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WernerSobe
01-15-07, 11:33 AM
hi. ive discovered a bug with the horizon in gwx.

the skycolors do not mach to the horizon they are flipped sides.

ive no screenshots so ill try to explain. Ive noticed a sharp color diference just above the horizon. Ive assumed it was just an issue with the fog color and tried to fix it. But then ive noticed that the fog becomes dark blue towards the sun during sunset and red on the other side... so its flipped and the contrast causes that line over the horizon.

Ive figured out that the bug is in scene.dat. Ive replaced the scene.dat with my old one from the environment mod and the line was gone. The skycolors match the horizon.

ive installed 16 km optional mod together with gwx so im not sure if it occurs in 8km standard atmosphere.

AVGWarhawk
01-15-07, 12:10 PM
I have not seen this phenomenon. What type of video card do you have?

_Gabriel_
01-15-07, 12:14 PM
Hi,

well i dont seen that phenomenon too.
the only **** i have is some artefacts but that is a driver problem from nvidia when you have a 8800 GPU.


Greetings

Gabriel

geralt
01-15-07, 12:30 PM
I know what you mean. This is known bug of the 16km visibility mod... there's a small gap between sky and ocean textures. Not completely perfect cure is to increase the EarthRadius value in scene.dat file (eg 3000000) to make the world more flat the gap appears to be smaller but still there.

It would be nice if anubody finds solution to get rig of this.

I guess the problem is the distant area around your sub is not covered by an ocean texture but only a 'color' (use the free camera, get high and you'll see) so the possible solution could be to extend the area coverd by ocean texture (could be fps killer)

please correct me if I'm wrong

and one more thing: when you put back the scene.dat which removes the gap I'm not sure you still have the 16km visibility you can compare the two scene.dat files

and it's not GWX specific all 16km mods I've tried suffered the same way BUT anyway for me the 16km mod is a must

small example
it's hard to see the gap with no zoom
http://img162.imageshack.us/img162/3762/sh3img15120071840bz4.jpg

but through binoculars (8x zoom)
http://img464.imageshack.us/img464/3687/sh3img15120071839zy7.jpg

_Gabriel_
01-15-07, 01:08 PM
[QUOTE=geralt]
*delete the quote* to keep it clean*
[QUOTE]

Hi,

now i know what you both mean yes i have that also.


Greetings

Gabriel

WernerSobe
01-15-07, 01:46 PM
hm yea i have 16km visibility and i have no gap.

Ive already explained why it happens. The Horizon gradient is flipped side to the sky texture.

try this:

1. put your boat somewhere in the middle of the ocean and set the time to evening about sunset.

2. choose spectator camera and climb about 500 meters over surface

3. now take a look at the sky. The side towards the sun fades to red while the opposite fades dark blue.

4. now take a look at the fog at the horizon. It fades blue towards the sun and red on the other side.


When i use my old scene.dat the problem is gone but many features from gwx too. scene.dat from gwx is much larger i assume the modders have added a lot of content to it so i cannot realy compare them to find where the bug accurs. But maybe it can help the author of the gwx scene.dat.

geralt
01-15-07, 03:39 PM
....
When i use my old scene.dat the problem is gone but many features from gwx too. scene.dat from gwx is much larger i assume the modders have added a lot of content to it so i cannot realy compare them to find where the bug accurs. But maybe it can help the author of the gwx scene.dat.
you can view any *.dat file using TT's minitweaker
if you are interested I'd like to know what value is in your 'old' scene.dat
category: general enviromental data
item: dymanicoceangridsize (the 5th from top)

WernerSobe
01-15-07, 04:23 PM
yea i have compared it with minitweaker and played around with values. There is almost no difference, at least with nothing that could cause that bug.

Btw.. my old scene.dat was actualy based on someone elses 16km mod. ive just changed some colors for my own. I dont remember where ive it from its a while back now.

I assume there is just some texture flipped. It has happened to me when i was moding sky colors too. Ive accidently flipped the skytexture once by converting it to another format and the sun raised in the west :sunny: maybe this is just as simple...

edit: and the value in my scene.dat
DynamicOceanGridSize = 60
EarthRadius = 800000

hornetsting
01-15-07, 04:51 PM
Using also the 16km mod and yes indeed when i see this subject i
have also this bug. Thought that it was my videcard setting.

geralt
01-15-07, 05:08 PM
...Btw.. my old scene.dat was actualy based on someone elses 16km mod. ive just changed some colors for my own. I dont remember where ive it from its a while back now....

interseting... would you mind sending this old "bugless" scene.dat to me? I'd like to look at it myself 'cos as I wrote above I've found the 'gap bug' in all 16km mods I've tried.

