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View Full Version : HOW to make really good FOG? (haze,blur) - PLZ HELP!


urfisch
01-04-07, 10:00 PM
im searching for month now to find an answer to make real fog. i mean the little haze when you look over the sea. i tried a lot with the mini-tweaker and the *.dat files, but it seems as if even not any of my changes takes effect.

for example: if i change the parameters for fog type 1 (no fog) to the numbers of heavy fog there is still no fog at all. not a tiny little one...:cry: what are im doing wrong? plz help. anyone else (kaleunt) explored that there exists a fog.obj which is used for the foggy haze at the horizont...i guess that to get the real life sea-haze you have to get this obj "strechted" to get into it or near to it. plz leave feedback!

;)

im sorry for my bad english, but its already 4 oclock in the morning :dead:

HundertzehnGustav
01-05-07, 05:44 AM
do you mean fog that "lies" on the sea?So nebel der auf dem wasser/wasseroberflaeche "aufliegt"?that would be pretty coooool

urfisch
01-05-07, 05:52 AM
not really. cleared up:

im searching for method to make a light hazy fog at clear/calm day and night. as there is always some kind of haze/blur if you view on long distances (even if you may see ships up to 16km) - and this is what i want to simulate: the layers of the air. this is missing in the game.

ideas are welcome!

Albrecht Von Hesse
01-05-07, 10:59 AM
Are you doing anything special to get the smoke trails as dense and high as they are? Mine never look like that!

Pants
01-05-07, 11:24 AM
I would love to see "real fog" instead of the fog wall we have right now.

Mav87th
01-05-07, 11:42 AM
Those are pretty good results you got there. Looking forward to a GWX'ed mod for it..:arrgh!:

Jimbuna
01-05-07, 12:18 PM
I would love to see "real fog" instead of the fog wall we have right now.

Good point mate...now that would be one hell of an improvement :up:

In actual fact I was just asking mrchris on TS this morning ih he had ever actually witnessed the weather change in x! :o

HanSolo78
01-05-07, 05:14 PM
@urfisch

really great!!! :rock: :rock: :up:

rascal101
01-05-07, 05:23 PM
Hey this is great I've been hoping to do something like it myself, that is taise the smoke height and improve impact splash. You have done a fine job. Looking forward to downloading the finished articles.

Any chance of a couple of different coloured smoke effects, say one for oil smoke, one for steam and one for damage and fire, just a thought.


Best wishes and looking forward to the final mod

Rascal

Jimbuna
01-05-07, 05:29 PM
You do realise you'll get all the blame for future global warming :lol:

Gildor
01-06-07, 12:35 AM
When I was a noob sailor just learning the ropes, I learned during lookout training that an object that is just over the horizon can "appear" to be up in the air. One of the things to look out for was a mast, superstructure, or sail, that looks like it is floating above the horizon. It is cauzed by the bending of light due to tempreture etc.

Many times while standing bridge lookout duty i saw objects over the horizon by looking up. ( a few degrees, not like halfway up the sky :D)

Interestingly, it also magnifys the size of objects. I reported a large ship on the horizon that, once it came closer, turned out to be a liferaft. (No one was in it thankfully)

In the game at 16km I have seen masts and such on the horizon without seeing the hull. I think it looks very realistic.

HundertzehnGustav
01-06-07, 08:21 AM
agree there

one cannot see the Hull of a ship due to sun reflections on the Horizon and all... fog is to blame too

i would like to say i agree on the smoke height of a burning tanker

but i must also ask wether Cargoes and DDs are to have such high smoke effects? I mean, escpecially the DDs, who basically had good to VERY good engine maintenence and did try to sail undetected as good as possible....?

urfish, congratulations on your playing around with the smoke!

do you know wether it is possible to make the smoke float with the actually active wind direction (and speed????)

This i would be interested in.
Also: what kind of filkes are you plaing around besides textures (smoke height?)

Ziemlich gut, alter! Mach weiter so!!:rock:

Mush Martin
01-06-07, 11:56 AM
most accounts have smoke being much taller on most days and this is a wonderful improvement MM:up:

azn_132
01-06-07, 12:06 PM
Where can we get all of this?

skoobydew
01-06-07, 10:50 PM
urfisch Good Job :up:

Jimbuna
01-07-07, 06:31 AM
Welcome aboard skoobydew :arrgh!:

Sea Wolf
01-07-07, 06:40 AM
looks real! great job :D

clayton
01-07-07, 04:16 PM
BUMP for that wonderful smoke height!!! :rock:

rascal101
01-07-07, 04:51 PM
I think we are all agreed this new smoke is great, but how do we get it?

