View Full Version : [REL] Living breathing Ocean
chopped50ford
08-17-07, 06:00 PM
That is awesome.
I was in a sea state 4 once before in the Asheville; on the surface. That was short lived.
We dove to 400 feet and we could still feel the current.
it was amazing.
leovampire
08-17-07, 06:25 PM
I can go as high as a catagory 5 huricane in the settings for the ocean but it would sink every ship on it and in the docks.
I just added all the new veribles available in my physics program that I can work with and change so it is just a mater of fine tuning it again to work with the new parameters available with the new mini tweeker capabilities.
Then get it to my testers and get the final okay for release.
WilhelmTell
08-17-07, 06:53 PM
http://static.filefront.com/images/personal/l/leovampire/93141/hdsfceucfo.thumb250.jpg (http://gallery.filefront.com/leovampire//724181/)
This is after the tone down before that the waves were the hight of the Yamamot's talest comand tower. So just bare with me a few more days.
I put the new scene file for mini tweeker adjustments on the first page for a download link for everyone.
Wow ! All we need is the new surfboard class ingame and we could ride the waves.
Surfin' U.S.A. ... :rock:
Just kidding, waiting a few more days is really hard ! :D
But it's going to be amazing, that's for sure ....
leovampire
08-18-07, 01:11 AM
In waves as the wind increases with the new mini tweeker settings available to to use. I will get day time pictures once I have the saves for it.
5mps wind and waves 7mps wind and waves
http://static.filefront.com/images/personal/l/leovampire/93141/iqwlpajnqv.thumb250.jpg (http://gallery.filefront.com/leovampire//724798/) http://static.filefront.com/images/personal/l/leovampire/93141/jjhrflwqje.thumb250.jpg (http://gallery.filefront.com/leovampire//724799/) http://static.filefront.com/images/personal/l/leovampire/93141/sgpkutzgrw.thumb250.jpg (http://gallery.filefront.com/leovampire//724966/)
15mps wind and waves
http://static.filefront.com/images/personal/l/leovampire/93141/omalcjbvdo.thumb250.jpg (http://gallery.filefront.com/leovampire//724800/) http://static.filefront.com/images/personal/l/leovampire/93141/devvnkkieh.thumb250.jpg (http://gallery.filefront.com/leovampire//724845/) http://static.filefront.com/images/personal/l/leovampire/93141/fqxxmrrofs.thumb250.jpg (http://gallery.filefront.com/leovampire//724935/)
so it all should look better and blend in better now. And I have some more new
lighting effects going for the lightning as well I call it cloud burst. Next it the
water lighting and reflections. Okay now the water lighting is done too!
Bluesub 6
08-18-07, 03:51 AM
Very nice :up:
With 15mps is stormy enough.
kriller2
08-18-07, 04:39 AM
Those ligntnings look very nice and it helps when the scene is lightned up by the lightning, I see a improvement on your last work Leo
leovampire
08-18-07, 04:47 AM
So far I have been putting in 12 hours or so a day into the new lightning and ocean effects. But it is worth it to see them in action and how well it is all comming out.
But again if it wasn't for a few other people out there I never would have gotten all this done.
The new lightning effects are being done using the new S3D tool that Skwasjer created.
The lightning tga files by Kapitain_Zur_See and Captain Cox. And Captain Cox made the mini tweeker lightning tweek file to work with the particles file.
JScones
08-18-07, 04:57 AM
So far I have been putting in 12 hours or so a day into the new lightning and ocean effects.
It's showing. :up: :rock:
That last pic is amazing.
sneekyzeke
08-18-07, 07:42 AM
Man, you guys have some cat-like reflexes to snap a screenie of a lightning strike. Looking very realistic, Leovampire!:up:
leovampire
08-18-07, 12:24 PM
so you can get those shots. Instead of ctrl F11 like for the screen shot you hit Shift F11 first to put the game into screen capture mode.
ReallyDedPoet
08-18-07, 12:36 PM
so you can get those shots. Instead of ctrl F11 like for the screen shot you hit Shift F11 first to put the game into screen capture mode.
Nice LV ^^, did not know this :doh:
RDP
leovampire
08-18-07, 03:45 PM
the rework of LBO since the new release of the scene tweeker file enhancment.
They both said the impact is 10 times better than my first release of this mod in
the storm sea's alone. So if the rest of the testing goes well it should be out for
you all in a few days.
Just a little more modifing on the lightning is needed. Repeats a bit too much and
not enough light reflection off the subs during the flashes in the day time. Plus
C.C. and Kapitan zrr see want to remove the top of the strikes in the clouds
seeing I got the cloud bursts to work properly.
Plus for the lightning I think you may have to install while in port because there
is a strange thing about getting it to work in the campaign playing in the save games.
DirtyHarry3033
08-18-07, 06:54 PM
LV, if the impact is 10 times better than LBO 1.0, don't know if I can handle it :( Especially with lightning striking all around!
Can't wait to try it out, thx for all the effort you and KZS and CC and others have been putting into this. Don't even wanna think about the hours you guys must have put in, don't know how you can find the time or patience or energy to do it...
DH
leovampire
08-18-07, 07:11 PM
But as far as the ocean work goes a grand total between research and learning then adjusting and testing over 1,000 hours put into it to date.
The lightning once C.C. started to show me what was up came a little quicker because there is no real complicated Physics there just over 100 individual adjustments for each of the 4 lightnings between 3 files.
But I don't have the talent yet for the dds and tga graphics yet so if it hadn't been for C.C. and Zur See the lightning would have been stock stuff. DirtyHarry3033
BTW someone asked about a sound effect from SHIII with the extra crash sound other than the normal cutting through the ocean sound. Well it comes into play now as you crash through the waves but not often enough so I found a setting for height vs sounds and as soon as i figure out which one is the right one I will adjust it to happen more often in the high sea's.
DirtyHarry3033
08-18-07, 07:45 PM
I don't know diddly about modding but I was looking around today for the lightning related stuff with S3D. Found stuff in 2 files, scene.dat and materials.dat, and the number of params made my head hurt just thinking about it! Multiply by 4, then:
Change Lightning 1 - Param 1, save, test...
Change Lightning 1 - Param 2, save, test...
...
Change Lightning 4 - Param 95, save, test...
And considering there may be hundreds of possibilities for each of the 100+ params for each of the 4 different lightnings to try out, well you have my respect :rock: I couldn't do it if someone put a gun to my head, and here you guys are doing it for free :huh: You modders are pretty special people!
DH
:huh: You modders are pretty special people!
DH
Amen to that :up:
leovampire
08-18-07, 08:01 PM
Particles handles the actual lightning emitters
Materials handles all the lighting effects for sky, water and other objects
Scene Handles just the begining base adjustments for the lightning
But all fields need to be matched up between them all or it dosn't fall into place correctly.
But unfortunatly like the sun and other bright objects you can see them through the super structures of the sub just could not find a way to get rid of that effect.
I remember C.C. saying he had miles of papers all over the place when he tryed to tackle it first just for the particles file I was cracking up until he handed it all to me to look at then I started to cry and he was laughing! LOL!!
But it was much easier than the ocean to tell the truth once I dug into it because there is no real physics involved unlike the ocean where you can damage and sink stuff. Math and lot's and lot's of math and more math and then more math.
DirtyHarry3033
08-18-07, 08:43 PM
But it was much easier than the ocean to tell the truth once I dug into it because there is no real physics involved unlike the ocean where you can damage and sink stuff. Math and lot's and lot's of math and more math and then more math.
I'll take your word for it ;) For me, "easy" wouldn't fit in the equation anywhere, no matter what the qualifier!
As far as "lot's of math and more math and then more math", don't even wanna think about it! Intel and I have something in common, the original Pentium had that notorious FPU division bug, well so do I. But it extends to my entire ALU, not just division, to the point where if I sell you something for 63 cents and you pay with 1 dollar, I'll need 30 seconds to figure out how much change to give you, and I'll spend the rest of the day worrying whether I got it right :rotfl:
Leo, not sure why you say in your sig: If only I still had a good Brain to do it with LOL!
IIRC, you've had a stroke or 2, right? But seems to me you've got 10 times the brains I had when I was in my prime!!! I'd give anything to have even 1/2 your intelligence...
DH
leovampire
08-18-07, 09:06 PM
actualy. It helped me to relearn how to use my brain properly again and then getting into the modding part pulled me back to normal even more.
My father started to teach me how to build pro stock race cars when I was 10 years old and there was a lot of math involved and physics as well so needless to say I became a mechanic for a primary job description but learning how to do things with my hands came to me in a blink of an eye so I also learned carpentry, plumbing, electricle work and building and repairing P.C.'s. The Army taught me disiplin and to never give up no matter what so that is why I am still here. And driving truck cross country taught me to stay calm and pacient with all the idiot's on the road LOL!
My spelling is still screwed big time though as you can see in every thing I write.
Sometimes I am as clear as a bell like this week was awsome. But other times I slip a bit and have to recover.
It's hard because I remember how sharp I use to be and now I can feel and see the difference mentaly.
DirtyHarry3033
Thanks for the compliments though!
Everyone has talents though, just have to find them and focus on them to seem smarter than you are to others LOL!!!! Giving secrets away!!!
Digital_Trucker
08-18-07, 09:37 PM
And driving truck cross country taught me to stay calm and pacient with all the idiot's on the road LOL!
AMEN! That experience also makes one wonder how those idiots live so long acting like they do behind the wheel.
You're also absolutely correct about excercise being good for the brain (especially traumatized ones). Keep on keepin' on.:rock:
leovampire
08-18-07, 10:33 PM
the game gets caught in a loop with the sea and wind states a little bit as it is changing and sometimes the ocean will run backwards. To fix this change the sea speed to 0.55 for all 4 wave states so they are even. The game dosn't like having them differn't anymore since I can now set the wind speed for each individual wave state. So all sea speeds need to be the same now to stablize all 4 ocean wave sates.
leovampire
08-19-07, 07:26 PM
this is to show what combining the new Kriller2 graffics looks like with the new LBO work being tested now. this is 6 meters per second winds and at 9:00 a.m.
http://static.filefront.com/images/personal/l/leovampire/93141/rgfbruzftt.thumb250.jpg (http://gallery.filefront.com/leovampire//727369/) http://static.filefront.com/images/personal/l/leovampire/93141/btllddhfuk.thumb250.jpg (http://gallery.filefront.com/leovampire//727368/) http://static.filefront.com/images/personal/l/leovampire/93141/vricmsayrq.thumb250.jpg (http://gallery.filefront.com/leovampire//727367/) http://static.filefront.com/images/personal/l/leovampire/93141/vdryzmmsqx.thumb250.jpg (http://gallery.filefront.com/leovampire//727375/)
And BTW I forgot to mention that the sub you see is one that Lagger made for me per a request I made in the Airbase
Nav mod vs4 I made. It is a Sargo class sub USS Sea Dragon it has the emblem for it on the conning tower.
Weather-guesser
08-19-07, 08:49 PM
BTW someone asked about a sound effect from SHIII with the extra crash sound other than the normal cutting through the ocean sound. Well it comes into play now as you crash through the waves but not often enough so I found a setting for height vs sounds and as soon as i figure out which one is the right one I will adjust it to happen more often in the high sea's.
Not a big gripe but since I put in that outstanding Living Breathing Ocean MOD by leovampire, I realize one big thing I miss from SH3....the big whoosh sound from the bow of the sub going in and out of the water when pitching in heavy seas. :shifty:
Outstanding LV! I brought this up in another thread along with the interior damage sounds not working. I missed the swishhh sound from SH3 as your sub cuts through the water. Thnk you soo much!:rock:
leovampire
08-19-07, 09:23 PM
noticed and heard and didn't notice or hear for the rework of LBO to try and satisfy everyone as much as possable in the ocean effects. What good is a mod on one epecific area of the game play if you can't come close to meeting expectations. So I tryed my best to meet everyone's needs and wants without screwing up the base effect's and just make the over all impact of the ocean rework better in experience.
I may not reply to every post that someone has made in here but on all the one's that ask for something I make a note of it on a piece of paper and see what I can do to create the effect or enhance or make go away what ever significant thing is asked or noticed.
For example one guy had asked for calmer sea's in the low wind states well here is the ocean at 0mps but what I did do is using the new S3D tool that Skwasjer created I adjusted in the materials file the wake effect for everything to have a little more impact on the ocean both above and below to create more of a extended ripple effect and wave creation and here is an example.
http://static.filefront.com/images/personal/l/leovampire/93141/nvgtadyxry.thumb250.jpg (http://gallery.filefront.com/leovampire//727696/)
then adjusted the physics to give the waves more density in each ripple so you get differn't colors in the ripples.
These are probably things most people would never notice so that is why I am pointing it out so you would know
what I have done as far as fine tunning goes to make this mod much better in the new release over the first release.
leovampire
08-20-07, 01:10 AM
Captain Cox worked on the funnel smoke for the ships and I ajusted them to blow in the wind and move more with the ships direction. This is a 0 MPS wind and wave shot.
http://static.filefront.com/images/personal/l/leovampire/93141/pfgvutzqgd.thumb250.jpg (http://gallery.filefront.com/leovampire//727746/) http://static.filefront.com/images/personal/l/leovampire/93141/wsqrmmpuxl.thumb250.jpg (http://gallery.filefront.com/leovampire//728058/) http://static.filefront.com/images/personal/l/leovampire/93141/jtbftifigb.thumb250.jpg (http://gallery.filefront.com/leovampire//728059/)
And here is also an example on how much higher the sea's get for 15mps winds.
chopped50ford
08-20-07, 02:42 AM
thanks for the update...and once again...Great work.
leovampire
08-20-07, 03:09 AM
Ducimus
Captain Cox
Redwine
Bando
Reallydedpoet
Kapitan_Zur_See
Kriller2
AkbarGulag
Jaketoox
Digital_Trucker
Seeadler
As soon as they say it is good to go I will release the new VS of LBO.
BTW guys thanks so much for the help and being up front and honest with me
on all aspects of the new work and what needed extra work and for noticing the little extra's here and there. And sorry Jake didn't mean to miss spell your name!
And I posted your names guys to put you on the spot with me for all the questions on when it will be done LOL! Now you have the pressure not me LOL!!!
leovampire
08-20-07, 07:09 AM
so reduce the horizon value in the scene.dat file using the new mini tweeker scene file down to 6000.
Second you can put the sea speed at: 0.52 for wave state 1
0.53 for wave state 2
0.54 for wave state 3
0.55 for wave state 4
I found out the slight changes is acceptable and the game dosn't reject it and start acting funny. It is the larger changes that seems to make a difference.