_Gabriel_
01-18-07, 12:54 AM
Hi,

to fix that problem use SH3-Mini Tweaker load the scene.dat go to item "Other Fog Distances" and change the value for "FogDistances from 24 to 25 or greater" greater value than "25" seems not to change anything, but the horizon bug is gone with "25".
Will only work for clear sight and weather, when you have still some fog its there again, start the time when you have low fog but thats the way it should be when you have fog ;)

You will see it when you start a learn mission like the navigate one, there you have clear sight when you start a campaign you most time have little fog, but when you get clear sight at campaign then you will see its gone.

Greetings

Gabriel

geralt
01-18-07, 05:29 AM
Hi,

to fix that problem use SH3-Mini Tweaker load the scene.dat go to item "Other Fog Distances" and change the value for "FogDistances from 24 to 25 or greater" greater value than "25" seems not to change anything, but the horizon bug is gone with "25".
Will only work for clear sight and weather, when you have still some fog its there again, start the time when you have low fog but thats the way it should be when you have fog ;)

You will see it when you start a learn mission like the navigate one, there you have clear sight when you start a campaign you most time have little fog, but when you get clear sight at campaign then you will see its gone.

Greetings

Gabriel

good tip:up: LOT of thanks

WernerSobe
01-19-07, 12:05 PM
this method just kills the fog. So you actualy dont fix the bug by flipping the colors youre just removing the fog.

geralt
01-19-07, 01:05 PM
this method just kills the fog. So you actualy dont fix the bug by flipping the colors youre just removing the fog.
Ok, I have to test it more in bad weather, I've just tried some naval training when there's no fog.
But in your scene.dat you sent me I've found these values:
category:
Other fog distances
FogDistances=303
FogDistances=153 <--- default bug value is 24, _Gabriel_ suggested 25 as a solution

I'm gonna do some tests will edit this post later

/edit/ don't have much this evening
only 2 screenshots from GWX mission PQ17
original GWX scene.dat tweaked a bit (e.g. earthradius=3000000) FogDistance=25

I think the light fog is where it should be

http://img441.imageshack.us/img441/1972/sh3img191200719142131xk2.th.jpg (http://img441.imageshack.us/my.php?image=sh3img191200719142131xk2.jpg)

http://img104.imageshack.us/img104/8827/sh3img19120072001890ri9.th.jpg (http://img104.imageshack.us/my.php?image=sh3img19120072001890ri9.jpg)

my plan for tomorrow is to try this mission with light fog using different scene.dat settings and take more screenshots

WernerSobe
01-19-07, 04:28 PM
yes i know. This is how it was originaly designed and it also kills the fog. Ive changed it to 24 in my version to get the fog back and it still does not cause that bug.

I think the author of that file wanted to get rid of fog because there is no good way to extend the sea fog without having grafical issues. The original sea fog is only about 5 km range. It looks silly when you can see ships at about 16km range but the waves only at 5km.

_Gabriel_
01-20-07, 01:10 AM
this method just kills the fog. So you actualy dont fix the bug by flipping the colors youre just removing the fog.

Hi,

well that dont kill the fog as you can see:


No Fog:
http://img263.imageshack.us/img263/2914/nonefog4ac.jpg (http://imageshack.us)

Light Fog:
http://img263.imageshack.us/img263/605/lightfog3xo.jpg (http://imageshack.us)



Greetings

_Gabriel_

Oops sorry forget to resize the pictures, dang to much early, its 7am ;)

WernerSobe
01-20-07, 10:55 PM
make your own mission. put a ship next to your boat. go into free look and zoom out as far as you can. You will see that the ship will not fade out in fog but just disapear at maximum range.

Anyway this is not the fix for original problem but a way around. The bug in gwx 16km visibility is caused by a flipped texture.

_Gabriel_
01-21-07, 12:41 AM
make your own mission. put a ship next to your boat. go into free look and zoom out as far as you can. You will see that the ship will not fade out in fog but just disapear at maximum range.

Anyway this is not the fix for original problem but a way around. The bug in gwx 16km visibility is caused by a flipped texture.

