
Location: Lux, betw. G, B and F
Posts: 1,898
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Bigger Bang....? me please!
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In conclusion: SH3 is the shizzle, yo. -Frau Kaleun Another negative about using your deck gun is that you are definately DETECTED, which has long term effects on your relationship with aircraft. -snestorm |
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#3 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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![]() Quote:
Good point ! :rotfl: dont scare ! Only image is bigger not the explosion damage and power !!! ![]() |
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#4 |
Sea Lord
![]() Join Date: Jun 2005
Location: Lux, betw. G, B and F
Posts: 1,898
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i see ... no nuke toorpedoes, jhust eyecandy.
but thats what i want.... ![]()
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In conclusion: SH3 is the shizzle, yo. -Frau Kaleun Another negative about using your deck gun is that you are definately DETECTED, which has long term effects on your relationship with aircraft. -snestorm |
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#5 | ||
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
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![]() :rotfl: i´m lucky that is eye candy only :rotfl: A uber destroyer with underwater cameras and nuke depth charges its too much :rotfl: :rotfl:
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But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
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#6 |
Medic
![]() Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
Posts: 169
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Make mine Hollywood style, please...
![]() Is this gonna conflict with any of the surface explosion effects?... belay that, I see the Manual Edit guide for modified particle files... Cordialement, Duke of Earl
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U-627.... das \'Wabo-Magnet\' |
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#7 |
Beach Leaf
![]() Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
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Wow, thanks Redwine
![]() ![]() ![]() Can't wait to try this. TT |
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#8 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
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Redwine,
Since you have the DC explosions, and I made the super smoke, we should combine our effects. But to me, it's too "yellow." Is that the way you wanted it?
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#9 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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@ Hartmann :
Thanks Hartmann for interesting .... @ Duke Duke, it will be in conflict with any other mod wich change the particles file, due to that i made the manaul editing guide. I think so, every mod in this game must to come with a manual editing guide. I am working now into a new gun muzzle and explosion flashes FX, i cant found where to stops textures spin-up. Spin of textures, make them so plains, with no textures, and in too uniform colour. Stoping the sping, you can se better the textures. @ TT TT, thanks for the tweak pogram, this mod is not a great thing, but itroduce an eyecandy change. @ Marhkimov Marhkimov, you or any other are free to incorporate it at any mod. I made it in that colours, because there are many diferent underwater visibility. Some low underwater visibility can see near to nothing. If you are refering to the residual smoke cloud, it initially start up in orage colour, i dont like it, but it is codified into the effect and i was not able to change it. If you are refering to the central fireball, i reduce the yellowish of it stoping it sping angle, initially it was a cinematic effect of 8 frames rotating. I put now some screen shots for a very clear water, i am using the underwater visibility at maximun.... as you can see, they are not too much yellow at my video card settings and the higher posible underwater visibility. For those who are using limited underwater visibility, the effect will be more soft..... ![]() |
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#10 |
Medic
![]() Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
Posts: 169
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@Redwine... good effects.. I like 'em
2 things: a. Very noticeable time lag (~ 1.0 - 1.5 sec) between detonation noise and visual bubble/fireball bloom... observed with both torpedo and wabo detonations... can't figure out how to tweak the time lag away... b. Where can I find the particles_dat.txt file for TT's Mini Tweaker? BELAY THAT - TT released DC rules for MiniTweaker in the Particles thread... now, what do these rules do? Cordialement, Duke of Earl
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U-627.... das \'Wabo-Magnet\' |
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#11 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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Redwine,
I'm late on this thread (and others) because i'm finishing the new HT mod in the last days, but...I'm waiting for this since the SH3 release! ![]() ![]() Many thanks! Rubini. |
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#12 | |||
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
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Sorry for delay in response..... backing home this morning from a travel.
Quote:
I didnt note that, sure because i was using "Sound Speed Mod" wich intentionally introduce a delay into many explosions. Are you using this mod ? I will check with original sound files. Quote:
May be you can ask to TT about how the rule files works, but this files is a grid wich allow you read the sentences into the hexagesimal file, and introduce new values in an easy way. ![]() Quote:
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#13 | |
Beach Leaf
![]() Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
Downloads: 1
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Just saw this question, sorry. All of those rules I released in the particles thread apply to the particles.dat file only. They actually don't do anything (yet). You load up the rule in Mini Tweaker and YOU make something happen by changing the values. The tweak file (rule in a sense) allows you to do that by defining the locations of the values to be changed.. Hope this helps. TT |
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#14 | |
Medic
![]() Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
Posts: 169
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![]() Quote:
Nope, I'm not using the 'Speed Sound Mod'... that might be the reason... do you know what particular MiniTweak value needs to be changed? Cordialement, Duke of Earl
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U-627.... das \'Wabo-Magnet\' |
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#15 | |
Medic
![]() Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
Posts: 169
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As I understand it, if I MiniTweak a value, then ONLY that value will be changed in the Particles.dat file... meaning, the REST of the file will not be overwritten with default values... correct? Cordialement, Duke of Earl
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U-627.... das \'Wabo-Magnet\' |
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