That should take care of the rest of the issues you guys have noticed and mentioned.
WilhelmTell
08-20-07, 07:54 AM
Really nice work so far. Look forward for the upcoming release.
One thing though: Do you incorporate my smoke mod as well or will there be different versions of LBO ? I am refering to our P.M. a week ago.
leovampire
08-20-07, 08:17 AM
I am going to combine the 2 to get the best out of both and give you both credit.
As for the stand alone vs of LBO there is no need for the particles file. But to add the lightning effects the particles file and materials file are an absolute must. But seeing the work on the lightning isn't finished yet I am not going to worry about it just yet WilhelmTell.
Just the materials file will be used in the download vs of LBO because of the ship and sub wake work and that has nothing to do with the smoke effects.
So when the lightning is done then it will be included with that. I will show you the end results and Captain Cox as well and make sure you both are cool with it before it is all released. Is that okay with you?
WilhelmTell
08-20-07, 08:50 AM
That's absolutely okay with me.:D
I just asked because you didn't mention new smoke effects apart from funnel smoke.
As I like to have some nice smoke + realistic water behaviour + beautiful environment colors + astonishing lightning effects in my game, I just wanted to know if I have to merge the particular particles.dat's for my own, which means quite some work again.
Therefore I would be pleased as well as honored of course, if you implement needed parts of my smoke mod.:up:
Seeadler
08-20-07, 09:45 AM
so reduce the horizon value in the scene.dat file using the new mini tweeker scene file down to 6000.
be careful when reducing the horizon value, this value has influence on the rendering of the fog 3D model in the scene.dat. A low value blend out the sun and moon object from the scene :doh:
leovampire
08-20-07, 10:10 AM
I never looked into that part of it just for the ocean trying to get the waves to show up further away from the sub. But I did notice it made a bit of a difference in the storms. The problem some of my testers noticed is that you could spot ships on the horizon further than the sub's own sensors could pick them up. And you could see smoke from over 25km away from the camera possition
Seeadler
08-20-07, 11:43 AM
Horizon: ZMax below 1000
http://www.bild-hoster.de/thumbs/Seeadler/scene1.jpg (http://www.bild-hoster.de/images/Seeadler/scene1.png)
Horizon: ZMax below 500 :D
http://www.bild-hoster.de/thumbs/Seeadler/scene2.jpg (http://www.bild-hoster.de/images/Seeadler/scene2.png)
It depends also on the Skyobject radius
Illustration of the 3D models in the scene.dat
http://www.bild-hoster.de/thumbs/Seeadler/12803236366532366266.jpg (http://www.bild-hoster.de/images/Seeadler/12803236366532366266.jpg)
leovampire
08-20-07, 12:50 PM
and I know it was set at 3000 for the 9km visability mod now I down sized the sun and moon evenly in the scene dat but only slightly and now that I look at it I can see the difference on when they fade vs how bright they are using the horizon setting so I understand now. Okay I will leave that all up to you seedler to find the right setting for that. Another words my hands are now off of that one LOL!!!
leovampire
08-20-07, 05:25 PM
Read the last part of the post to get an explination of what is missing and not done yet. So all it is is just LBO.
Just as a reference before I could ajust the wind speed for each wave state here are the numbers that were going to be used to create the same effects you will get now with very little number change over my original work.
I will just give you wave state 4 as an example:
Normal=0.0
Amplitude=6.54
Intensity=4.65
underintensity=3.6
LargewaveArmonics=10
Largewavecoef=4.5
Seaspeed=0.95
windcoef=6.95
As you can see by above now you know why I was going nuts before trying to create effects that this now simple rework does with very little original number changes. Another words I had it right the first time just couldn't adjust enough of the values properly until now thanks to Jaketoox!!
Did I spell that right now LOL?!!!
I tryed hard to get it all done and ready for you guys the lightning work so I could give you the smoke mod's as well!
I never went to bed last night trying my best to get it all done together. But just wasn't in the cards and Seeadler wanted to release his work for the ocean and sky's wasn't fare to him to make him wait. Plus Captain Cox and Kapitan_zur_see and WilhelmTell were others that were part of the equasion for the lightning and smoke mods. So we all have to say together it is done and ready.
Another words I busted my you know what for a month trying to create what could have been done in a day or 2 with the proper tweekfile LOL! Talking about feeling silly!!!
leovampire
08-20-07, 06:18 PM
In the first place! But at least you got it now! Enjoy guys
ReallyDedPoet
08-20-07, 06:32 PM
Great work :up::up: Folks will not be dissapointed.
RDP
jaketoox
08-20-07, 08:13 PM
....yess....your spelling is excellent now:yep:, as is your work with LBO...truly hope that you can rest now, you have worked so hard with this and everybody can see it,when they launch their Living,Breathing Ocean.....
....this is true art....
jake
PS. ...now...go get your beer...you've earned it.:rotfl:
leovampire
08-20-07, 08:41 PM
But no beer for me it maybe a cheap drunk but man it hit's me fast and hard. And yep I got your name right for a change both in the thread and read me so surprising. Sometimes I am there and sometimes I'm not. Kind of like the Peter Paul and Almond joy comercials of the old days if you are familier with them?!
Right now I am looking for the dumb right in front of my face fix for the lightning to work in the campaign layers. NEXT PROBLEM to solve!!!!!!
Then finish the phrases or at least part of them and give to it someone to let them finish maybe. Depends on how bad I want to play instead of mod.
Ducimus
08-20-07, 08:41 PM
Re the Zmax horizon value. At least on the version of LBO im using, a value of 1,000 seems to equate out to around 8KM. Using a value of 2,000, appears to extend the visual rendering to about 16KM. Simarly, a zmax value of 1400 seems to give me about a 12KM visual rendering.
leovampire
08-20-07, 08:51 PM
of his visual and reflections mod seeing he is incorporating LBO into it all as that is where he got his base for the inicial work on the reflections. I am sure that when he presents it the ballance will be much better all the way around.
Personaly I found the 6000 okay and do able for rendering and it does at least let me see something before the crew for a change LOL!
There is definatly a delicate ballance with that one and I didn't take real notice of it until Seeadler pointed it out. Too much here and too little there and you can lose one thing and gain another so a good ballance is a key and I have enough ballencing to do right now LOL so he can set it seeing he is looking at it from most of the views as far as I can tell.
leovampire
08-20-07, 09:52 PM
so you will understand you have to see the new ocean effects to believe it!
"This is your best one yet, i really like it. You've definatly made a name for yourself with this one :up:"
"OMG when did hurricane's become part of the game:eek: ?"
"How am I supose to shoot at something in this?:o "
AkbarGulag
08-20-07, 10:11 PM
you have worked so hard with this and everybody can see it,when they launch their Living,Breathing Ocean.... ....this is true art....
Ain't that the truth, it's a whole new ocean out there... :sunny:
CaptainCox
08-21-07, 01:28 AM
Absolutly smashing work :up: Leovampire's LBO2, Kriller2's Vissual Upgarde and Seeadler's Enviroment mod (when its up ;)) Will make SH4 a truly new experience.
Thanks to all you guys :sunny:
This is perfect timing for the new release. I just finished a patrol. I'll add this and go on the next patrol.
Thank you for this. I look forward to the improvements using the 4 wind values instead of 2. :up:
sneekyzeke
08-21-07, 07:16 AM
I've been into PC games since 1991 and this is the finest collection of modding talent I've ever seen assembled in one place. Great work Dave.:up:
ReallyDedPoet
08-21-07, 07:19 AM
I've been into PC games since 1991 and this is the finest collection of modding talent I've ever seen assembled in one place. Great work Dave.:up:
Neal should put your post on the SUBSIM Main Page, the lads deserve the recognition, incredible work being done here with SH4 :yep:
RDP
Capt. Shark Bait
08-21-07, 08:16 AM
just jsgem'd the newer ver. and the only change was to the small moon mod .dat. oh, and d@mm you leovampire et al. i work nights and got in a coupla hrs ago and now i'm gonna have to delay any sleep to see how the new one is. i hope your happy:p
edit: know what i think of this mod? this is what i think of this mod...:rock:. that's what i think of this mod
WilhelmTell
08-21-07, 08:41 AM
Just testplayed the new version. What should I say ? Impressive ! The new look in stormy condition is just great. :up:
Hopefully you guys won't take that long anymore for the lightning project and the environment mod. I am awaiting that eagerly.:yep:
Hawk_345
08-21-07, 11:23 AM
ok from reading and seeing all that writing on the first page im a little confused, for the ready use file i just put it into jsgme right? i dont ahve to anything else, all that writing after the downloads is if you want to do it manually right?
the instructions are probably simple, i just cant concentrate now, ive been doing to much work after having to redownload gigs and gigs of new stuff after reformating the computer the last few days.
.....EDIT: ok i understand it now, but i have 1 question, i see in the first post that u say krillers terain goes well with it, but the scene.dat file will be overwritain with this mod, what should go first, this mod htne krillers, or krillers then this 1?
WilhelmTell
08-21-07, 12:35 PM
You need to activate (the new) LBO after you activated Krillers terrain pack. Krillers terrain pack has the earlier LBO scene.dat included. So just overwrite that via JSGME.
Hawk_345
08-21-07, 12:41 PM
thanks alot, cant wait to try these 2 together.
Seeadler
08-21-07, 02:02 PM
Re the Zmax horizon value. At least on the version of LBO im using, a value of 1,000 seems to equate out to around 8KM. Using a value of 2,000, appears to extend the visual rendering to about 16KM. Simarly, a zmax value of 1400 seems to give me about a 12KM visual rendering.
I assume for an extension of 8km to x km it is also necessary to enlarge the 3D models for Clouds and Sky in their *.dat's, as we did with SHIII.
supposedtobeworking
08-21-07, 02:35 PM
nm about the ctd.. btw the new version of the LBO still has jelly waves in some places I'm noticing..not sure if this was supposed to be fixed in this version, but letting you know.
DirtyHarry3033
08-21-07, 03:30 PM
nm about the ctd.. btw the new version of the LBO still has jelly waves in some places I'm noticing..not sure if this was supposed to be fixed in this version, but letting you know.
Yeah, I'm seeing "jelly waves" too from bridge, w/calm seas and winds 0mps. Don't see it from the external cam.
Could be my fault, I did the mod manually with MiniTweaker - maybe I entered something wrong?
DH
leovampire
08-21-07, 07:12 PM
just 1 little problem it absolutly refuses to work in the campaign layers only in single missions and quick battle stuff. So once that mistory is solved the lightning and all the smoke mod stuff will be out for everyone as a mod. But as complicated as it all is it will be a download mod only. There are over 150 values to be changed between 3 files to make all the lightning and smoke effects work in the game and I am sorry but to list all of them on a thread page would take up 2 pages at least just in doing the adjustments manualy.
BTW as per my prommise to a few people there are 2 vs to download:
#1 has the 9km visability and the 30m under water visability
#2 is just a stand alone vs of the LBO work with no other visability
adjustments for the slower and lower end machines.
I did away with all the DDS files because of Kriller2's work and soon to be release work from Seeadler that totaly reworks these files so I am sure you will want to see them and use them in your game instead.
I hope this is what everyone wanted and expected from this mod!
Thanks for all the suport and enjoy guys.
I noticed the 24km horizon. In clear weather you can sure see far with the TBD! Almost as far as radar detects a ship!
Reminds me of SH3 this way.
leovampire
08-21-07, 10:21 PM
with differn't camera view's DirtyHarry3033 and supposedtobeworking but it is a camera problem not an ocean effect problem I asure you. Some thing I am looking into in a differn't file for the game. I know it is related to it because when you change views so does the problem change by either going away or changing what is happening.
I repeat a camera rendering problem.
leovampire
08-21-07, 10:54 PM
in some of the wave states without hurting the over all effects.
Okay if you are looking to increase the top wave turbulant effect without changing wave height or impact all you have to do is change the WINDCOEF numbers:
As an example and white numbers are original the yellow are LBO and the blue one's are new changes that you make:
Wavestate 4
Windcoef=0.8 / 1.0 / 1.5
The higher the impact has on the surface of the ocean the more turbulant the wave effect's look and the wind will grab at the tops of waves more and even sometimes fold them over a bit.
Just like how the windcoef moves the smoke from fires in the game or from the funnels of the ships.
I hope that answers anyone's questions on this.
I've never seen that jelly like effect. I always thought it might be graphic card related or the settings in the graphic card. Could be when getting lower frame rates.
I was getting around 60 to 65 average on a bridge view dropping to as low as 45 in storms. With this newer version of LBO I get around 55-60 most of the time in bridge view and about 42-43 in storms. A small impact on the frame rate. Of course near a large convoy it might drop to around 30 but usually your not on the surface that close to an enemy convoy unless you want to see how many hits you sub can take before it sinks! LOL
AkbarGulag
08-22-07, 12:13 AM
I've never seen that jelly like effect.
Neither, but I have noticed the camera treats things differently than deck views. But this version of LBO gives no problems for me, maybe it is also hardware related?
I was getting around 60 to 65 average on a bridge view
You bastard :smug:
On another note Wovik, it must feel good using something you contributed to... makes it all the sweeter. Wovik the toolmaker :p
So many people have helped make these latest MODS, and the run on effect from a lot of the work done here is yet to be seen. Exciting days, damn exciting days.
Maybe a new TAG under LeoVampires name is in order? I think he is more than a mere Captain now.
It was just a small amount that I could contribute. I am using many mods by others that I combined with TM 1.5. I only wish I could contribute something more to the community.
I saved for years to get a computer to run MS Train Simulator with better frame rates. I got this last year but the original graphics card went beserk 3 days past the warranty so I replaced it with an 8800 GTS 640mb. It gets great frame rates but still can bog down in MS Train Sim in some locations.
leovampire
08-22-07, 12:31 AM
why dosn't my sub move around on the ocean when the wind is at 0 meters per second?
If you change this you will get a little bit of movment without increasing the waves too much and still have a fairly smooth surface to the ocean:
White is the present value and blue is the new value to make it happen.
LargeWaveCoef=0 / 0.03
602Sqn_Puff
08-22-07, 12:54 AM
Just wondering if the versions on page one are the new downloads? If so how can I get my 8KM visability fog back, both versions give me the crisp horizon and no haze/atmoshperic prespective?
leovampire
08-22-07, 01:47 AM
the first download link for LBO gives you the visability mods for above and bellow the water the second one under it gives you just LBO nothing else included.