Hi,

well i check that out with a mission and sorry for me the ships fade in and out when i have fog and i use the 16km mod and the 16km atmosphere update.

EDIT: Sorry i forget that i altered the scene.dat at item "Underwater" the entry "UnderwaterFogEnd" to 50, a smaller value should work too, maybe thats the problem why we dont get the same results.


Greetings

Gabriel

geralt
01-21-07, 04:21 AM
...You will see that the ship will not fade out in fog but just disapear at maximum range.

Anyway this is not the fix for original problem but a way around. The bug in gwx 16km visibility is caused by a flipped texture.
ok here again 2 pics
http://img219.imageshack.us/img219/1960/ships16qu.jpg

http://img219.imageshack.us/img219/9992/ships25wo.jpg

I think (as _Gabirel_) that the ships are fading as they should in light fog
So if it's something wrong in the GWX scene.dat this 'way around' works for me but I've seen the original gap bug in all 16km mods I've tried.

Lanzfeld
02-07-07, 11:50 PM
I have this same bug in NYGM 2.4 in light fog. A defined gap at the horizon.

Any fix?

Madox58
02-08-07, 12:06 AM
I just got a really good look at this while flying.
http://i108.photobucket.com/albums/n12/privateer_2006/Sub/Render.jpg

I noticed if I rotate, it's a big circle around my camera position.
Since I was flying over a convoy, I saw ships just out of the circle
rendered in less detail and kind of hazey.
I did a quick check in camera.dat and the problem may be there.

Lanzfeld
02-08-07, 12:43 AM
For me it is bad with light fog.

geralt
02-08-07, 03:24 AM
I have this same bug in NYGM 2.4 in light fog. A defined gap at the horizon.

Any fix?
yes, as wrote Gabriel

to fix that problem use SH3-Mini Tweaker load the scene.dat go to item "Other Fog Distances" and change the value for "FogDistances" from 24 to 25 or greater

Kumando
02-08-07, 06:29 AM
...You will see that the ship will not fade out in fog but just disapear at maximum range.

Anyway this is not the fix for original problem but a way around. The bug in gwx 16km visibility is caused by a flipped texture.
ok here again 2 pics
http://img219.imageshack.us/img219/1960/ships16qu.jpg

http://img219.imageshack.us/img219/9992/ships25wo.jpg

I think (as _Gabirel_) that the ships are fading as they should in light fog
So if it's something wrong in the GWX scene.dat this 'way around' works for me but I've seen the original gap bug in all 16km mods I've tried.

How do you got a periscope view like that one Geralt? I wanted one like that to.

Lanzfeld
02-08-07, 10:00 AM
Could someone fix the scene file and post it for us to download?

geralt
02-08-07, 10:17 AM
Could someone fix the scene file and post it for us to download?
no problem, but I don't have NYGM scene.dat file, actually I don't have even the stock... only GWX but already modified (not only fog)

but it's really simple operation:
- run TT's mini tweaker
- click 'locate your alternate game folder' ... simply navigate to your sh3
- click 'load tweak file' and select scene.dat
- under categories scroll down to 'other fog distances'
- click 'fogdistances=24', enter new value 25 and save new value
- close mini
- go to your sh3\data and move away the 'copy of scene.dat' file
I suggest moving it somewhere safe for future use it's the original unmodified scene.dat
- play the game


edit/ Kumando's request solved through PM

Lanzfeld
02-08-07, 03:26 PM
but cant we fix the actual "flipped" texture?

geralt
02-08-07, 03:51 PM
but cant we fix the actual "flipped" texture? well I'm not sure I understand what's the flipped texture problem
I use the solution described above (originaly posted by Gabriel) and have no problems... 16km is a must for me

supposedtobeworking
02-08-07, 04:00 PM
I changed the scene.dat values as you mentioned in minitweaker--it didn't work for me. The seperation between the water and sky on the horizon is still there. Will this change have any other affects on the game? should I change the other fog value back to 25? I saved the copy of scene.dat--I am assuming this is the GWX file and not vanilla 1.4b file, right? Thanks.

geralt
02-08-07, 04:34 PM
I changed the scene.dat values as you mentioned in minitweaker--it didn't work for me. The seperation between the water and sky on the horizon is still there. Will this change have any other affects on the game? should I change the other fog value back to 25? I saved the copy of scene.dat--I am assuming this is the GWX file and not vanilla 1.4b file, right? Thanks.

