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Old 05-29-11, 01:37 AM   #1
MCHALO12
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Default Blur effect on bridge when hit by a wave

Hi mates,

I think everyone knows the blur effect on the periscope lense when being submerged by a wave. This effect can also be used in the bridge camera to simulate bad visibility when a wave hits over the boat. Furthermore, binoculars can be simulated to get wet and so have a blurred view for for example 15 seconds. This only happens when you are using binoculars when the wave is hitting over the boat, when you switch back to bridge camera in time, binoculars will stay dry and won't get blurred.

To implement these effects, a "cameraeffects" controller has to be added to each camera (for example: conningdeck, binoculars, UZO, objectview, freecamera) that should show the effect. The controllers contains 3 values: DropDuration, BlurDuration and Radius. While radius could be set to 0,1 every time, Drop- and Blurduration have to be adapted to each camera. I recommend: 2s for conning deck, 15s for binoculars, 10s for UZO, 1s for object view and free camera.

The changes are very simple and take less than 3 minutes, but as there is a broad variety of different camera.dat-files, I wont release the mod for every possible combination. If anyone has great trouble implementing the changes, send me your camera.dat and I will do it for you.

This is how the effect looks like in the game (the white clothes are not part of the mod, this happend when taking the screenshot), it how ever looks more impressive when in motion.



I think this mod improves atmosphere in storms quite a lot, give it a try!

Best regards, MCHALO12.

Edit: value for UZO added
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Old 05-29-11, 02:21 AM   #2
Depesz
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What's with the stormtroopers on the bridge
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Old 05-29-11, 02:35 AM   #3
MCHALO12
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Quote:
Originally Posted by MCHALO12 View Post
...(the white clothes are not part of the mod, this happend when taking the screenshot)...
Only a problem with taking screenshots, OF COURSE they do not look this way in game!
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Old 05-29-11, 09:43 AM   #4
Myxale
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Way cool!

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Old 05-29-11, 11:36 AM   #5
MCHALO12
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Thanks Myxale,

I hope nobody is having too great problems implementing the controllers. If somebody sent me a cameras.dat file of GWX I could make a GWX-Version of the mod.

Best regards, MCHALO12.
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Old 05-29-11, 01:25 PM   #6
Hitman
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Bloody hell, now that was a great idea man
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Old 05-29-11, 05:01 PM   #7
brett25
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thanks mchalo12, works great

its alittle tricky,

first you have to create a child chunk under the parent node-controller type 10/-1

then you have to name this controller CameraEffects.
Next you have to ad a child chunk to the new controller--properties--SH3-camerabehavior-camer effects

now you will have the parametes mchalo12 mentions and can edit them as desired

Last edited by brett25; 05-29-11 at 07:39 PM.
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Old 05-31-11, 03:06 AM   #8
Aces
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Excellent effect mate,

I tried it out briefly yesterday evening and I like it a lot, adds greatly to the atmosphere/immersion.

You mention "2s for conning deck, 15s for binoculars, 1s for object view and free camera."

What value would you recommend for the UZO?, I set it to the same as the binoculars so that it has a value.

It is always the way, try and find a mission with a good storm in it when you want one, apart from the Bismark mission and its too risky to surface there else one gets shot to bits in seconds, does anyone know of a any single mission with a good storm in it?.

Thanks again,

Best regards

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Old 05-31-11, 07:00 AM   #9
Alex
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This mod looks interesting.
I'll test it later today !
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Old 05-31-11, 11:39 AM   #10
MCHALO12
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Hi all,

@brett25: thank you for pointing out the procedure a little more detailed for those that are not familiar with editing *.dat files, I should have done this right at the beginning!

@ACES: sorry for this mistake, I recommend a value of 10 seconds for the UZO as it is located in the center of the conning tower it is not as exposed to waves as the binoculars of the lookouts are. Actually I think 15 seconds are as good as 10 seconds, it should - in my opinion - be long enough to be disturbing when running an attack in bad weather.

Your problem with the test mission can easily be solved: Either create a new mission yourself or, even more simple, change the weather of for example the Gibraltar mission in mission editor.

Best regards, MCHALO12.
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Old 05-31-11, 02:49 PM   #11
fitzcarraldo
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WOW! I will put my fingers in the S3D and I will try to make the modifications. It looks awesome

Many thanks and regards.

Fitzcarraldo
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Old 06-05-11, 01:33 AM   #12
flakmonkey
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Hate to point this out but i made this exact same mod some time ago, it was called ripply periscope mod.

Edit... It was called freecamwateronlensmod, it added the blur and ripple effect to the bridge, uzo and free cam views.
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Old 06-05-11, 04:51 AM   #13
MCHALO12
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Hi Flakmonkey,

first and most important thing: I did not know your mod when creating mine, otherwise I would of course have given credits to you. It was simply a quick idea that came up when I read that binoculars getting wet were a major problem in storms. Then one thing lead to another and I implemented the effect in other cameras, too.

I took a look at your thread and as far as I can say (download links are dead) you only implemented the effect in the free camera an added it to bridge view later. So the main gameplay elements of my mod (binoculars and UZO getting wet) are no included in yours, am I right?


A good example how time (at least only little in this case) is wasted by parallel development resulting from missing knowledge of already existing mods...

So as a conclusion: I did not use your mod as an inspiration as I did not know it at all.

Best regards, MCHALO12.
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Old 06-05-11, 08:05 AM   #14
Volk2
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What is the "radius" option for?
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Old 06-05-11, 08:45 AM   #15
MCHALO12
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The radius value controls the region in which the effect appears. In periscope camera, a small radius value is used, so the effect only appears on the lense of the periscope. In order to use the effect with the bridge view, the radius should be greater (0.1), so the effect will appear on the whole screen.

Best regards, MCHALO12.
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