The only thing that might be differn't with the first one vs the 9km visability is the Horizon setting because I believe it originaly was set at 3000 and I have it set at 6000 so change that one value using the new mini tweeker for the scene.dat file and you will have the orginal 9KM back in full.
the jelly water effect is still there :cry: , the only way to not notice it is ...well...not looking at the water.
WilhelmTell
08-22-07, 05:41 AM
I don't know what you guys mean with jelly water. It's working perfect for me.
I just have some stuttering water when moving the external camera but that's for sure due to my slow framerates I get.
sneekyzeke
08-22-07, 05:47 AM
I'm not exactly sure what they mean either, perhaps because i don't get fast enough frame rates for it to show up. The game looks great nowadays as far as i'm concerned but i would like to see an example of what they're talking about.
ReallyDedPoet
08-22-07, 07:01 AM
I don't know what you guys mean with jelly water. It's working perfect for me.
I just have some stuttering water when moving the external camera but that's for sure due to my slow framerates I get.
As Dave mentioned, it is related to the cameras, otherwise it would show up in other views. I have gotten this occassionlly on the bridge. I get 35-45 fps, not really any slowdown in storms either, so it is not related to FPS.
Lets remember to folks that much work has gone into this and it is still continuing, so remember that when asking questions, reporting issues, etc.
RDP
As Dave mentioned, it is related to the cameras, otherwise it would show up in other views. I have gotten this occassionlly on the bridge. I get 35-45 fps, not really any slowdown in storms either, so it is not related to FPS.
i've pretty much experienced what i think you guys call the jelly-water effect right from the start. nothing seems to get rid of it and while it doesn't show up in external view when the viewpoint isn't moving, it becomes visible again as soon as you start moving the camera (not just tilting or pitching).
So i guess the effect is dependent on the movement of the camera in relation to the water - the faster it's moving the more apparent it becomes.
if i knew a bit more about it i'd got through the vertex shaders myself. i suspect in the process of calculating all the vertex deformations that create the waves there is a small bug or maybe an error while rounding one variable.
ReallyDedPoet
08-22-07, 08:16 AM
As Dave mentioned, it is related to the cameras, otherwise it would show up in other views. I have gotten this occassionlly on the bridge. I get 35-45 fps, not really any slowdown in storms either, so it is not related to FPS.
i've pretty much experienced what i think you guys call the jelly-water effect right from the start. nothing seems to get rid of it and while it doesn't show up in external view when the viewpoint isn't moving, it becomes visible again as soon as you start moving the camera (not just tilting or pitching).
So i guess the effect is dependent on the movement of the camera in relation to the water - the faster it's moving the more apparent it becomes.
if i knew a bit more about it i'd got through the vertex shaders myself. i suspect in the process of calculating all the vertex deformations that create the waves there is a small bug or maybe an error while rounding one variable.
I am confident Dave and others will work the camera issue out :yep: As far as your last comment I will let him answer that one.
RDP
moosenoodles
08-22-07, 09:24 AM
Leo,
your link to V2 on filefront from your edited first page for LBO says,
Date added 20th August,, is this the right file for V2?
I downloaded it yesterday and had to do the overwrite thing with krillers mod.
cheers,
Moose.
Edit: Ive just gone over the info again on first page, and to be honest find it most confusing.. Now if anyone can give more clarity on the details it be great, here are my questions..
1) The ready to use mod file. Is that a one stop use the installer and your good to go file no tweaking with the scene file needed job.. ?
2) I take it is without the vis mods etc for slower machines and consists of just certain files..
Now you then read below those 2 links and it says "Now here is the hard part for some maybe" etc... and it goes on about editing the scene files with mini tweaker with no reference to wether your supposed to be doing this regardless of downloading the ready to use mod link or the one without the vis mod..
Does anyone see my thoughts on that ? It just makes me wonder if I need to be doing something im not..
Thanks for any info..
Seaman_Hornsby
08-22-07, 10:08 AM
Moosenoodles, if you've got the download version, you just install it with JSGME and you're good to go. No need to manually edit files. Those instructions are for folks who are looking to avoid conflicts with other mods.
As for your second question, there are two versions available on the first page, one with 9km visibility and added underwater vis, and one that is just LBO for slower machines. Take your pick, install with JSGME and enjoy those beautiful waves! :rock:
Digital_Trucker
08-22-07, 10:09 AM
Maybe a new TAG under LeoVampires name is in order? I think he is more than a mere Captain now.
This is true. I'll be the first to vote for the rank of Magician.
602Sqn_Puff
08-22-07, 10:20 AM
The second download still gives me no fog and a crisp horizon...no difference between versions on my system. Where do I get the mini teaker and how do I use it ot revert back to having atmospheris perspective with the LBO standalone version?
EDIT, found the tweaker, trying to work out how do I change that Horizon from 6000 to 3000 mate? Where do I find that value etc?...any help would be very appreciated :)
WilhelmTell
08-22-07, 10:52 AM
[...]
EDIT, found the tweaker, trying to work out how do I change that Horizon from 6000 to 3000 mate? Where do I find that value etc?...any help would be very appreciated :) You need this tweakfile for the minitweaker ---> http://files.filefront.com/Scene+DAT+tweak+V+02+witdrar/;8361198;;/fileinfo.html
Put the scene_dat_wind.txt into your MinTweaker\TweakFiles folder. Start minitweaker, locate your SH4 main folder and click on Load Tweak File. Choose scene_dat_wind.txt and open it. Then choose category HORIZON and change value ZMax. Save new value and delete the 'Copy of Scene.dat'.
pocatellodave
08-22-07, 12:45 PM
Looks great!Will someone tell me if I can download this mod and use JSGME,and thats all I need to do?I got confused,and I didn't exactly understand all the steps.
Pocatellodave
leovampire
08-22-07, 01:05 PM
The problem has been an ongoing issue since I started this project and it has something to do with the camera file it self and I am checking it out now with the S3D editor to see what I can do with it. I have ajusted and reajusted the ocean effects both above and beyond proper physics levels and then below and it has never really made a difference one way or the other except in the lower wave states it did lessen slightly and that is part of the reason why I calmed the sea a little more there by bringing the General Environmental levels to 0 on the largewavecoef and largewavearmonics so I could have more freedom with setting the ocean states and also why I made the wave state 1 wind speed 0 instead of 3.75 But it still didn't solve the problem so then I started to look at the camera views and noticed that differn't angles and changes in the views changed or stoped the effect all together but to even make this happen on my PC I had to start 2 differnt games and keep them running in the back ground and add another monitor to my video card's to run those games to slow down my PC down enough to see the effects in the first place and it only happend once I got my FPS rate down to 30 or bellow.
So now I am trying to see what can be adjusted in the camer a file that will solve the problem all together.
I hope this answers that question and what I had to do just to recreate it in the first place to see what people were talking about.
It is being looked into though and as soon as I figure out a way to fix it for good I will post a new camera file or give you the info on how to adjust it yourself.
leovampire
08-22-07, 01:11 PM
both download links for LBO are JSGME ready but the top one contains 9km visual and the 30m underwater visual effects and for some people that slows down their FPS so I also made the second download link underneath it that has a stock scene.dat file with only the LBO work on it nothing else.
I posted a couple of new optional manual changes using the mini tweeker if anyone wanted to add the 2 extra effects that was asked of me in Private Messages that is all.
Just trying to accomidate everyone out there as best as possable.
leovampire
08-22-07, 01:21 PM
I sent you a PM with the links to the original 9km download links
and the link to the mini tweeker program as well
and the link to the new minitweeker file for the scene.dat adjustments as well.
I hope it solves your problems and gives you what you want and need.
602Sqn_Puff
08-22-07, 01:22 PM
and its VERY appreciated Leovampire
ReallyDedPoet
08-22-07, 01:23 PM
Dave, thanks for the new version, for your efforts and for asking me to test, the new LBO is a great one. The camera stuff I am sure will be worked out in due time.
Thanks again :up:
RDP
sneekyzeke
08-22-07, 01:27 PM
I used the first download link; it is a new scene.dat file in JSGME format, ready to go. To any and all reading this, the procedure I use when using any new mod is thusly; I have found it to be safe and completely reversable with ONE exception (there are probably more exceptions, but they don't come up often if at all. When I download a new mod, I unzip/unrar/unwhatever to a temp directory, then I LOOK at the file structure. It really doesn't matter what the main/root directory is called, although if it is not actually the name/version of the mod itself, I rename it. If the next directory down/under the main one is named "Data" it can/will be installed by JSGME. Just to make sure I am aware of any changes the mod is about to make, I tunnel down through all the directories just to see their contents. The ONE exception that I have found that I always remove from the mod before installing with JSGME and make the changes manually, is a potentially nasty and anguish-causing file named "Data/Menu/menu_1024_768.ini. I ALWAYS make changes to this file manually, simply because the author of the mod you are installing has no idea what other mods you are using that have "customized" your .ini file, and for some reason if you allow that file to be overwritten it can be hard to get it back like you had it. I have no idea why, but it's no biggie because I'm used to it that way. Long post, but I hope this helps clear up questions or hesitation about using JSGME, because it's the best thing since sliced bread and AFAIK completely and instantly reversible with that one exception. Happy simming!
602Sqn_Puff
08-22-07, 01:35 PM
[...]
EDIT, found the tweaker, trying to work out how do I change that Horizon from 6000 to 3000 mate? Where do I find that value etc?...any help would be very appreciated :) You need this tweakfile for the minitweaker ---> http://files.filefront.com/Scene+DAT+tweak+V+02+witdrar/;8361198;;/fileinfo.html
Put the scene_dat_wind.txt into your MinTweaker\TweakFiles folder. Start minitweaker, locate your SH4 main folder and click on Load Tweak File. Choose scene_dat_wind.txt and open it. Then choose category HORIZON and change value ZMax. Save new value and delete the 'Copy of Scene.dat'.
Fantastic, many thanks, changed the value to 2000 and I'm really happy with the way it looks, great mod Leo :)
Seeadler
08-22-07, 01:55 PM
Fantastic, many thanks, changed the value to 2000 and I'm really happy with the way it looks, great mod Leo :)
I think 2000 is good value to live with, see also my thread here:;)
http://www.subsim.com/radioroom/showthread.php?p=627602#post627602
leovampire
08-22-07, 02:38 PM
adjustment added to the 9km 30m LBO download link for everyone seeing it is better to set it at 2000. I hope that will help people out that do not know how to adjust it themselves.
Great mod! This was very needed in SHIV!:up:
leovampire
08-22-07, 04:00 PM
set to 2000 for the LBO with the 9km visability and the 30m under water visability
it is the first link.
I also added those slight changes to make the top layer of the water ruffer in the high winds and to give more movment of the sub at 0MPS winds.
Snakeeyes
08-22-07, 04:11 PM
Okay..... where is the minitweeker for SHIV? I can only find TT's one for SHIII
leovampire
08-22-07, 04:17 PM
on the first post in this thread near the bottom is the links for JSGME the new tweeker file for the scene.dat and the minitweeker program with some of the tweeker files.
CaptainCox
08-22-07, 04:29 PM
set to 2000 for the LBO with the 9km visability and the 30m under water visability
it is the first link.
I also added those slight changes to make the top layer of the water ruffer in the high winds and to give more movment of the sub at 0MPS winds.Cheers!...but where are the values if one would like to plug this in manually (excuse my ignorance here :oops: )
Cheers
EDIT:Totally my BAD! :oops: got it :p
Did not think of the tweakfile DOH!
Grey_Raven75
08-22-07, 04:37 PM
I just installed the new version, but my sub still seems to be riding the rail in bad weather (12-15 mps). Anyone else still having this?
ReallyDedPoet
08-22-07, 04:41 PM
I just installed the new version, but my sub still seems to be riding the rail in bad weather (12-15 mps). Anyone else still having this?
No, not on this end, the effects in a storm are a sight to behold :yep:
RDP
leovampire
08-22-07, 04:47 PM
are in BLUE I just didn't add the Horizon figure but I guess I should do that now!
But make sure you use the NEW scene tweeker file or you will not be able to make the new changes as the wind settings are now the first thing to change on each wave state and alows you to change the wind speed for each wave state individualy!
Grey_Raven75 I don't know what your talking about because that is the one thing I made sure didn't happen no matter what that is why I had to bring down the LargeWaveCoef in the wave state 4 figures to accomidate the much higher waves. And to keep from sinking smaller boat's and ships.
Okay I added the new Horizon Fix figure to the first page in the manual adjustments for everyone especialy C.C.
CaptainCox
08-22-07, 05:00 PM
Cheers man. Yea I got the new Tweakfile yesterday...I had a nap and just woke up, was sorta :dead: when I read your post :oops:
leovampire
08-22-07, 05:05 PM
I try to accomidate as best as possable for everyone. I just didn't do a readme for the download's with all the credit's I hoped posting them on the first page would be enough this time as my mind is starting to turn to jelly working with the other projects like the lightning and getting all the phrases working for the game and OMG so much more. Like the camera repair so it stops making my ocean effects turn to JELLO!
Snakeeyes
08-22-07, 05:07 PM
on the first post in this thread near the bottom is the links for JSGME the new tweeker file for the scene.dat and the minitweeker program with some of the tweeker files.
Found it.... I am suffering from being a moron.
I'll try it later on tonight.
CaptainCox
08-22-07, 05:17 PM
I try to accomidate as best as possable for everyone. I just didn't do a readme for the download's with all the credit's I hoped posting them on the first page would be enough this time as my mind is starting to turn to jelly working with the other projects like the lightning and getting all the phrases working for the game and OMG so much more. Like the camera repair so it stops making my ocean effects turn to JELLO!Ur doing a hell of a job there man!:sunny: thinking back some weeks. Just don't overstretch it ;) Will be on that darn lightning glitch 1st thing Sat morning.
leovampire
08-22-07, 06:43 PM
and no worries as to when you can help with the lightning I am sure when I get back to port and start fresh with new save's it will be fixed! AH YA RIGHT SHURE LOL!!!
Snakeeyes
08-22-07, 07:29 PM
Okay... totally lost.
I have the damned minitweaker but it comes with no readme file and I have no idea how to use it.
SOS
Talk to me like I'm 4. Smurf pictures may be helpful at this stage.
leovampire
08-22-07, 07:33 PM
Snakeeyes
Okay here is a link to a tutorial hope it helps you out!
http://www.subsim.com/radioroom/showthread.php?t=110889&highlight=mini
Sorry just a bit busy or I would help you myself.
set to 2000 for the LBO with the 9km visability and the 30m under water visability
it is the first link.
I also added those slight changes to make the top layer of the water ruffer in the high winds and to give more movment of the sub at 0MPS winds.
Do you mean the windcoef of Wave State 4 and the LargeWavecoef of Wind State 1 changes?
