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Old 09-16-12, 11:25 AM   #1456
Torpedo
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Hi all!!!

This is the link for Real Fog by W_Clear

https://rapidshare.com/files/1617451576/Real%20Fog.rar

or
http://www.gamefront.com/files/22267083/Real_Fog_rar

Torpedo


P.S. Now I hope these links work. Sorry volodya61

Last edited by Torpedo; 09-16-12 at 02:01 PM.
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Old 09-16-12, 11:34 AM   #1457
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File not found
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Old 09-16-12, 01:27 PM   #1458
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Originally Posted by volodya61 View Post
File not found
The link is working with no problem
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Old 09-16-12, 01:31 PM   #1459
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Quote:
Originally Posted by vlad29 View Post
The link is working with no problem
now - yes..
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Old 09-17-12, 01:27 AM   #1460
Silent Steel
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@ Torpedo - Thanks for your assistance

If GameFront and other DL services say 'File not found' or the like -
IF you have ad block or something like it running > disable it at these sites or the file sometimes won't show up.
Most of them work like this.


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Old 09-17-12, 02:00 AM   #1461
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Hello Silent Steel , in your opinion which is better for SH5, the Dynamic Environmental or The Real Environmental Mod of Water_Clear ?
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Old 09-17-12, 02:14 AM   #1462
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Quote:
Originally Posted by tonschk View Post
Hello Silent Steel , in your opinion which is better for SH5, the Dynamic Environmental or The Real Environmental Mod of Water_Clear ?
Hi Tonschk

I'm back.
Well, I'm a big fan of the Dynamic Environment for its overall realistic graphics.
The 'clear' water of the Real Environmental Mod of Water Clear I find too transparent, not as good as the Dynamic Environment, reminds a bit of the 'OH II' 'Shallow Water", which I don't like at all.

The fog mod, was testing it when i got your message above, and I must say it's impressive.
All the different types of fog are just wonderful so what to do...

I'll give it a shot and see if it possibly works if I activate Dynamic Environment first and the Fog Mod after.
Checked which files in the two mods are the same ones and I find it worth giving it a try.

Cheers

Last edited by Silent Steel; 09-17-12 at 09:41 AM.
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Old 09-17-12, 09:25 AM   #1463
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The color of the original (stock) of the water I really like it! Why not have a separate fashion "little (real) of the sun and stars," fashion "sunrises and sunsets?"
Night water, cannot be brighter than the sky!

Real photograph of the sea at night on a full moon night!



Full moon in SH5! Sh5 Enviroment mod http://www.subsim.com/radioroom/showthread.php?t=165714

Last edited by Captain73; 09-18-12 at 04:31 AM.
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Old 09-17-12, 02:12 PM   #1464
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Quote:
Originally Posted by Silent Steel View Post
Hi Tonschk

I'm back.
Well, I'm a big fan of the Dynamic Environment for its overall realistic graphics.
The 'clear' water of the Real Environmental Mod of Water Clear I find too transparent, not as good as the Dynamic Environment, reminds a bit of the 'OH II' 'Shallow Water", which I don't like at all.


Cheers
Hello Silent Steel , if I remember properly I took the screenshot below and the result is exact the opposite you are telling , are you sure ?


Real Environmental



Dynamic Environmental
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Old 09-17-12, 05:42 PM   #1465
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This is probably pretty basic but is this supposed to look like this? I am guessing something has messed with the real environment 3 mod. I have only just started modding SH5 as you can probably guess, mod soup at bottom of post. When clouds block partially block the sun I stil get very bright rays coming past the clouds.



Code:
Generic Mod Enabler - v2.6.0.157
[D:\Silent Hunter 5\MODS]

Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Real Environment - Revision_3
sobers base sky mechanics V1
Capthelms Audio+SV Touch Ups
sobers better terrain v3 SH5
Small_trees_SH5_V1
sobers see thru wake fix
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
TDW_Ship_Inertia_1_1_0
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
3D_Deck_Splash_FX_v1_0_0_KZS_Compat_byTheBeast
Sub_Bubbles_v0_0_3_ byTheBeast
OPEN HORIZONS II_full v2
Reworked Morale and Abilities v.1.1
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
IO_StrategicMap_4_7_for_TDWv710
OH II Minefield map
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships 1_0b
sobers Lights Cfg V4 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers rusty deck pack SH5
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers DOF V2 SH5
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
sobers bad weather deck gun V1 SH5
TDW_GenericPatcher_v_1_0_74_0
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Old 09-17-12, 06:14 PM   #1466
gap
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Quote:
Originally Posted by barrind View Post
This is probably pretty basic but is this supposed to look like this? I am guessing something has messed with the real environment 3 mod.
Possibly one or more between these mods (or more probably their blending with Real Env):

sobers base sky mechanics
sobers Lights Cfg
sobers DOF

In other words: ask sober about compatibility issues with the above mentioned mods.

P.S, not related with your current issue: I noticed that you have enabled Equipment_Upgrades_Fix_v1_4_byTheBeast and Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix. Shouldn't you enable EUF Patch 1 between them
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Old 09-18-12, 01:14 AM   #1467
Silent Steel
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Default @ Tonsck

Regarding what I said about the 'Dynamic Environmental SH5 Shallow Waters V2.1' mod (I referred to another mod and I'm sorry for any confusion) I meant what I said.

Water in a harbour in the 30's/40's I think could not have been that transparent. I simply don't believe it.
In that mod the water looks like what I've seen in the Caribbeans at some lovely, sunny beach. Not in a harbour with water polluted with oil and much, much more.
Or were those ships environment friendly? Don't think so.
The sub looks like it's flying/levitating. The shadow of the sub shouldn't be visible.

Last edited by Silent Steel; 09-18-12 at 01:28 AM.
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Old 09-20-12, 06:21 PM   #1468
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In 30s/ 40s and Now

I think that usually the waters are very dark by the acumulation of mud, sediments, coal and other contamination.







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Old 09-21-12, 01:35 AM   #1469
Silent Steel
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Quote:
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In 30s/ 40s and Now
I think that usually the waters are very dark by the acumulation of mud, sediments, coal and other contamination.
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Old 09-21-12, 07:05 AM   #1470
gap
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Default RE water transparency

As far as I know, this factor is mainly controlled by game shaders.

A while ago TheDarkWraith introduced some changes to waterPS.fx, for addressing the issue of dat unit's keels not showing underwater. His work was released with Dynamic Environment v2.1, under the name of 'Dynamic Environment Shallow Waters'. One side effect of this submod of DynEnv was that it was making the seabottom (and rocks, seaweed, dived submarines, etc) visible through water, especially at shallow depths, hence the name chosen by stoianm.

At a later stage, Pintea suggested some changes to another shader, namely TerrainSurfacePS.fx, for partially obviating the above mentioned flaw. These modifications were released as 'Dynamic Environment Shallow Waters Patch'. The final result was a semi-transparent effect that is nice around mediterranean and tropical shores, but quite unrealistic when applied to harbour's waters.

Too bad, shaders are applied globally, and as far as I know there is no way to limit their effect to certain areas. Parameters that, sure enough, can be set separately for each zone defined in ClimatZones.tga, are the ones found in EnvColors_*.cfg files. They include UnderwaterUpAlpha and UnderwaterDownAlpha, setting uderwater water transparecy, and a bunch of parameter dealing with sea (underwater and surface) colors.

By making the appropriate changes to the zones around SH5 main harbours in the above mentioned ClimatZones.tga, one can make those areas to feature a darker, greenish (but not lesser transparent) sea surface.
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