just for sure
the default 'bug' value is 24
new value is 25 which removes the gap...
after saving the new value you must revove the 'copy of ...' file from the data folder

it workes for me and Gabriel as well, I see no reason why it doesn't work for you
the best place to chceck the change is some naval training mission because there's no fog

copy of scene.dat is the original file before making any changes if you've GWX installed it's the GWX scene.dat (about 925kB)

melnibonian
02-08-07, 06:24 PM
I had the same problem with the lack of fog in my GWX installation. It was caused by lack of rollback of SH3Cmd before enabling a mod. If you want the proper scene.dat file just click in the link in my signature. It corrects all the faults.

Sailor Steve
02-08-07, 06:30 PM
...while flying.
That blimp's looking better all the time.:sunny:

Lanzfeld
02-08-07, 07:31 PM
So when you have light fog....the problem is still there...correct?

geralt
02-08-07, 07:43 PM
So when you have light fog....the problem is still there...correct?
My biggest problem was gap between sea and sky when clear horizon... see pictures on page 1 post 4. This was solved by Gabriel.

Light fog is shown on the pictures in post 19 I think there's nothing wrong.

panthercules
02-08-07, 08:39 PM
I had the same problem with the lack of fog in my GWX installation. It was caused by lack of rollback of SH3Cmd before enabling a mod. If you want the proper scene.dat file just click in the link in my signature. It corrects all the faults.

I checked the link but couldn't find anything there that was labeled so it looked like the scene.dat file - there was one that had "scene" in it but it was labeled with 8K and I assumed that this is supposed to be the 16K file - what is this one called on your page?

melnibonian
02-09-07, 05:52 AM
I had the same problem with the lack of fog in my GWX installation. It was caused by lack of rollback of SH3Cmd before enabling a mod. If you want the proper scene.dat file just click in the link in my signature. It corrects all the faults.

I checked the link but couldn't find anything there that was labeled so it looked like the scene.dat file - there was one that had "scene" in it but it was labeled with 8K and I assumed that this is supposed to be the 16K file - what is this one called on your page?
I had uploades the 8Km file. Sorry my fault now I've put the 16Km as well

8Km : http://files.filefront.com/GWX_8km_scenerar/;6690950;;/fileinfo.html
16Km : http://files.filefront.com/GWX___16km_Atmosphererar/;6712728;;/fileinfo.html

The General
02-09-07, 08:46 AM
Nevermind the horizon, where did that blimp/airship/barrage balloon come from!?

Oh and by the way, when SH4 comes out you won't be worried about the horizon in SH3 anymore.

Cheapskate
02-09-07, 09:16 AM
Nevermind the horizon, where did that blimp/airship/barrage balloon come from!?

WIP from our new " hexpert " Privateer. Nice mod or will be when he gets round to releasing it. That guy has got some talent!!

Oh and by the way, when SH4 comes out you won't be worried about the horizon in SH3 anymore.

Really? I know at least one person who isn't going PTO....not unless Ubi incorporates a complete walkthrough U-Boat in the SH3 expansion they are rumoured to be considering putting in SH4 :lol:

Not that I'm that worried about the horizon anyway - running 8km version!!

Sailor Steve
02-09-07, 12:12 PM
I will be going PTO, as you say, but as I said in a poll a while back, I'll also be playing SHIII until an improvement appears. I just like subs, period.

Jonte
02-10-07, 08:16 AM
Can you change how far away the water for example should be textured?:roll:

I've downloaded SH3MiniTweaker but I'm not able to locate the tweaking files?

supposedtobeworking
02-10-07, 02:24 PM
I see, maybe the fix is working. I still see what appears to be a seperation between sky and horizon, but in post 19 (as pointed out, is a 'fixed' horizon), there is still this apparent seperation, but ships still fade out. If I understand this correctly, then I think this bug is fixed for me because I edited the scene.dat as instructed and removed the copy file. I have not encountered any ships yet so while there is still a seperation betwen sky annd water, I am assuming the ships will fade properly now? I really wanted to get rid of the apparent seperation between the sky and the water but maybe that is not possible? thanks.

Lanzfeld
02-10-07, 06:31 PM
The original problem of a flipped texture at the horizon still exists. You can see this very easy at sunrise and sunset.