Is it 1 or 1.5 for the windcoef in Wind State 4?
I might have to tweak this file again.
leovampire
08-22-07, 08:11 PM
can be changed to 1.5 if so desired but I really think he ment wave state 3 to be honest and that would have to be changed to 0.65 and for the wave state 1 large wave coef 0.03 I posted all the figures in blue on the first page even the one's that were asked of me in the Private Messages.
BTW these changes are optional if you wan't a little more of certain conditions effects that is all.
I just decieded to screw myself up and post what was asked of me instead of just giving them the only information they wanted and not everyone. LOL!!!!
Should have kept my big yap shut LOL!!!
Now I have to tweak it again and try the other one you mentioned.
I'm going to wear that file out but I have a backup.
leovampire
08-22-07, 08:35 PM
No lie I have changed and rechanged that file and put it in the game and pulled it out more times than everyone one who ever bought this game loaded it up to play it. Not adjust it mind you just played it.
The only thing is if you go too far with the digits like example do this 1.00256
instead of this 1.01 you can make every single reflection in the game go permenatly nuts and have to start with a brand new scene.dat file.
That happend to me way too many times trying to get the actual real life figures to work in the game.
mookiemookie
08-22-07, 08:43 PM
UBISOFT: Hire folks like Leovampire as part of your design team! They did it with many other games so I know there's precedent. Holy crap is this great!
leovampire
08-22-07, 08:48 PM
I was aksed to calm the wave state 1 down because someone missed the glistening reflections of the waters surface. Okay guys I did that right?!
Then comes the question but why dosn't my sub move on the water when the engines are off?
Then what did you to do the ocean when I raise the camera up it looks like a moving carpet with continuous patterns?
The texture for the ocean is too small for the camera views so when it is very calm with little or no waves you can make out the entire texture pattern now.
LMAO :rotfl: :damn: :roll:
BTW I am not picking on anyone I Love you guys your keeping me on my toes and it's nice that you notice things and or don't notice the right stuff. I want this ocean to be a mistery and as complicated as possable because it should be like that. Like I posted on the first page:
"it creates the same feelings old time mariners got when
they were on the ocean and the reason why so many men wanted
those kinds of jobs because the ocean is a facinating and
wonderous thing to see in all motions and movments and living
force."
leovampire
08-22-07, 09:16 PM
who has noticed that even the slightest 1/2 meter per second wind change now causes your depth guage to jump? Be honest with me who has noticed it?
Only 1 guy that I know of did and he told me about it before I released the reworked LBO mod.
There are no longer any true individual wave states they blend into each other directly according to the amount of wind is being applied in the game now instead. Nothing happens with no reason anymore in the ocean.
lorcan3
08-23-07, 12:41 AM
Mr. Leo,
I was very much impressed by the before and after pictures of the ocean. I downloaded your file file. Now I have the jsgme mod editor in my sh4 file. I extracted the files and the files popped up on the editor as availabe mods and I made it an active mod. Since I have done this, will the mod work? :arrgh!: AAAAAARRRGGGGHHHHHH SHIVER ME TIMBERS YE SCURVY DOGS AND LETS GO EAT SOME NIPS FOR BREAKFAST!
AkbarGulag
08-23-07, 09:01 AM
Mr. Leo,
I was very much impressed by the before and after pictures of the ocean. I downloaded your file file. Now I have the jsgme mod editor in my sh4 file. I extracted the files and the files popped up on the editor as availabe mods and I made it an active mod. Since I have done this, will the mod work?
Go to your SH4/Data directory and make sure there is not a file called Copy_of_scene.dat in there. if there is delete it. If you have done that then yes, the MOD will now work.
To those who are looking forward to using Leo's LBO MOD, if you have a problem making something run, remember, the product works. The questions you have can most likely be answered in the FAQ in this forum section. Its a sticky and can help you with just about any question you have in relation to MOD activation.
who has noticed that even the slightest 1/2 meter per second wind change now causes your depth guage to jump? Be honest with me who has noticed it?
I will look for it, but never noticed that one :huh:
EAGLE_01
08-23-07, 01:12 PM
Thank You Leo, very much. All you mod guys have made this sim a true classic.
Now to get them all on a disk for backup...:lol:
Thanks!!!
Snakeeyes
08-23-07, 02:15 PM
Snakeeyes
Okay here is a link to a tutorial hope it helps you out!
http://www.subsim.com/radioroom/showthread.php?t=110889&highlight=mini
Sorry just a bit busy or I would help you myself.
going back to work on it in a few hours. wish me luck!
Snakeeyes
08-23-07, 04:32 PM
Ok... have a problem...I've installed minitweeker.
I'm at the point in your instructions when you say
" Now strat up N Drifter's Mini tweeker and on the right hand side top click on
locate alternate game folder then find your new folder you made on the desk top
and click on it. Now go to the left side and click on load tweek file and find the
scene dat file for tweeker."
I do all of this but the scene file ISN'T THERE!
I go to the desktop into my_new_scene_mod\data\ and there it is!
the file in my folder is called scene.dat
WTF!!!!!!!!!!??????????????
Every night for 3 days I've tried to get mods installed but it just gets more and more complicated. Looks like I'm on hold again. UGH!!
Must be getting old.
leovampire
08-23-07, 04:38 PM
do you remember where you put the mini tweeker main file? Find it and look in the folder for tweek files and see if there is a file in there for the scene if not download this:
http://files.filefront.com/Scene+DAT+tweak+V+02+witdrar/;8361198;;/fileinfo.html
and place that in the tweek file folder.
Then start up the mini tweeker again and do the same process and you should be goo to go for tweeking the file.
Snakeeyes
08-23-07, 05:47 PM
do you remember where you put the mini tweeker main file? Find it and look in the folder for tweek files and see if there is a file in there for the scene if not download this:
http://files.filefront.com/Scene+DAT+tweak+V+02+witdrar/;8361198;;/fileinfo.html
and place that in the tweek file folder.
Then start up the mini tweeker again and do the same process and you should be goo to go for tweeking the file.
Mini tweaker main file is in c:\program_files\.
Okay dude. Have to wait for at least an hour. Lightning is crazy in Atlanta right now. Don't want to damage my new PC.
leovampire
08-23-07, 07:00 PM
I made the download links say exactly what they are so just click on the one's you want.
Snakeeyes
08-23-07, 07:47 PM
Okay... I downloaded your file from
http://files.filefront.com/Scene+DAT.../fileinfo.html (http://files.filefront.com/Scene+DAT+tweak+V+02+witdrar/;8361198;;/fileinfo.html)
I have placed the file in the proper folder within the minitweaker program folder.
I open the minitweaker program, ignore the error about it not being able to find SHIII. Do I set the "alternate game folder" at the right top of the minitweeker to SHIV... my desktop\my_scene_mod.... or desktop\my_scene_mod\data?
I can locate the downloaded wind file in the mini tweeker fine on the left side of the minitweeker.
THE_MASK
08-23-07, 07:56 PM
Why dont you and others go to http://www.subsim.com/chat/ and someone can help . Easier way of doing it i think .
leovampire
08-23-07, 07:57 PM
you need to find then you go to the left and find the new tweeker file after you find the first file you are adjusting.
Snakeeyes
08-23-07, 08:29 PM
Why dont you and others go to http://www.subsim.com/chat/ and someone can help . Easier way of doing it i think .
You'd thnk right? But... with me taking small breaks between work and the kids the forum is my last best hope bud. :)
leovampire
08-23-07, 11:58 PM
It dosn't have any of the tweek files at all just the program it's self.
nattydread
08-24-07, 01:04 AM
Ok, im looking for the LBO with 16km vis. I cant find it and I 'd like to know if it is in a ready to use mode with needing to do any special tweaking or editing and stuff.
Second, I need to kow weither or not it is needed or not needed if I want the 16km extended vis limit while using Seedler's Environmental mod. I couldnt tell if the 16km option is already included in Seedler's mod or not. From what I can tell, it seems the LBO files are already in Seedler's mod?
Additional clarification for all would be nice, especially since Im pressed for time lately...just not enough time to study the forums too in-depth right now.
Actually with the Zmax = 2000 the horizon is at 16km but your crews vision range may be only 9km
chopped50ford
08-24-07, 01:39 AM
awesome, im going to load this manually.
Pretty simple instructions and the tutorial is great.
One Question though, if you use the Scene DAT Tweek File (from tutorial), its set at "stock" performance levels.
Do you make only the blue changes and leave the stock numbers "as is" or do the the numbers that are yellow (no blue number changes) need to be added as well? Or will this create a weird mix. Of course I know the blue overrides for the new mod.
Thanks.
OK, I'm looking for the LBO with 16km vis. I cant find it and I 'd like to know if it is in a ready to use mode with needing to do any special tweaking or editing and stuff.
Second, I need to know weather or not it is needed or not needed if I want the 16km extended vis limit while using Seedler's Environmental mod. I couldn't tell if the 16km option is already included in Seedler's mod or not. From what I can tell, it seems the LBO files are already in Seedler's mod?
Additional clarification for all would be nice, especially since I'm pressed for time lately...just not enough time to study the forums too in-depth right now.My crew does not spot from the shears, ships I can see in my scope. Thus a must have!! comments:()1:
chopped50ford
08-24-07, 02:12 AM
Okay, did the tweek file and JSME loaded it in.
If I did this correctly (Using your link leo to the Scene DAT - Wind file you posted a few posts back on this page), OMG! :o this MOD is above the rest for realism. This picture does not do any justice but I was in 15 mph winds making a hard turn w/ the rudder at 40 degree's and the boat reacted with the waves so real with huge pitch and rolls it was amazing. The water reacted in pure realism.
Leo, you outdid yourself this time. All your hard work is so much appreciated. I wish I could repay you somehow for your time and efforts put into this mod.
[I hope I did the mod right using the tweek program so I dont put my foot in my mouth :) ]
http://i26.photobucket.com/albums/c144/chopped50ford/SH4%20Patrol%20Picts/LBO.jpg
awesome, im going to load this manually.
Pretty simple instructions and the tutorial is great.
One Question though, if you use the Scene DAT Tweek File (from tutorial), its set at "stock" performance levels.
Do you make only the blue changes and leave the stock numbers "as is" or do the the numbers that are yellow (no blue number changes) need to be added as well? Or will this create a weird mix. Of course I know the blue overrides for the new mod.
Thanks.
On the first post of this thread there is a link for the Scene.dat tweak file you need.
The Yellow numbers were the first version of LBO. The Blue numbers are the current version. If there is only a Yellow number it means that value is still used on this current version.
I hope this helps you.
Edit: It appears you posted as I was typing. LOL
______________
leovampire
08-24-07, 02:16 AM
is that what is screwing everyone up?
is that what is screwing everyone up?
I think you should use more colors.
Don't you ever Sleep?
Actually it probably would be less confusing if you only show the latest values. :)
chopped50ford
08-24-07, 02:26 AM
awesome, im going to load this manually.
Pretty simple instructions and the tutorial is great.
One Question though, if you use the Scene DAT Tweek File (from tutorial), its set at "stock" performance levels.
Do you make only the blue changes and leave the stock numbers "as is" or do the the numbers that are yellow (no blue number changes) need to be added as well? Or will this create a weird mix. Of course I know the blue overrides for the new mod.
Thanks.
On the first post of this thread there is a link for the Scene.dat tweak file you need.
The Yellow numbers were the first version of LBO. The Blue numbers are the current version. If there is only a Yellow number it means that value is still used on this current version.
I hope this helps you.
Edit: It appears you posted as I was typing. LOL
______________
Then that;s what I did.
:rock: :rock: :rock: :rock: :rock: :rock: :up:
leovampire
08-24-07, 02:33 AM
Someone had asked me to show the difference between old and new I guess that was a royal mistake. DDDDDDDDDAAAAAAAAAHHHHHHHH!!!
LOL!!!
And to answer your question wovik it is actualy hard for me to sleep at normal times I have a rare disorder that causes my arteries that supply my heart spasm open and close and all 11 heart attacks that I have had only happend when I was sleeping and always between Midnight to 6 a.m. so there is kind of a loop in the back of my mind that make's me nervous about sleeping unless it is day time.
Now you know why I am called the Vampire and the Leo is because of my Birth date
BTW guys for everyone who voted for me in the Moder contest a big thanks!
I got the T-Shirt Monday and it is actualy pretty cool and Gray in color not the Tan color so the art work shows up well!
I would opt to sleep different hours too under those conditions.
I had spent 15 years on graveyard shift in a power plant near here. I actually liked sleeping during the Hot daytime hours.
My username is actually my Amateur Radio callsign spelled backwards but changing out the number one (1) for the "i". Years ago no matter what user name I came up with it seemed someone was already using it. With this one I never have that problem because no one wants such a stupid sounding one!
Thanks Leo!
The combo is what I was looking for since I had to splice in the 9km vis mod previously :-)
"Forth: To the creater of the 9KM visual MOD Kosh because my LBO
is now built onto your Scene.dat file."
You are being too kind, hahahaha.. I think that the 9km mod is built into the LBO mod now, lol
Well done!
S!
kriller2
08-24-07, 05:06 AM
Someone had asked me to show the difference between old and new I guess that was a royal mistake. DDDDDDDDDAAAAAAAAAHHHHHHHH!!!
LOL!!!
And to answer your question wovik it is actualy hard for me to sleep at normal times I have a rare disorder that causes my arteries that supply my heart spasm open and close and all 11 heart attacks that I have had only happend when I was sleeping and always between Midnight to 6 a.m. so there is kind of a loop in the back of my mind that make's me nervous about sleeping unless it is day time.
Now you know why I am called the Vampire and the Leo is because of my Birth date
BTW guys for everyone who voted for me in the Moder contest a big thanks!
I got the T-Shirt Monday and it is actualy pretty cool and Gray in color not the Tan color so the art work shows up well!
You fully decerve the T-shirt for being one of the leading persons of developing SH4 into a more enjoyable experience :rock:
Can we see a picture of the t-shirt ? I am curious..
/Kriller
Snakeeyes
08-24-07, 10:15 AM
Wait a sec Leo! If I just want to treat LBOv2 as a straight load-em-up mod I just use your first file posted RIGHT?!!!
Then I don't need the bloody minitweeker at all... RIGHT?!!!
leovampire
08-24-07, 02:39 PM
first download has the visability enhancmensts the second download has just LBO with everything else stock.
Snakeeyes
08-24-07, 03:18 PM
first download has the visability enhancmensts the second download has just LBO with everything else stock.
