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Old 01-17-24, 10:50 PM   #5791
propbeanie
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Quote:
Originally Posted by LUKNER View Post
Я знаю как работать в редакторе игры.

Я спрашивал о другом. Но вы подтвердили мои предположения. Для вас, историческая справка:

С 15 марта 1943 года в действие была введена новая, номерная система обозначения флотов. Флот южной части Тихого океана реорганизовали в 3-й флот во главе с адмиралом Вильямом Хэлси, флот центральной части Тихого океана - в 5-й флот во главе с вице-адмиралом Раймондом Спрюэнсом, флот юго-западной части Тихого океана - в 7-й флот во главе с вице-адмиралом Карпентнером. Для оперативного взаимодействия и безопасности при соприкосновении в боевой деятельности между союзниками и различными подразделениями родов войск на Тихом океане весь театр боевых действий был размечен на оперативные зоны.
С этой даты и появились я думаю квадраты Ablaze, Convoy College, или Fish Pond.

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I know how to work in the game editor.

I was asking about something else. But you confirmed my assumptions. For you, historical reference:
On March 15, 1943, a new, numbered fleet designation system was put into effect. The South Pacific Fleet was reorganized into the 3rd Fleet led by Admiral William Halsey, the Central Pacific Fleet into the 5th Fleet led by Vice Admiral Raymond Spruance, and the Southwest Pacific Fleet into the 7th Fleet led by Vice Admiral Carpentner. For operational interaction and security in contact with combat activities between the Allies and various units of the military branches in the Pacific Ocean, the entire theater of operations was marked into operational zones.
From that date and came I think squares Ablaze, Convoy College, or Fish Pond.
Were you referring to the German "K-Grid" system then, combined with the Campaign_NMS.mis file? The K-Grid set-up for SH4 is in the "\Data \Menu \KGrid" folder, but I never did fully comprehend the data. There was a thread years ago where someone worked with it... There are a few cartographer sites that sell the maps, and I used to have a rough draft of a worldwide version, but I do not know how accurate it was... The names that you see on the NavMap are a function of the MapLocation, and linking that to a dds image, as described above, controllable by date. Campaign_LOC.mis controls the cities, docks and associated locations.

Quote:
Originally Posted by LUKNER View Post
Attachment 5911

Мне кажется более похожим на настоящий такой вид всплеска от взрыва.

Подскажите как добавить к текстуре взрыва, опадающие облака дыма и разлетающиеся осколки?

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It seems to me more like a real kind of burst from an explosion.

Tell me how to add to the texture of the explosion, falling clouds of smoke and flying fragments?
Some of the explosions you see in the game are referenced by their "name" in the "\Data \Library \particles.dat" file. They link to like-named files for their "sound" and other control links. Usually, those explosions and fires would be "called" from the "Data \Zones.cfg" file, which are linked to individual Gun, Ammunition, Ship, Airplane and other zon files in their respective folders. It depends upon what you are wanting to have happen, as to how you "build" it.

As an example, open that ship's zon file, and then from the upper-right menu, open its dat file. Click on one of the ship's 3D named nodes, and then click on the "Model Preview" link in the lower part of the right window. Now click on the sixth icon from the left, above that preview window, the icon with the "Toggle zones editor" tooltip. Notice that the node you selected will show its "collision" spheres. The "F" section will have all spheres associated with it, the "B" section all that are associated with it, and the "Cabina" nodes, or the "Catarg" nodes might all have spheres associated with them also. Those are what determine if a collision has occurred. Working in conjunction with those, are the boxes. Those are of varying "types", such as "48" or "46" or "74", or whatever. If you then open the Zones.cfg file in the Data folder, you will find like-numbered entries there. 46=FloodFrontb, 48=FloodFrontf and 74=ShipBubbles (etc.) that are listed in the Zones List (index or TOC) near the top of the file. Below, you will find those names used as "headers" for those boxes you see inside the ship. Some do not have an "Effect" line, while others have multiple effects associated. Those "Effect" lines are what determines what happens with a "collision", and what effect is called.

If you shoot a torpedo, and it hits in a location that does not have an underlying effect, you won't see anything other than the torpedo explosion (and maybe an associate ship-damage decal). But damage is usually incurred by the ship... The torpedo sim file is what controls the "torpedo explosion" (which is what your picture shows), and those are called by ID numbers, such as 0xe37ec3e300ec4ba5, which is a water explosion. Trace that number, and you end up with the "@ref_torp_great_explosion" in the "particles.dat" file... you might notice that there are seven sections to that particular "explosion" effect, and each has a ParticleGenerator, each configured differently for the various aspects of the effect...

There is much more involved in this, and almost all of it beyond what my feeble brain can comprehend...
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