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Old 03-05-12, 02:03 AM   #601
THE_MASK
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Quote:
Originally Posted by stoianm View Post
hi... i am most of time not at home an have no time for moding... sorry... i think the problem is maybe from the SkyPS_SH5.fx - from ENV/data/Shaders/Sky ... try to play there... or replace this file with the one from original game and see what is hapen... i am sure that sober can fix this problem

Good hunting
Hi , i will try .
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Old 03-05-12, 02:13 AM   #602
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Hi... tnx... if u have time fell free to improuve this mod... as gap said i will be happy to know that a env guru as you is improuving the mod
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Hi , i will try .
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Old 03-05-12, 02:13 AM   #603
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Quote:
Originally Posted by stoianm View Post
hi... i am most of time not at home an have no time for moding... sorry... i think the problem is maybe from the SkyPS_SH5.fx - from ENV/data/Shaders/Sky ... try to play there... or replace this file with the one from original game and see what is hapen... i am sure that sober can fix this problem

Good hunting
Thanks, and no problem. Well just have your court-martialed for gross dereliction of duty, Herr Kaleun No, seriously, thanks. And if anybody can fix it, sober can.

In the meantime, I played around with it some more to rule out FogDistances.cfg completely. I'd already tried pulling Sober's fog mod, which made no difference, but DynEnv changes that one too, so I tried putting in a stock version of it instead. That didn't change anything either, but at least now I know that it's not FogDistances.cfg causing it.
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Old 03-05-12, 02:28 AM   #604
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Well, i´ve discovered something interesting just exchanging the ClimateZones.tga for the same file of Real Environment - Revision_3, the sky is blue again, so i suspect the problem is there. Gap, you´ve got some work now
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Old 03-05-12, 03:17 AM   #605
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Thank you Gap today in the afternoon I will download and enable this patch, and will check reults, thank you again

Quote:
Originally Posted by gap View Post

I've made some research.
The next image shows the location of your screenshot as a red spot, on google earth (left):

On the right I've located (more or less) the same place on the map used as base in DynEnv.

As you can see those coordinates are laying in an area where blue and cyan pixels have been blended for rendering a climate of transition between subartic and cold temperate (Polar_A and Temperate respectively in our cfg files). In such areas conditions may vary depending on were exactly (wich pixel of the map) you are located. In this particular case it means that that both snowy or not snowy land could be possible outputs because, due to our season settings, april is still winter for subpolar climate, and spring for cold temperate climate (look at my seasons chart).

On the other hand, on google earth's map I've highlighted in yellow the position of Kiruna, the northernmost city of Norwey, not too far from the coordinates you gave me, but in inland. According to wikipedia, its daily mean temperature for the month of april is slightly under 0°C (-3.2°C). I am coming from an hot place, so I am no an expert on that matter, but I think that under these temperatures it may or may not snow, especially toward the cost of northern Norwey, where the North Atlantic Current is mitigating the climate. By the way: is there any Norwegian SH5 player here that can confirm or disconfirm my assumptions?

Anyway this is not exactly our point: we want to demonstrate that DynEnv is (or maybe is not) messing up land seasons. The location we chose is not the best one for our case study, because of the mixed pixels method that I was talking about before, and because the month of the historical mission we are using for test. Before sailing to another place I would like to ask you to visit the same location in campaign between december and february, or to load once more the same mission after installing this patch:

http://www.mediafire.com/?kzcc2t6g7wnpqfp

enable it after Dynamic Environment Base Mod, any version. In both cases it should be snowy, or at least I hope so...
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Old 03-05-12, 04:09 AM   #606
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...the position of Kiruna, the northernmost city of Norwey

What, the Norwegians have occupied the north of Sweden?
When did they do that?
I better go get my Tommy gun
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Old 03-05-12, 04:19 AM   #607
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I now run this list of mods and i think everything is ok , not the bluest sky but i have only been around the british coast .
Dynamic Environment SH5 Basemod (normal ) V2.1
stoianm colored exterior mod v2 (low color)
sobers best ever fog V9 SH5
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Old 03-05-12, 04:23 AM   #608
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Quote:
Originally Posted by gap View Post

Anyway this is not exactly our point: we want to demonstrate that DynEnv is (or maybe is not) messing up land seasons. The location we chose is not the best one for our case study, because of the mixed pixels method that I was talking about before, and because the month of the historical mission we are using for test. Before sailing to another place I would like to ask you to visit the same location in campaign between december and february, or to load once more the same mission after installing this patch:

http://www.mediafire.com/?kzcc2t6g7wnpqfp

enable it after Dynamic Environment Base Mod, any version. In both cases it should be snowy, or at least I hope so...
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Old 03-05-12, 05:09 AM   #609
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Quote:
Originally Posted by sober View Post
I now run this list of mods and i think everything is ok , not the bluest sky but i have only been around the british coast .
Dynamic Environment SH5 Basemod (normal ) V2.1
stoianm colored exterior mod v2 (low color)
sobers best ever fog V9 SH5
Tried that too, but it's still not exactly the bluest I've ever seen:



Again: No clouds (??? Those fluffy things sure look like clouds to me), no precip and no fog.

I guess I'll have to run with it for a while to see if it gets better.

As an aside, I tried putting the stock Shader back in and that didn't change anything either, so that's not the culprit.

Just a thought, Sober: I'm using the BrighterNights addon for DynEnv 2.1 (saves me having to fiddle with the gamma settings all the time), but that shouldn't affect the colors during the day, should it?

ADDED: Also, I took a quick look at the EnvColor files for DynEnv and RealEnv and, other than the water colors, didn't really see any difference between the two sets, so that might also not be the issue.
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Last edited by misha1967; 03-05-12 at 05:32 AM.
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Old 03-05-12, 06:49 AM   #610
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The weather reports are not accurate . Looks overcast to me .
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Old 03-05-12, 08:53 AM   #611
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Quote:
Originally Posted by Silent Steel View Post

What, the Norwegians have occupied the north of Sweden?
When did they do that?
I better go get my Tommy gun

my mistake, Silent Steel... by the way the correct location for the historical mission we are using for our tests is Narvik (I wonder how I overlooked it before ) and the mountains surrounding it should be still snowy on early may: look here.

I will see what can be done
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Old 03-05-12, 08:57 AM   #612
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Originally Posted by tonschk View Post
Thank you Gap today in the afternoon I will download and enable this patch, and will check reults, thank you again
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take in mind that this patch is only meant for tests, as it renders an unrelistically long winter for cold temperate climate!
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Old 03-05-12, 09:34 AM   #613
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Originally Posted by pedrobas View Post
Well, i´ve discovered something interesting just exchanging the ClimateZones.tga for the same file of Real Environment - Revision_3, the sky is blue again, so i suspect the problem is there. Gap, you´ve got some work now
mmm
I don't think that this is the right direction. ClimateZones.tga is just a map telling the game engine wich settings to use for weather generation, based on a color code. Anyway may I ask you to enable this patch on top of Dynamic Environment Base Mod, realistic version? It removes from the .tga map the pixel dithering I am using for intermediate climate zones. I want to know if it can be the cause of our sky problems.

Please, don't use any DynEnv submod or any other environmental mod, load the Narvik historical mission and report back once you have finished.
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Old 03-05-12, 12:12 PM   #614
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Quote:
Originally Posted by gap View Post
mmm
I don't think that this is the right direction. ClimateZones.tga is just a map telling the game engine wich settings to use for weather generation, based on a color code. Anyway may I ask you to enable this patch on top of Dynamic Environment Base Mod, realistic version? It removes from the .tga map the pixel dithering I am using for intermediate climate zones. I want to know if it can be the cause of our sky problems.

Please, don't use any DynEnv submod or any other environmental mod, load the Narvik historical mission and report back once you have finished.
Well here is the prove.

With the Patch (plain DE realistic version + patch no dithering)





Without the patch (plain DE realistic version)

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Old 03-05-12, 12:44 PM   #615
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Originally Posted by pedrobas View Post
Well here is the prove.

With the Patch (plain DE realistic version + patch no dithering)





Without the patch (plain DE realistic version)

well, it seems to me a bit better

can you try also this other patch? It removes too the dithering for the same area, but by making it "full cold temperate" instead of "full subpolar" (snow will disappear from mountains). I want to make sure that the problem does't reside in any particular climate set, but possibly in my dithering method.

For tests load several times the same historical mission with the 3 configurations (DynEnv Base, DynEnv Base + Patch1; DynEnv Base + Patch2) and with the option added by NewUIs set its weather to clear, sunny or whatever stands for good weather (I can't remember the exact name of the option in the drop down menu).

I know this work is going to be a pain in the ass, be if we get out narrowing the problem you will be an hero for our guys

by the way, has anyone tried to restore vanilla sky shaders, as suggested by stoianm? sober, you?
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