So I get the full wind and wave effects with the first too?
leovampire
08-24-07, 03:40 PM
one has extended range visability for both above and under water.
leovampire
08-24-07, 04:43 PM
I am pretty sure I got the ocean jiggling / Jello problem solved and will post an add on for download in a day or so once it is fine tuned!
I was right it is the camera operation and the settings for movment view has to do with enertia if I spelled that right not looking at the file right now.
So there will ne a new camera file to install using JSGME to fix the problem.
And to answer yes ahead of time it is one with all the mod's already applied to it for interior views and what not.
Just in the middle of something so give me a bit/Day or two to get it all locked down.
chopped50ford
08-24-07, 06:44 PM
has the blue values changes since last night? I went back w/ the tweeker and found my numbers were different from todays?
Leo, I used the Scene.DAT-Wind file you posted and JSME it into the game after the tweaks...is that okay?
leovampire
08-24-07, 07:13 PM
yes a couple of the values did change on the manual work because I decieded to add the changes that were asked of me in the Private Messages I got asking for certain things in the ocean effects and they worked and looked good so I just added them to the manual stuff for now.
I don't want to post it as a download yet because things are up in the air with what Seeadler is going to do as far as reflection effects and it does involve the same file so I want to wait on him first.
I hope everyone understands that just want to make it easier in the long run instead of making new files over and over again and posting them over and over again. have enough on the dockit right now with trying to get all the Phrases working in the game and testing other peoples new effects as well.
Capt.Leo,gentlemen,may need a brake.For a spell.IMHO sorry if sensing stress inappropriately.
chopped50ford
08-24-07, 08:03 PM
After the new numbers: which are better IMHO. Rock and Roll!
http://i26.photobucket.com/albums/c144/chopped50ford/SH4%20Patrol%20Picts/SH4Img24-8-2007_17.4.jpgGeneral Picture off Bow
http://i26.photobucket.com/albums/c144/chopped50ford/SH4%20Patrol%20Picts/AlreadyDead.jpgSinking!
leovampire
08-24-07, 08:04 PM
not so much stress but all the numbers work I have been doing today actualy.
For the lightning work I had to combine smoke on the water by Willhimtell with Captain Cox's Funnel smoke and then add all the lightning effect changes and then fix the camera's to try and get them working better to lessen the Jello effect of the ocean but it is really looking like a rendering problem like Duciums mentioned more than anything.
I had to change 350 lines of numbers in the particles.dat file alone today trying to get all this done so I can test every thing.
chopped50ford
08-24-07, 08:14 PM
is it possible we might get the Lightning this weekend?:D
leovampire
08-24-07, 08:19 PM
It depends on if I can get into port and add the effects while there and have them show up in the campaign layers and not just the test missions.
That is the main problem at the moment. I now have all the lightning settings perfect but I won't release it until I know for a fact it is working in all of the layers of the game.
Captain Cox and Kapitan_zur_see both said it is good to go if that problem is solved and Willhiamtell said I can use his mod as well so that is all that is holding me back from release of the lightning.
Snakeeyes
08-25-07, 09:47 AM
It's awesome LeoVampire!!! Today I take my boat for a spin in a storm!!! Can't wait!!!
THANK YOU!
leovampire
08-25-07, 12:41 PM
Glad you like it and finaly got it working!
Snakeeyes
08-25-07, 05:54 PM
Glad you like it and finaly got it working!
Just a string of bad luck starting it up. I've got my voice control program running, got my new pc, got my LBO mod. I'm on a shakedown cruise now learning the ins and outs of torpedoing from an American boat.
leovampire
08-25-07, 07:07 PM
I basicly just started an entirly new carrier with the new T.M. 1.6 and I supose it is a good thing seeing everything from all my old games are gone now maybe I can get the lighting working in the Campaign layers. Now I just need to find or run into a storm to see what I need to do.
But Duciums asked if I would check his new one out and I couldn't refuse. He does a lot of hard work putting this together.
AkbarGulag
08-26-07, 12:21 AM
For those who find their sensor range is no longer compatable with their visual range, then add these changes,
I am not 100% sure, but I believe these are Kosh's instructions.
Filename: Sensors.cfg
;Visual.
Visual range factor=0.3
Visual fog factor=0.95
Visual light factor=0.6
Visual waves factor=0.6
I believe it is suppose to make your watch crew have the same range as your vision. I think it will also depend on what you 'Horizon' is set to also. But these values should give you 9km detection.
EDIT: LeoVampires work already has these settings :P
WilhelmTell
08-26-07, 04:24 AM
You have to change the VISUAL / PreciseRange and MaxRange in the sensors.dat as well I believe. That is easily done with S3D.
AkbarGulag
08-26-07, 07:50 AM
You have to change the VISUAL / PreciseRange and MaxRange in the sensors.dat as well I believe. That is easily done with S3D.
Anyone know what those values should be for 9km and 16km respectively?
WilhelmTell
08-26-07, 11:39 AM
My setting for the 16km Mod:
PreciseRange=10000 (m)
MaxRange=15000 (m)
AkbarGulag
08-26-07, 12:02 PM
My setting for the 16km Mod:
PreciseRange=10000 (m)
MaxRange=15000 (m)
ahh ic, its in metres, thats good to know, thanks Will :up:
sqk7744
08-26-07, 01:38 PM
TAKE A BIG BOW!!!! leovampire. :up::up::up::up:
Thank you!
nattydread
08-26-07, 07:21 PM
Ok, so Im confused...is the new LBO with 9km vis ready to use or do we have to use the mini-tweaker in-order to make use of this mod?
When I tried to use the new LBO with Kriller's vis mod, I was told that the other has already modified the scene.dat...so do you need both or just or the other?
I assume to have 16km vis the mini-tweaker is required.
What exactly is the relationship between the LBO mod, Seeadler's environment mod, and Kriller's visual upgrade mod? There seems to be overlap -- are there any conflicts, or do they incorporate one another? Are the "lighting" effects going to be in an improved release of LBO, or in the environment mod? I'm confused.
An integrated mod would be ideal.
FooFighters
08-27-07, 02:25 AM
What exactly is the relationship between the LBO mod, Seeadler's environment mod, and Kriller's visual upgrade mod? There seems to be overlap -- are there any conflicts, or do they incorporate one another? Are the "lighting" effects going to be in an improved release of LBO, or in the environment mod? I'm confused.
An integrated mod would be ideal.
I know TM1.6 combined all 3 mods
LBO is a dynamic water mod
Seeadler enviroment mod has 3 versions, 2 including LBO (8 and 16km horizon) and 1 without LBO.
Krillers mod is a visual mod.. It also includes LBO. If you wanna use this mod you will have to merge files.
I think it also works if you install Krillers mod first and Seeadler mod after that.
ReallyDedPoet
08-27-07, 07:28 AM
What exactly is the relationship between the LBO mod, Seeadler's environment mod, and Kriller's visual upgrade mod? There seems to be overlap -- are there any conflicts, or do they incorporate one another? Are the "lighting" effects going to be in an improved release of LBO, or in the environment mod? I'm confused.
An integrated mod would be ideal.
Have a look at this, a past post from LV:http://www.subsim.com/radioroom/showpost.php?p=629847&postcount=41
RDP
leovampire
08-27-07, 03:17 PM
is the one that contains all the changes for the 9km visability in the scene.dat and the 30m under water visability! The second link has just LBO and nothing else.
The lightning will be a stand alone release but will have the LBO mod included because one set of values for the lightning are in there but the 3 other main files will be the textures, particles file and materials file which truly handel the main effects for the lightning.
But I am working with the particles file to give you guys better funnel smoke for the ships and better fire smoke effects from 2 other Moders work. I hope that is cool with everyone.
kakemann
08-27-07, 04:56 PM
Ohhhh my! :rock: Thats all I can say.... Amazing
bigmammal
08-27-07, 06:00 PM
I was wondering if I could get some input on system performance. The visuals are incredible! However, as it stands, my system can handle max detail, but the frame rates are around 25 fps.
Any significant loss of performance with this mod? Anyone else out there with a "just cutting it" machine that has installed this?
Thanks! :D
sneekyzeke
08-27-07, 06:22 PM
Yeah, I'm "just cutting it" with about 14 FPS, and having a ball! You should be just fine.:D
Digital_Trucker
08-27-07, 06:50 PM
Any significant loss of performance with this mod? Anyone else out there with a "just cutting it" machine that has installed this?
Thanks! :D
I'm just cutting at about 12fps (until my new video card gets here YeeeeeeeeeHaaaaaah) and this doesn't cause any adverse effects whatsoever.
panthercules
08-27-07, 07:40 PM
OK - guess I'm confused too. Is there a "real" version of LBO out that has the jelly-water problem solved, have I done something wrong in the installation, or are all the "whoohoo-this-is-great" posts here actually coming from testers who are using some version that hasn't been uploaded for the rest of us?
I'm running RFB 1.31, with Kriller's visual upgrade 1.1, LBO DDS files, and the LBO w/9km vis and 30m underwater vis D/L'ed from the first link on the first page of this thread (installed in that order). If I'm standing still, dead stop in the water, things look very impressive from the bridge view. However, as soon as I get underway I start getting this very noticeable and annoying jello-like undulation in the water that completely destroys the view and drives me back into my sub.
Some of the earlier posts I remember seeing about this jelly stuff seemed to indicate (IIRC) that it might be linked to some camera file issues - am I supposed to be using some particular camera file that isn't included in one of the mods I listed above? Is there some other piece of the install puzzle that I'm missing, or some other problem with running LBO with the other mods mentioned, or is the D/L version just not the one that has the jelly problem fixed? I'm drooling over the screenshots and descriptions folks are posting, but I'm not living the LBO highlife yet and it's killing me :confused:
leovampire
08-27-07, 07:49 PM
there is a slight rendering problem with the game that ties into some of the camera views once the sub is moving. I don't have all of those problems worked out yet and I am not sure I can work them out depends if I can get the game to coperate. I am looking into file after file trying to see exactly what is creating the problem.
When you change camera's the effect's change and sometimes go away but tracking it all down and adjusting is a time consuming problem in loading and reloading the game.
It has been there from the begining with the game it is just more pronounced now that the ocean effect's are working properly.
Like all things it takes time to track down and repair other parts of the game that seem to effect parts totaly not related to it.
panthercules
08-27-07, 08:35 PM
Thanks for the info - I'm OK with it currently, but my crew keeps complaining every time I bring the boat to a dead stop on the surface in enemy waters just to admire the new ocean :D
Seriously, not complaining, just couldn't tell from the posts whether this had been fixed yet and my install was just screwed up or whether it was still WIP. Like everyone else, can't wait for this one as it promises such a huge improvement - keep up the great work :up:
chopped50ford
08-27-07, 09:23 PM
Leo
Im getting this grid pattern...any reasons why so I can fix?
http://i26.photobucket.com/albums/c144/chopped50ford/SH4%20Patrol%20Picts/gridpattern.jpg
Im using the following MOds in this order:
TM 1.6
TM GFX 1.6
Krillers Vis upgrade 1.1
Sky environment
Natural Sinking mechanics
SB13 Personview Cameras Mod 1.0
Less water
Map Table Mod 1.3
Muzzle flash 1.1
360 Bearing Plotter 1.4
Capt. Midnights
Darwin Tender
Kosh Stealthy Sub 1.22b
Armed Forces Radio
Fred8615 Add stations mod
On top of all of this, I have the Scene.dat - wind file that has all of your LBO changes using Mini Tweeker.
leovampire
08-27-07, 09:42 PM
you need to post the picture a differn't way so I can get a better close up view of this because it is just too dark for me to see exactly what is going on.
Is this a view from above the sub, on the bridge what?
I mean some of the textures in the game are small so when you go to an above everything camera view some times you can see the repetative nature of the textures. But I can tell anything from the photo.
chopped50ford
08-27-07, 11:26 PM
This pictures is looking down from the sky. I would say bomber plane height. It was not that noticeable close to the ship, but when you got 1/2 way up, you can see the repetative texture. Go even higher and it was more visible.
Should some of the mods be insterted in a different order?
chopped50ford
08-27-07, 11:39 PM
here are more pictures. NO PRICIPITATION, 15 KNT WINDS
FROM THE BRIDGE:
http://i26.photobucket.com/albums/c144/chopped50ford/SH4%20Patrol%20Picts/Gridpatternfrombridge.jpg
JUST ABOVE SHIP:
http://i26.photobucket.com/albums/c144/chopped50ford/SH4%20Patrol%20Picts/gridpattern2.jpg
RIGHT ABOVE BOAT:
http://i26.photobucket.com/albums/c144/chopped50ford/SH4%20Patrol%20Picts/gridpattern3.jpg
sneekyzeke
08-28-07, 04:16 AM
That's odd...if it helps, i get a pattern too, but it begins much further away from sub and the grids are much larger; mostly unnoticable unless you're lookin' for trouble...
Edit: "Hey doc, it hurts when i do this". *WHACK* "Then don't do that"!
elkinallen
08-28-07, 04:33 AM
I like this idea but. When I follow the instructions to open the scene.dat, the folder does not open the dat file. The tweeker won't bring it in.
BTW what does this mean? -''...scene dat file for tweeker that now says with wind.''
sneekyzeke
08-28-07, 05:00 AM
elkinallen, the tweaker directory should look like "SH3 Mini Tweaker/Tweak Files". Put any downloaded tweak files in that second directory. When you start the Mini Tweaker, first select "Locate alternate game folder" on the right, then navigate to the ROOT directory that contains the file you are trying to tweak, i.e. "Ubisoft\Silent Hunter 4 Wolves of the Pacific". Don't bury any deeper into the directory; it knows where to look from there. Then, select "Load Tweak File" and select the downloaded "cheater" file and BOOM! you're good to go. And don't worry about the "wind" moniker it don't care! Make your changes, exit and it will save, then most believe you should delete the "copy of" file from the directory you just edited. Happy tweaking and oh, just to be safe you might wanna copy your \MOD directory somewhere or at least backup the file you're gonna edit, but that's optional...
leovampire
08-28-07, 01:43 PM
the sea foam texture. It is a small enough texture where it repeate's very often as you go higher with your external camera. It was noticable with the old texture for the game as well but because all of the sea foam textures matched each other then and were not as hi res they didn't show up as much. Seeadler's sea foam texture is best viewd at or around normal sub and or ship conning tower height.
Hope that answers everyone's questions.
And sorry elkinallen the tweeker file that says with wind is the new and correct one to use that adjusts the wind properly for the differn't wave states.
Lobster
08-28-07, 09:04 PM
Nice Work, thanks for it !!
But when i read the first post, i get cancer in my eyes.. .
:doh: .o0 Cruelly colors.. .
chopped50ford
08-29-07, 02:08 AM
the sea foam texture. It is a small enough texture where it repeate's very often as you go higher with your external camera. It was noticable with the old texture for the game as well but because all of the sea foam textures matched each other then and were not as hi res they didn't show up as much. Seeadler's sea foam texture is best viewd at or around normal sub and or ship conning tower height.
Hope that answers everyone's questions.
And sorry elkinallen the tweeker file that says with wind is the new and correct one to use that adjusts the wind properly for the differn't wave states.
Not to be a pain...but to clarify, if you run the Sea Foam Texture, then you sacrifice "above ship" screen shots or overhead views? More for the "never to leave the boat" player?
If you dont want the "foam" mod, just remove Seedler's Mod?
What about the waves? Do they seem a little close together?
Here is another:
http://i26.photobucket.com/albums/c144/chopped50ford/SH4%20Patrol%20Picts/Grid02.jpg
This pict shows less wind and waves but you dont have the "grid" effect
http://static.filefront.com/images/personal/l/leovampire/93141/vricmsayrq.thumb250.jpg
chopped50ford
08-29-07, 02:13 AM
When I release the stand alone vs of the mod it will include 30m under water visability, new smoke stack funnel smoke adjustments from C.C., the complete 9km visability mod by Mav, the lightning repair for storms and new visuals from C.C., kapitan_zur_see and myself.
I would also like to add that Seedler is working on all reflections for the ocean and as soon as his work is done I will also add it to LBO for download and for manual input.
Just curious, but is the mod setup w/ all of these mods yet? :D
leovampire
08-29-07, 04:51 AM
only handles ocean effects, reflection effects, and other basic environment settings for the game.
The smoke effects, lightning effects and explosion effects are generaly controled by the particles file of the game. Although the materials file also controls part of this as well in it's own way.
When I am done with the reflections work it will be working along side of LBo in the scene.dat file.
When the lightning work is done that will be released with the smoke mod because they both work in the same file although for the lightning it also take's the materials file adjustments as well.
Another words not one piece of work can be a stand alone vs in it's own way with all the other mod's available out there.
I made a vs of LBO with a download link to it on the first page with the 30 meter underwater visability and 9km visability because those adjustments are also involving the scene file for the most part.
But seeing there were some people with lower end machines that wanted LBo but not the visability mod's to slow their games down I presented the second download wich was a total stand alone vs of LBO with an original game patch adjusted scene.dat file only with my changes.
Bright Blue is the all included mod of LBO with visabilities
The light blue download link is just a stand alone vs with no extra's included for the lower end P.C.'s out there.
As for the waves not seeming this or not seeming like that or I remember seeing this on the ocean and not seeing that. I had a lot of things to consider here for this game. Number #1 if I make the waves too high and keep the sub under too long you will never get to recharge your batteries in the high sea's and willhave to sit there for days waiting for calm weather again. Number #2 also had to consider ships being docked getting knocked around and sinking and the smaller ships at sea sinking as well.
If I gave you a catagory 5 Huricain ya it would look great until you had to attack or defend yourself in those effects for a start then why can't I ever recharge my batteries. And why can't I find any single ships to shoot it is because they all sunk under the waves!!!
So I came up with the best comprimise possable with the best effects possable under the games inner workings.
Unfortunatly some of the textures in the game show up a lot in repetitive nature on high altitude camera views and that goes for original textures as well as new moded textures. It is unfortunate but it is a fact of life because no game yet can handle a texture that can span 30 kilimeters with out becomming repetitive and to tell the truth I even wonder if our PC's can handle the rendering without a FPS loss that everyone will scream about. The more you increase a textures size the more power it takes to run it on your P.C..
No modder can please everyone in what they want unfortunatly and some won't even bother trying. For example so many people said great work OakGrove on the new interiors for the subs but my FPS drops and why did you use that pink hud board well it isn't pink it is copper guys something that was used a lot on sub's and even in our houses to this day. But the point is no one is ever totaly satisfied with everything it is just up to you to decied if you want to use the mod or not or remove what ever part of it you don't want and switch it for something else.
When I have confirmation that the lightning work is working in the campaign layers the mod will be released with new smoke effect's added from 3 other people mod's combined but tweeked to give you the best FPS possable in your game.
When the reflection work is done it will be released with LBO and have just those 2 things done to the scene file and then another one with the visability mod's as well incorporated.
But my best advice to any of you is to find what you like best and stick with it and what you don't like don't use.
LBO create's the most realistic ocean effect's possable without the rest of the game losing it's functionality and inner workings which there are a total of maybe 200 or better other parts of the game files that have things interacting with the ocean at one time or another.
Ocean effect's do not change the way textures work or look in the game but they do change the way the ocean look's but neather effect's the actual function.
On the first page of this mod near the bottom it says in RED sorry but the lightning and smoke can not be set up for a download yet and is not included because they are not working properly yet!
Duciums was right when he said people just don't read and pay attention to the read me's anymore!!!! As he stated big time for Trigger Maru many times over.
Prientje
08-29-07, 09:26 AM
only handles ocean effects, reflection effects, and other basic environment settings for the game.
The smoke effects, lightning effects and explosion effects are generaly controled by the particles file of the game. Although the materials file also controls part of this as well in it's own way.
When I am done with the reflections work it will be working along side of LBo in the scene.dat file.
When the lightning work is done that will be released with the smoke mod because they both work in the same file although for the lightning it also take's the materials file adjustments as well.
Another words not one piece of work can be a stand alone vs in it's own way with all the other mod's available out there.
I made a vs of LBO with a download link to it on the first page with the 30 meter underwater visability and 9km visability because those adjustments are also involving the scene file for the most part.
But seeing there were some people with lower end machines that wanted LBo but not the visability mod's to slow their games down I presented the second download wich was a total stand alone vs of LBO with an original game patch adjusted scene.dat file only with my changes.
Bright Blue is the all included mod of LBO with visabilities
The light blue download link is just a stand alone vs with no extra's included for the lower end P.C.'s out there.
As for the waves not seeming this or not seeming like that or I remember seeing this on the ocean and not seeing that. I had a lot of things to consider here for this game. Number #1 if I make the waves too high and keep the sub under too long you will never get to recharge your batteries in the high sea's and willhave to sit there for days waiting for calm weather again. Number #2 also had to consider ships being docked getting knocked around and sinking and the smaller ships at sea sinking as well.
If I gave you a catagory 5 Huricain ya it would look great until you had to attack or defend yourself in those effects for a start then why can't I ever recharge my batteries. And why can't I find any single ships to shoot it is because they all sunk under the waves!!!
So I came up with the best comprimise possable with the best effects possable under the games inner workings.
Unfortunatly some of the textures in the game show up a lot in repetitive nature on high altitude camera views and that goes for original textures as well as new moded textures. It is unfortunate but it is a fact of life because no game yet can handle a texture that can span 30 kilimeters with out becomming repetitive and to tell the truth I even wonder if our PC's can handle the rendering without a FPS loss that everyone will scream about. The more you increase a textures size the more power it takes to run it on your P.C..
No modder can please everyone in what they want unfortunatly and some won't even bother trying. For example so many people said great work OakGrove on the new interiors for the subs but my FPS drops and why did you use that pink hud board well it isn't pink it is copper guys something that was used a lot on sub's and even in our houses to this day. But the point is no one is ever totaly satisfied with everything it is just up to you to decied if you want to use the mod or not or remove what ever part of it you don't want and switch it for something else.
When I have confirmation that the lightning work is working in the campaign layers the mod will be released with new smoke effect's added from 3 other people mod's combined but tweeked to give you the best FPS possable in your game.
When the reflection work is done it will be released with LBO and have just those 2 things done to the scene file and then another one with the visability mod's as well incorporated.
But my best advice to any of you is to find what you like best and stick with it and what you don't like don't use.
LBO create's the most realistic ocean effect's possable without the rest of the game losing it's functionality and inner workings which there are a total of maybe 200 or better other parts of the game files that have things interacting with the ocean at one time or another.
Ocean effect's do not change the way textures work or look in the game but they do change the way the ocean look's but neather effect's the actual function.
On the first page of this mod near the bottom it says in RED sorry but the lightning and smoke can not be set up for a download yet and is not included because they are not working properly yet!
Duciums was right when he said people just don't read and pay attention to the read me's anymore!!!! As he stated big time for Trigger Maru many times over.
Thank you...
an absolutly great genius fantastic mod...! :up:
one of the best... :up:
leovampire
08-29-07, 07:43 PM
Little by little I hope to make the outside effect's for the game as realistic as possable between the ocean, storms and all lighting and reflection effect's.
http://www.subsim.com/radioroom/showthread.php?t=121292
Link for Timetravler's mini tweaker does not work on the first post ? Any other links ?
leovampire
08-30-07, 04:05 AM
The link is repaired now for mini tweeker! I got pissed off because someone downloaded something without the link ever being posted for public use. So while deleteing a few things it accidently became one of them!!
So mini tweeker link is repaired now!
smithcorp
08-30-07, 04:44 AM
Could someone please email me the latest version of this mod (ready-to-use version) to smithcorp at inbox dot com? Filefront is stubbornly refusing to let me download it...
Much appreciated and congrats on an amazing piece of work Vampire!
Capt. Shark Bait
08-30-07, 04:55 AM
about that waffling pattern seen from above. just wanna say i'm not seeing that in any kind of weather. also, leovampire, the reflections your working on i've found with my install that it seems pretty decent as is. had a cresent moon low on the horizon and it was "broken" up the way one would expect. not sure if that helps, but....:-? . LBO still :rock:
smithcorp
08-30-07, 06:08 AM
Thanks to Jon who sent me the file! Much appreciated.
smith
leovampire
08-30-07, 05:45 PM
Was working on it for the second release until Seeadler wanted it then I droped the project. Now that Seeadler pulled everything and is not responding I went back to my work on it all.
It will be called Reflections on the Water but this is a work in progress thing only in mid stage for work so just give it some time. And I found away to adjust Seeadler's awsome sea foam texture to work a little better at higher altitude views as well so when the relections work is done I will release it all with the LBO work incorporated into it!
I will not be presenting it any other way than a download install with JSGME because there is way too much Data involved.
http://www.subsim.com/radioroom/showpost.php?p=633685&postcount=1
This is the thread for the work in progress and the screen shots of new update's
Canonicus
08-30-07, 07:41 PM
I will not be presenting it any other way than a download install with JSGME because there is way too much Data involved.
How much data are you talking about?
I hope you will at least list the changes and modifications in a readme for the benifit of those who would like to know exactly whats happening in this mod.
leovampire
08-30-07, 07:49 PM
to post in showing how it is all done on a manual bases. And that isn't my idea of fun. I am trying to make another serious eye candy mod for people not knock myself out trying to explain how it is all done and track it all down. Especialy when I have intentions of moving onto other work I promissed at one time or another people are waiting for quietly.
I am not trying to hide stuff just a royal pain in the Arse trying to document everything.
Correction 4 thread pages of data changes not thread length's
Then why don't I see this and did I do this change right and why does yours look differn't in pictures and so forth will start comming up and why can't I recreate that look and the list goes on. How did you produce this lighting effect with what adjustment in what file.
I am sorry but went through that enough with LBO not doing it again!!!!!!!!
NKVD-crazyivan
08-30-07, 07:59 PM
Hi all.
i am running tr 1.5 and when i get back to port will install the latest 1.6.
my Q is i would like the LBO mode is this in the 1.6 mod pack and what is the best way to install it is there an order to enabling it through jsm..
sorry if its already been answered im not very PC gifted....
I most liky want the less graphics intensive one would this be the 9km mod.
any help would be great i just want to click on the mod in jsm and load it up and play.:D
leovampire
08-30-07, 08:07 PM
if you read the readme in the first post of T.M. Duciums said that LBO is included with the mod pack and everything is JSGME ready to install and there is an explination of what visability pack he is using and or applied to LBO.
http://www.subsim.com/radioroom/showpost.php?p=531082&postcount=1
Canonicus
08-30-07, 08:39 PM
I am sorry but went through that enough with LBO not doing it again!!!!!!!!
Perhaps , if it's not going to take up too much of you time, you could PM the information to those who know how to use the MiniTweaker app. properly.
There the ones who don't complain...BTW.
leovampire
08-30-07, 08:46 PM
if it was I would have no problem at all but it also involves the S3D editor and the materials file as well.
And if someone is that good with a mini tweeker they can easily go through the original scene.dat file and then compair it to mine and see what was done.
I will think it all over but for the moment I just want to make it and enjoy it as it comes together bit by bit.
Watch the link for Reflections on the Water for more posts, pictures and info.
Okay Canonicus
Canonicus
08-30-07, 09:55 PM
Thats fine Leo....
I just think that to penalize those who wish to have a hands on approach to the numbers and values and wish to have some kind of technical insight into what your doing; because of the belly aching of some.... and are probably never going to be satisfied, no matter what you say,... is unfair.
I realize that you have a lot of irons in the modding fire right now and we all benefit from your tremendous efforts. Be patient with yourself and others and all will work out fine.
Cheers!
NKVD-crazyivan
08-30-07, 11:14 PM
:up: Hi Leo great work top effort.......does the TR1.6 have the latest updates to you mod as in the wave speed fix etc you were working on or is there some files i have to add.Also in your opion what are the files i need to activate and in what order to get the best feel of the LBO mode when updating to TR1.6.
many thanks...
leovampire
08-31-07, 12:11 AM
and it will have the latest updates for LBO in it and what he feels is the best add on's to work with Trigger maru. Until he decied's what he wants to do there is no knowing what would be needed as an extra so I guess you will have to ask him that one once the patch comes out.
He usualy makes sugestions for something extra if people are interested.
NKVD-crazyivan
ReallyDedPoet
08-31-07, 09:19 AM
and it will have the latest updates for LBO in it and what he feels is the best add on's to work with Trigger maru. Until he decied's what he wants to do there is no knowing what would be needed as an extra so I guess you will have to ask him that one once the patch comes out.
He usualy makes sugestions for something extra if people are interested.
NKVD-crazyivan
Will this include the fix for the repetivive textures LV? I am guessiing it will. Keep up the great work :up:
RDP
Will this include the fix for the repetitive textures LV? I am guessing it will. Keep up the great work :up:
RDP
The Ocean quilt/repetitive textures,in TM 1-6,IMHO.,needs to be stand alone reverse engineered. TM_is getting to be GWX for SHIV,& to not fun,for the pansies.
ReallyDedPoet
08-31-07, 01:16 PM
Will this include the fix for the repetitive textures LV? I am guessing it will. Keep up the great work :up:
RDP The Ocean quilt/repetitive textures,in TM 1-6,IMHO.,needs to be stand alone reverse engineered. TM_is getting to be GWX for SHIV,& to not fun,for the pansies.
Actually it is quite easy to adjust the difficulty settings from the FAQ\read-me, AI, silouettes, etc. I call one of my installs TM 1.6 Lite :D
RDP
Will this include the fix for the repetitive textures LV? I am guessing it will. Keep up the great work :up:
RDP The Ocean quilt/repetitive textures,in TM 1-6,IMHO.,needs to be stand alone reverse engineered. TM_is getting to be GWX for SHIV,& to not fun,for the pansies.
Actually it is quite easy to adjust the difficulty settings from the FAQ\read-me, AI, silhouettes, etc. I call one of my installs TM 1.6 Lite :D
RDP
This is GWX talking;"In a nutshell, the larger the ship is, the harder it will be to sink. Small merchants will still take about 1 torpedo, medium merchants 1 to 2, large merchants will take 3, to 4, to maybe even 5 torpedo's."To much !:nope: One torp to the engine room any freighter is dead meat,she may not sink, but destroyed.
ReallyDedPoet
08-31-07, 01:31 PM
Will this include the fix for the repetitive textures LV? I am guessing it will. Keep up the great work :up:
RDP The Ocean quilt/repetitive textures,in TM 1-6,IMHO.,needs to be stand alone reverse engineered. TM_is getting to be GWX for SHIV,& to not fun,for the pansies.
Actually it is quite easy to adjust the difficulty settings from the FAQ\read-me, AI, silouettes, etc. I call one of my installs TM 1.6 Lite :D
RDP This is GWX talking;"In a nuthshell, the larger the ship is, the harder it will be to sink. Small merchants will still take about 1 torpedo, medium merchants 1 to 2, large merchants will take 3, to 4, to maybe even 5 torpedos."To much !:nope:
Delete the zones.cfg and you are back to stock levels, back on topic now :yep: Sorry LV.
RDP
leovampire
08-31-07, 03:33 PM
because I am busy as well you know what!!
Listen no one will have texture fix's for anything till I am done with the refelections work sorry but it is a package deal so you will just have to wait for me to finish my work there!!!!!!!!
because I am busy as well you know what!!
Listen no one will have texture fix's for anything till I am done with the refelections work sorry but it is a package deal so you will just have to wait for me to finish my work there!!!!!!!! No pressure intended,just seconded reallydedpoet's idea.
Take a breather,& refresh.This is just a game,& nothing about it is worth your frustration. Over,& under.
leovampire
08-31-07, 03:59 PM
But thanks for the concern!! This kind of work I enjoy because I get instant gratification with every tweek and adjustment so it is cool just want to concentrate on the one NEW MOD not something else. Trigger Maru is Duciums baby until it is handed off and he can answer all questions about it better than I can. So those questions go there not here!!!
LBO is LBO and Refelctions is Reflections on the Water and Trigger Maru is T.M. so just keep things where they belong is all I ask.
Wave Skipper
09-01-07, 10:38 AM
I have looked over all your pictures and the FIRST thing I note is that you have a pile of higher waves in a circle around your boats and ships - where ever your camera is centered. In SH3 this same thing took place but the circle was much wider and less visible until you climbed to 200 meters. You guys are getting off on how great the waves look 150 meters around your boats and are ignoring how utterly FLAT the sea appears just an arrow's shot from your boats. Is this the result of your tinkering or did the game come with this flaw?
I see how you guys are flipping out for the better water effects, but I still note that much of the renderings of the sky and lighting look cartoony. One problem with this engine - it attempted to render too much - beyond its true capability. Sh3 stayed better with in the boundaries of its capability. SH4 attempted to make a silk purse out of a sow's ear and this only highlights its unreality. It reminds me of the early attempts in Hollywood to create computer generated animals for its movies - such as the half baked desert Leopard(?) in the movie Hilalgo. By going to the very limits of what their graphics abilities were capable of they ended up rendering a crapy cat and showing the ragged edge of their deficiencies.
In like manner SH4 went too far for what Ubi was capable of and you guys are pushing it even further. Now you have a nice PILE of higher waves and this just accentuates the sad fact that you have pushed your little engine to an RPM far above what it can handle. ARE YOU GUYS NEAR SIGHTED OR SOMETHING? Put on your glasses so you can see further away! There was a reason Ubi kept the waves down. To add more realism to their water they sacrificed the width of the wave circle that surrounds the center of every camera shot. But in doing this they brought the range at which the distant sea appear flat and waveless. Got it? Thus they had to keep the waves way down to prevent this sad fact form showing too much. Now you have strethched the envelope and ripped it open for all to see - THOSE WHO LOOK.
All of this is about art. If you focus on some character in a cheap novel too much - ask too many questions about him - shine the light deep upon him - a story will begin to fall apart!
Aside from all this, you guys still have not noted the cartoon effects in SH4 art. Colors are not quite right - skies often look strange - especially when you guys mess with them, and the crew look comic book flat in the control room. Bad coloring.
I have searched the web for one picture of a US sub in moderate seas with a multitude of little waterspouts shooting out of its hull, and while I have found some with one or two, I have yet to see one that looks anything like the silly little spouts in SH4.
In computer art it is ALWAYS best to stay within the limits of your medium UNLESS you are aiming at strange or modern art.
:rotfl: :rotfl: :rotfl: :rotfl:
I have looked over all your pictures and the FIRST thing I note is that you have a pile of higher waves in a circle around your boats and ships - where ever your camera is centered. In SH3 this same thing took place but the circle was much wider and less visible until you climbed to 200 meters. You guys are getting off on how great the waves look 150 meters around your boats and are ignoring how utterly FLAT the sea appears just an arrow's shot from your boats. Is this the result of your tinkering or did the game come with this flaw?
I see how you guys are flipping out for the better water effects, but I still note that much of the renderings of the sky and lighting look cartoony. One problem with this engine - it attempted to render too much - beyond its true capability. Sh3 stayed better with in the boundaries of its capability. SH4 attempted to make a silk purse out of a sow's ear and this only highlights its unreality. It reminds me of the early attempts in Hollywood to create computer generated animals for its movies - such as the half baked desert Leopard(?) in the movie Hilalgo. By going to the very limits of what their graphics abilities were capable of they ended up rendering a crapy cat and showing the ragged edge of their deficiencies.
In like manner SH4 went too far for what Ubi was capable of and you guys are pushing it even further. Now you have a nice PILE of higher waves and this just accentuates the sad fact that you have pushed your little engine to an RPM far above what it can handle. ARE YOU GUYS NEAR SIGHTED OR SOMETHING? Put on your glasses so you can see further away! There was a reason Ubi kept the waves down. To add more realism to their water they sacrificed the width of the wave circle that surrounds the center of every camera shot. But in doing this they brought the range at which the distant sea appear flat and waveless. Got it? Thus they had to keep the waves way down to prevent this sad fact form showing too much. Now you have strethched the envelope and ripped it open for all to see - THOSE WHO LOOK.
All of this is about art. If you focus on some character in a cheap novel too much - ask too many questions about him - shine the light deep upon him - a story will begin to fall apart!
Aside from all this, you guys still have not noted the cartoon effects in SH4 art. Colors are not quite right - skies often look strange - especially when you guys mess with them, and the crew look comic book flat in the control room. Bad coloring.
I have searched the web for one picture of a US sub in moderate seas with a multitude of little waterspouts shooting out of its hull, and while I have found some with one or two, I have yet to see one that looks anything like the silly little spouts in SH4.
In computer art it is ALWAYS best to stay within the limits of your medium UNLESS you are aiming at strange or modern art.
:rotfl: :rotfl: :rotfl: :rotfl:
Ummm, okay... someone take your favorite toy away from you? ;)
Seadogs
09-01-07, 11:02 AM
Wow if you feel that stongly about it, you can just not use it. Bye.
And no, you didn't come off as witty or intelligent.
Digital_Trucker
09-01-07, 12:28 PM
Ummm, okay... someone take your favorite toy away from you? ;)
I don't think so. Judging by the plethora of vitriolic posts he's made, it appears that he is a member of The Fantastic 4. Got to be the "Human Torch"
FLAME ON
John Channing
09-01-07, 01:41 PM
Everyone has a right to their opinions.
I can't imagine what the poster was trying to accomplish publishing his, but he certainly has a right to it.
If the last six months have taught me anything it is that is is always easier to sit in the back seat and second guess the driver, than to actually step up and get involved (if you will excuse a mixed metaphor).
JCC
Everyone has a right to their opinions.
I can't imagine what the poster was trying to accomplish publishing his, but he certainly has a right to it.
If the last six months have taught me anything it is that is is always easier to sit in the back seat and second guess the driver, than to actually step up and get involved (if you will excuse a mixed metaphor).
JCC
John, I believe, as you do, the right everyone has to their own opinions. I also support free speech, but there is a right way and a wrong way to do both. His was NOT the right way. You never need to belittle people to make a point; it only makes your opinion seem less valid than everyone else's. For example, if I were to be particularly affected by the post (which really was just more amusing to me than anything else), I may not even have bothered to look past the flames and actually try to understand the points he was trying to make.
As it happens, I read through the post and understand what he is talking about - fortunately, I don't play the game from low earth orbit. ;)
Bill
f the last six months have taught me anything it is that is is always easier to sit in the back seat and second guess the driver, than to actually step up and get involved (if you will excuse a mixed metaphor).
please excuse me for saying so, but i don't really agree with that. there have been too many times when someone stepping up might have made a difference and where instead they chose the way of the least resistance and let things go... now on a forum this might not be of that big importance but i believe even here it would be prudent to stand up and say something when someone acts this way.
I was just thinking of asking LV if he knew of a tweak to enlarge the wave rendering radius.
Then in I pop and someone has gone off the deep end LOL:o
What an awful way to try and get your point across, I see people with the same attitudes about SH4 in the SH3 forums all the time.
Certainly did not expect it here.
Anywho back on topic LV, is there a way to expand it, if so I have a very high end machine and will test the tweak to its max to see how far we can comfortably expand the waves running at multiple resolutions etc.:up:
leovampire
09-01-07, 06:52 PM
trying to improve the game and make it more realistic for all of us. Some people like this version of the Silent Hunter Sim's and some don't. But I don't bad mouth their work actualy I think what they are doing with the SHIII game is awsome and I look forward to using a lot of it when I play it again some day! But there should be some mutual respect between modders and players alike and that is all I will say about Wave Skipper's post.
Now as to making the waves appear further out than they do might be possable to achieve but I think it is in the camera adjustments that will make this happen and I truly havn't looked into it as I don't know the first thing about how they work. I personaly have sent out P.M.'s to several people who have done camera work in the past for SHIV and I hope they will consider working on a way to make all the new effects I have done and now working on appear better in all views.
First problem is getting the camera's to make all objects in all outside views show them the same size. In the fallowing ship camera, free cam and Bridge cam all need to show things the same size first.
Then find a way to extand the camera's view range of the environment.
Those are the 2 main problems that need to be looked at first. All objects like for example the sun and moon need to look the same size in all normal view's first then if that is done it is easier to extend the viewing of the ocean environment without distortion of the effects.
The only problem I see in doing this is a FPS drop which might be a true issue for some people out there. The higher end PC's will probably be fine.
chopped50ford
09-01-07, 07:11 PM
I have looked over all your pictures and the FIRST thing I note is that you have a pile of higher waves in a circle around your boats and ships - where ever your camera is centered. In SH3 this same thing took place but the circle was much wider and less visible until you climbed to 200 meters. You guys are getting off on how great the waves look 150 meters around your boats and are ignoring how utterly FLAT the sea appears just an arrow's shot from your boats. Is this the result of your tinkering or did the game come with this flaw?
I see how you guys are flipping out for the better water effects, but I still note that much of the renderings of the sky and lighting look cartoony. One problem with this engine - it attempted to render too much - beyond its true capability. Sh3 stayed better with in the boundaries of its capability. SH4 attempted to make a silk purse out of a sow's ear and this only highlights its unreality. It reminds me of the early attempts in Hollywood to create computer generated animals for its movies - such as the half baked desert Leopard(?) in the movie Hilalgo. By going to the very limits of what their graphics abilities were capable of they ended up rendering a crapy cat and showing the ragged edge of their deficiencies.
In like manner SH4 went too far for what Ubi was capable of and you guys are pushing it even further. Now you have a nice PILE of higher waves and this just accentuates the sad fact that you have pushed your little engine to an RPM far above what it can handle. ARE YOU GUYS NEAR SIGHTED OR SOMETHING? Put on your glasses so you can see further away! There was a reason Ubi kept the waves down. To add more realism to their water they sacrificed the width of the wave circle that surrounds the center of every camera shot. But in doing this they brought the range at which the distant sea appear flat and waveless. Got it? Thus they had to keep the waves way down to prevent this sad fact form showing too much. Now you have strethched the envelope and ripped it open for all to see - THOSE WHO LOOK.
All of this is about art. If you focus on some character in a cheap novel too much - ask too many questions about him - shine the light deep upon him - a story will begin to fall apart!
Aside from all this, you guys still have not noted the cartoon effects in SH4 art. Colors are not quite right - skies often look strange - especially when you guys mess with them, and the crew look comic book flat in the control room. Bad coloring.
I have searched the web for one picture of a US sub in moderate seas with a multitude of little waterspouts shooting out of its hull, and while I have found some with one or two, I have yet to see one that looks anything like the silly little spouts in SH4.
In computer art it is ALWAYS best to stay within the limits of your medium UNLESS you are aiming at strange or modern art.
:rotfl: :rotfl: :rotfl: :rotfl:
are you kidding?
There is months and month of work in this mod to make it as real as possible.
Leo, you dont have to justify what you are doing, the rest of the community here including myself appreciates all of it and it goes without question making the game the best it will be on a realistic level.
Guys work on these mods for FREE, is said "FREE"...and coming across this way is a slap in the face.
Amazing. :damn:
Digital_Trucker
09-01-07, 08:14 PM
The only problem I see in doing this is a FPS drop which might be a true issue for some people out there. The higher end PC's will probably be fine.
Which may be the reason it was left that way by the developers. Contrary to Wave Skippers "logic" (I use the term loosely) it may not be a limitation of the game engine so much as the limitations that older systems (such as mine) impose on a developer attempting to make the game usable by as many folks as possible.
Personally, I don't stray too far into the atmosphere, so it doesn't make much difference to me (unless it causes a major fps drop).
leovampire
09-01-07, 08:19 PM
away from the sub. I have a high end machine and I would like to see it as well! But I am not willing to learn more things right now to figure out how to make all this happen.
Concentrate on the now and deal with the rest lator! For me anyways! Anyone who wants to make a better camera mod for the game is truly welcome to it and totaly apreciated!
BTW thanks for the support guys it is apreciated!! I don't want a war between modder's here nor between SHIII and SHIV work! I just want us to play, mod and enjoy as friend's and fellow enthuiasts of the series.
kv29 / Digital Trucker / Chopped50Ford / I3th4L / Seadogs / Billko / Jhereg and anyone else who chimes in over this in the future!
And thanks to John Channing for steping in and saying what you did because your right everyone is entitled to an opinion!
are you kidding?
There is months and month of work in this mod to make it as real as possible.
Leo, you dont have to justify what you are doing, the rest of the community here including myself appreciates all of it and it goes without question making the game the best it will be on a realistic level.
count me in :up:
Sorry Leo, did not mean to come across as wanting you to do yet another magical mod!
I was just wondering if there was an easy S3D setting change you knew of so I could test LBO,K2,Env Mod, and TM1.6 to their limit.:arrgh!:
Shame it is not just some dropdown "makem waves further out":rotfl:
You have plenty on your plate already!!
Thanks again.
leovampire
09-01-07, 11:39 PM
I want to see this in my own game just don't know how to do it myself! So I am reaching out for help to other modders that is all!
There are guys out there like Anvart who can do things I could never even think of doing or accomplishing for the game and we just need to wait for them to work on these things for us that is all.
ReallyDedPoet
09-02-07, 06:51 AM
that is is always easier to sit in the back seat and second guess the driver, than to actually step up and get involved (if you will excuse a mixed metaphor).
JCC
Good point JCC ^^^, concerning LBO, I have read comments from veterans here that they now feel that they are back on the ocean with SH4. Great mod and then some :up:
RDP
Thanks for this Leo! Its a sweet experience. :up:
leovampire
09-02-07, 04:13 PM
I wanted to show you guys some of the new work Kriller and I are combining effert's on. My reflection work and his Coloring and DDS file work.
http://static1.filefront.com/images/personal/l/leovampire/93141/hbeusldvil.thumb250.jpg (http://gallery.filefront.com/leovampire//750817/)http://static1.filefront.com/images/personal/l/leovampire/93141/firtysflwt.thumb250.jpg (http://gallery.filefront.com/leovampire//750818/)http://static1.filefront.com/images/personal/l/leovampire/93141/wetfetxtem.thumb250.jpg (http://gallery.filefront.com/leovampire//750816/)http://static1.filefront.com/images/personal/l/leovampire/93141/ciavbjjamr.thumb250.jpg (http://gallery.filefront.com/leovampire//750819/)
http://static1.filefront.com/images/personal/l/leovampire/93141/xtswtrsgxm.thumb250.jpg (http://gallery.filefront.com/leovampire//751883/)http://static1.filefront.com/images/personal/l/leovampire/93141/hmkwunimlt.thumb250.jpg (http://gallery.filefront.com/leovampire//751885/)
http://static1.filefront.com/images/personal/l/leovampire/93141/qvgqtlfrmx.thumb250.jpg (http://gallery.filefront.com/leovampire//749483/)http://static1.filefront.com/images/personal/l/leovampire/93141/ecrpjlankw.thumb250.jpg (http://gallery.filefront.com/leovampire//749543/)http://static1.filefront.com/images/personal/l/leovampire/93141/gwdessftvb.thumb250.jpg (http://gallery.filefront.com/leovampire//749545/)
http://static1.filefront.com/images/personal/l/leovampire/93141/wylzlybpzv.thumb250.jpg (http://gallery.filefront.com/leovampire//749584/)http://static1.filefront.com/images/personal/l/leovampire/93141/upgixefkqu.thumb250.jpg (http://gallery.filefront.com/leovampire//749593/)http://static1.filefront.com/images/personal/l/leovampire/93141/obnqnbaudv.thumb250.jpg (http://gallery.filefront.com/leovampire//749652/)
As you can see in the Island reflection's in the water they are much more pronounced and can make out the colors and details in the reflections. And now you can see some things above the water from underneath the water and visa versa from above to underneath. New water turbulance for the props under the water effects. All new sun and moon rise's and sets with matched up above water reflections and under water reflections vs the angles of the sun and moon's possitions.
Watch these 2 links for updates:
Kriller2's visuals (http://www.subsim.com/radioroom/showthread.php?t=121226)
LeoVampire's Reflection's (http://www.subsim.com/radioroom/showthread.php?t=121292)
looks good! i have two questons/suggestions:
- would it be possible to make things on the surface even more clear (less distorted) when looking from beneath the water surface?
- would it be possible to increase the reflection strength for nearby objects slightly?
when i do stuff like this i normally go by trail and error and see what looks best to me so maybe you two have already tried this and decided it looks weird. in that case forget i said anything :)
leovampire
09-02-07, 04:47 PM
Have you ever gone underwater in a pool and looked up at things above the water and see how the angles and view distort's? And in salt water the density is much greater so the effect is even more distorted. If I cleared them up more it wouldn't look realistic at all. Unlike a pool the ocean's density changes with every movment and wave in how you see and percieve objects.
But from above to below it is much easier to see object's because you are outside of the density bubble effect. And as the waves increase and become more turbulant it is much harder to see both above and below.
Digital_Trucker
09-02-07, 06:02 PM
:up: Looking good. Like the prop turbulence. Guess I'm gonna have to start going back to Droolers Anonymous meetings again:rock:
skwasjer
09-02-07, 07:01 PM
whine
lol, thanks for the laugh...
:nope:
Keep it up leo/kril, it think it looks very good, and it gets better every time I come back here.
Have you ever gone underwater in a pool and looked up at things above the water and see how the angles and view distort's? And in salt water the density is much greater so the effect is even more distorted. If I cleared them up more it wouldn't look realistic at all. Unlike a pool the ocean's density changes with every movment and wave in how you see and percieve objects.
But from above to below it is much easier to see object's because you are outside of the density bubble effect. And as the waves increase and become more turbulant it is much harder to see both above and below.
i see... i just went with my gut feeling on that one. i also didn't know that the effect is more pronounced in salt water...
but nevertheless here's one more for ya (i'm never satisfied, am I? ;) ):
looking at both the reflection on the surface and the distortion from beneath it one can often be seen that they don't quite "reach" the distorted/reflected object. hard to put in words, but sometimes it seems (when looking at your own boat in external view for example) the reflection as well as the distortion stops just before reching the boat and leaves a narrow gap making the whole thing seem "detached" from the object somehow... hope you know what i mean.
is there any way to remedy or minimize that or is this just an engine shortcoming?
Capt. Shark Bait
09-03-07, 06:35 AM
[/quote]Leo, you dont have to justify what you are doing, the rest of the community here including myself appreciates all of it and it goes without question making the game the best it will be on a realistic level.[/quote]
QFT:rock:
jaketoox
09-03-07, 08:46 AM
looking at both the reflection on the surface and the distortion from beneath it one can often be seen that they don't quite "reach" the distorted/reflected object. hard to put in words, but sometimes it seems (when looking at your own boat in external view for example) the reflection as well as the distortion stops just before reching the boat and leaves a narrow gap making the whole thing seem "detached" from the object somehow... hope you know what i mean.
is there any way to remedy or minimize that or is this just an engine shortcoming?
..don't know if i'm talking about same thing, but does this look any better than you are experiencing...
http://i215.photobucket.com/albums/cc286/jaketoox/SH4Img3-9-2007_1413.21_968.jpg
...i found the other day that there are some reflection settings for each sub-class (at least balao has, in /Data/Submarine/NSS_Balao/NSS_Balao.dat....under node654-reflect balao.... didn't check the others yet)...
jake
Digital_Trucker
09-03-07, 09:10 AM
I'm totally guessing here, but I would think that a slight gap in reflection visibility would be natural when looking at a moving vessel. The vessel creates a wake as it's moving and close to the vessel the water is sloping up as it goes away (I'm at a loss for a good way to describe this). Because the water is sloped upwards any light that reflected off of it would be reflected at such an angle that you would not be able to see it. Like I said, just guessing based on the nature of relected light off of a surface.
looking at both the reflection on the surface and the distortion from beneath it one can often be seen that they don't quite "reach" the distorted/reflected object. hard to put in words, but sometimes it seems (when looking at your own boat in external view for example) the reflection as well as the distortion stops just before reching the boat and leaves a narrow gap making the whole thing seem "detached" from the object somehow... hope you know what i mean.
is there any way to remedy or minimize that or is this just an engine shortcoming?
..don't know if i'm talking about same thing, but does this look any better than you are experiencing...
http://i215.photobucket.com/albums/cc286/jaketoox/SH4Img3-9-2007_1413.21_968.jpg
...i found the other day that there are some reflection settings for each sub-class (at least balao has, in /Data/Submarine/NSS_Balao/NSS_Balao.dat....under node654-reflect balao.... didn't check the others yet)...
jake
I'm sorry this is off topic, but I always wanted a compass that actually showed me where I was going!
Bill
jaketoox
09-03-07, 01:26 PM
I'm sorry this is off topic, but I always wanted a compass that actually showed me where I was going!
Bill
...well...found a thread
http://www.subsim.com/radioroom/showpost.php?p=509073&postcount=70
and made a small combination to match with Oakgroove's cauges...wanted too see where to go today;)
jake
PS.. thanks for jimimadrid & Oakgroove...keep on modding:up:
leovampire
09-03-07, 02:20 PM
Just remember guys with slower or lower end machines. Every visual enhancment you make slows your machine down. Almost all objects in the game have some type of reflection setting and visability under water true or false settings just the more you pile onto your game the more it effect's game running speed.
I'm sorry this is off topic, but I always wanted a compass that actually showed me where I was going!
Bill
...well...found a thread
http://www.subsim.com/radioroom/showpost.php?p=509073&postcount=70
and made a small combination to match with Oakgroove's cauges...wanted too see where to go today;)
jake
PS.. thanks for jimimadrid & Oakgroove...keep on modding:up:
Thank you, Jake. I didn't even know where to start looking!:up:
Bill
leovampire
09-03-07, 04:24 PM
So if it is cool with you I will include this in all the playable sub's that this effect can be applied to with your permission and give you credit. Nice fine thanks.
jaketoox
09-03-07, 05:35 PM
So if it is cool with you I will include this in all the playable sub's that this effect can be applied to with your permission and give you credit. Nice fine thanks.
That's ok for me...didn't fully expect that someone would ask permissions from me..;)
Jake <<<<<<..see...???... bigger j now.......:rotfl:
jaketoox
09-03-07, 05:42 PM
YESSSSS!!!!!
<<<<<<<<<<<<<<<<<<<<< ....i just got rid off the:damn: __y looking guy under my nick:rock::rock::rock:
Jake
...well...found a thread
http://www.subsim.com/radioroom/showpost.php?p=509073&postcount=70
and made a small combination to match with Oakgroove's cauges...wanted too see where to go today;)
Do you mind sharing that with everyone else? ;)
jaketoox
09-03-07, 07:47 PM
...well...found a thread
http://www.subsim.com/radioroom/showpost.php?p=509073&postcount=70
and made a small combination to match with Oakgroove's cauges...wanted too see where to go today;)
Do you mind sharing that with everyone else? ;)
...ok....i'm quite a new face here and not so sure what to do with these things...but is this how it goes?:
- I ask permissions from Oakgroove (graphics used)
- I ask permissions from jimimadrid (graphics used)
- IF i get green light from both persons , i release a mod and give credits for them
- Everyone is happy with that:up:
....is that correct???
If that is all i need to do,you guys can expect a mod release in a few days:yep:
Jake
leovampire
09-03-07, 07:54 PM
or you can just post what to change in what file and what mod's to download for the dds files.
And let them sort it out if you do not get the permission needed to release a mod combining them
leovampire
09-03-07, 08:26 PM
to have a fix for the sea foam textures made by Seeadler if you feel comfortable enough using the mini tweeker and the scene.dat file go to the drop down tab SEA FOAM and work with these 2 sets of figures until you find something to looks good to you! Sorry I am not even done with my tweeking of it so I am not posting anything until I like my own numbers.
TextureScale
MaskTextureScale
Just work with the numbers slowly no big jumps or you will miss change effects and never get it right.
Canonicus
09-03-07, 10:21 PM
Well, I tried tweeking these in small increments and so far...no effect.
Doing all the necessary things when using minitweeker, like removing COPY file, etc.
Checked results in saved patrols and also in new patrols...same results..no change to sea foam textures.
Am I doing anything wrong, Leo?
leovampire
09-03-07, 10:25 PM
so no need to worry about the save part.
Just for ha ha's set the textureScale to 120 for starters then work from there.
Hope that helps a bit Canonicus
I havn't had sea foam in the ocean for days in real life time so I am at a stand still for further work on it until I get some in my own game.
I promise to list changes for the sea foam texture as soon as I get the chance to work on it further.
Just remember one thing this game is designed to give you best visuals from Bridge level camera views so you will only get the sea foam to look okay up to a certain amount of viewing range until it starts looking funny because there is a termendous amount of detail work that Seeadler put into it all so things show up faster in distance shots. Where as the original textures almost all looked totaly alike in texture so they blended in better for distance shots.
Canonicus
09-03-07, 11:15 PM
Well this is begining to frustrate me a little. I don't seem to be able to effect ANY changes...I even tried making the TextureScale-120 as you suggested and I see no changes at all. ( I suppose that doubleling that value would make some difference...right?)
I've never encountered a problem with the scene file before as all the changes for LBO I manually inputed with no problems. I can't seem to figure out why it doesnt want to take the changes to Sea Foam.
I'm baffled.
leovampire
09-03-07, 11:24 PM
Using JSGME? For example I leave the mod folder open to the mod I am working with and minimize it. Then I make a folder on my desk top to work with mini tweeker. Then I disable the mod make some changes then copy and paste the new changed scne.dat file to the file in the mod folder then open up JSGME and apply it. I start the game look for the changes then shut the game down and disenguage the mod and make more changes then copy and paste and apply the mod again and restart the game.
Does that make any sence to you at all? I have a good eye to notice the slightest change which helps a lot but it is a long slow process when it comes to environmental effects unlike just making a new dds file and seeing a color change and what not. You have to look for the slightest detail difference at every angle of the camera spectrim and each camera view available outside of the sub.
If you don't close JSGME every time you enable and disable a mod and do not disable the mod before you make a change you won't see a change because JSGME dosn't refresh it's self unless it is shut off and restarted each time.
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