HundertzehnGustav
01-08-07, 04:21 AM
WTF you people above me...impatient huh?

who said this is finished?
Urfish, where ya at mate?

urfisch
01-08-07, 01:57 PM
ahoi

thanks a lot for your commendation! the "mod" is just a modified "particle.dat" i dont know if it works with all mods that are existing, but ill release it soon. its not already finished. needs some more finetuning.

regards

HanSolo78
01-09-07, 09:35 AM
Can you post a description or a doing how of making the fire smoke that high?
I ask because some people are already using modified particles.dat!

rascal101
01-12-07, 04:49 PM
Hi Urfish,, just wondering if you have had any luck with this smoke mod, also, was wondering if you can adjust the height of the engine smoke to be different say higher for merchants and lower for military, escorts battlesahips etc

Just a thought

J

ahoi

thanks a lot for your commendation! the "mod" is just a modified "particle.dat" i dont know if it works with all mods that are existing, but ill release it soon. its not already finished. needs some more finetuning.

regards

urfisch
01-13-07, 07:53 AM
nice idea...but, nope, doenst work. the smokeheight is the same for all ships. didnt find any possibility to change this...

rascal101
01-13-07, 04:00 PM
OK was just a thought are you any closer to releasing a mod, or can you decribe the steps needed to edit the oarticles dat files, I took a look yesterday but dont know what to use to open particles dat file

nice idea...but, nope, doenst work. the smokeheight is the same for all ships. didnt find any possibility to change this...

skoobydew
01-22-07, 10:18 PM
urfisch, any new updates? :)

rascal101
01-22-07, 10:50 PM
I even specifically asked for this to be included in the next GWX update

urfisch, any new updates? :)

skoobydew
01-25-07, 11:26 PM
urfisch, throw a dog a bone... er update. :D

please??

urfisch
01-26-07, 03:42 AM
hey guys

nice to see that you are waiting :know: have just uninstalled sh3 for an gwx update :) and i have something wonderful in another thread posted - open hatch doors in the command room!

:rock:

the smoke will be released, when its been finally tested. this can be this evening or tomorrow.



greez
urfisch

JU_88
01-26-07, 05:08 AM
Those smoke stacks looks great!- not a big fps hit I hope,
If any ones ever played silent Hill 2 you will know how good some volumetric fog can look, would be tough one to bring in to SH3.

rascal101
01-26-07, 07:22 AM
Dont know what your doing but I bloody well lilke it!
I just saw the hatches and like every one else I shat myself, is this for real and do you really think you have the makings of a mod to allow access into the rest of the boat, and..........will this work for all models or just a specific sub type.

Oh yeah I forgot about the smoke, man the smoke is good too!

hey guys

nice to see that you are waiting :know: have just uninstalled sh3 for an gwx update :) and i have something wonderful in another thread posted - open hatch doors in the command room!

:rock:

the smoke will be released, when its been finally tested. this can be this evening or tomorrow.



greez
urfisch

Uber Gruber
01-26-07, 08:42 AM
Hey Urfish, great work on opening up the compartments in your other post...:up:

Any idea if the smoke mod will work with NYGM 2.2/3 ? I'm happy to test this if you're busy (which it sounds like you are :-)

Cheers, Hans.

skoobydew
01-26-07, 09:58 AM
urfisch, Thanks for the update and for all your work. can't wait for the new smoke. the open hatch is going to be a very nice addition. Great job. :up:

Tuddley3
01-26-07, 10:48 AM
I have been waiting since the day you started this thread. Can't wait any longer, must have it now!!!! :know:

skoobydew
02-04-07, 10:30 AM
urfisch, hows the smoke mod coming? :up:

CCIP
02-05-07, 06:59 PM
Another bump here!

rascal101
02-07-07, 12:01 AM
Wink Wink

Another bump here!

urfisch
02-07-07, 04:02 AM
yeah guys i know :smug: but...im still testing. saw that the oil leakage from sunken tankers is also done by the particle.dat - gonna release it, when its in a releaseable status.

stay tuned :rock:

Venatore
02-07-07, 04:03 AM
Thanks for the update :up:

Jimbuna
02-07-07, 04:26 AM
Looking forward to it :up:

skoobydew
02-07-07, 10:59 PM
urfisch, Thanks for the update and all the hard work you are putting into this. :up:

Madox58
02-07-07, 11:17 PM
nice idea...but, nope, doenst work. the smokeheight is the same for all ships. didnt find any possibility to change this...

You might want to check the val file on ships.
Torpedo and ships wakes were changed there and Vikinger is looking at
adjusting damage sizes for smaller ships there also.
There are a lot of wind settings in there.
Perhaps one of them controls the smoke movement also?
Of course if so, that's alot of files to fix. :o

skoobydew
02-17-07, 09:05 PM
urfisch, any new progress to report on this? :D

urfisch
01-29-09, 11:03 AM
digged out...

no, sorry. havent found a way to make good fog. any other any new ideas on that? its about the "normal fog" which is produced by the air layers. means: ships more far away begin to blur on distance...this has as to my knowledge not been changed yet.

:hmm: