View Full Version : Would like a little gloom in the boat?
MarkShot
02-11-08, 08:50 PM
I like the lighting balance in SH3. I can see well enough externally, but the boat looks somewhat dark and gloomy inside.
However, my SH4 TM and RFB installations in order to have adequate lighting externally, the inside of the boat looks bright like an operating room. Does anyone know what value I would tweak to get a dimly lit gloomy affect inside the boat? (Or it could be adjust my Gamma Option to get the gloom and tweak something to brighten the external environment.)
Thanks.
MarkShot
02-12-08, 12:37 AM
Bump - any ideas where to look to dim the interior lights? Thanks.
MarkShot
02-12-08, 04:29 PM
How could you modding genious produce something like ROW and not have any idea how to dim the lights? Sorry, but I cannot fathom this.
Just point in the right direction, the rest of the editting I will do myself.
Thanks.
Mark,
Ducimus had figured out how to do that unfortunately no one was very interested in dimming the boats interior. He then took leave of Sub Sim. See if you can find the thread and it may give you a hint of where to look.
MarkShot
02-12-08, 04:58 PM
Okay, I found the old discussion and perhaps even the files to tweak to dim the interior lights. I also found the whole discussion about realism.
Thanks.
ReallyDedPoet
02-12-08, 06:11 PM
I voted to have the darker lighting in Trigger, so I would be interested in this :yep:
RDP
MarkShot
02-12-08, 06:13 PM
Personally, I think there should have just been an internal and external gamma slider.
MarkShot
02-13-08, 02:41 AM
I played around with files described in this excerpt below. I did not have any luck making improvements and concluded that I don't know what I am doing. The solution clearly is not trivially obvious. Sorry, I am giving up.
Quote:
Originally Posted by Ducimus
Anvart, the problem isnt the dials. Those are fixed. They are super easy, just tedious. The problem is the lighting! The lighting is the problem. I think its too bright. The light bulbs are somehow tied to the overall ambient lighting. Lower the ambient lighting, and you lower the lightbulbs brightness. This isnt what i want. I want to make it darker, but not make the lightbulbs darker.
The top of this pictures is sort of what im looking for:
http://www.ubisoft.de/marc/silenthun...gof/sshot1.jpg
But i only want this for daylight, not night time. Ive tried, and retried, all sorts of different ways, alot of trial and error type of thing. No luck yet. I know theres some things in this im not understanding. But looking at the lights in general, its clear the devs didnt spend near as much time on it as they did in Sh3. If you compare halo light soruces between a Sh3 interior and Sh4 interior, its pretty sad.
OK.
You should use for your task AmbientLight, Omni and LightHalo objects.
LightHalo, it's a visible glow (glare) object ("Size" param.)...
For AmbientLight and Omni try to change not only intensity but also color ...
And more ...
You can try to change parameters in ..\Silent Hunter Wolves of the Pacific\Data\Filters\interior\interiorfilter.pfx
... And SH4 != SH3 ...
kriller2
02-13-08, 03:57 AM
Ok, heres a little gem for you gents before i make my made dash out of the door. As part of this release, i was going to mess with the interior lighting of the interiors. I opted not to because opinion about whats correct, or what people like is rather varied. So i left lighting alone.
Instead, ill tell you how to tweak it to your own personal taste.
Fire up S3D, and open up one of the interior dat files. I suggest backing this file up first before you do anythign to it. Personally, i just use the acutal mod as a backup (since deactiveating the mod restores the orginal), or just copy the dat straight to the desktop, and copy it back into the game directory later on in case i royaly screw up.
In this example, im opening up data/interior/NSS_Gato/NSS_Gato_CT.dat
This is for, as the name suggests, the conning tower.
http://www.ducimus.net/sh4/int_color1.jpg
Look where im navigating too. You can do this for daytime lights and nightime lights. if you press the button to the left of the little red arrow you'll get this popup box:
http://www.ducimus.net/sh4/int_color2.jpg
If you look at the previous screenshot, you'll see the default value for this is 235, for Red, green, and blue values, which is fairly bright. Im just going to make it darker. So lets save it, and fire up SH4. I use the bungo pete mission alot for testing since i can select any boat, and not have to start a new career game to do it. Plus the way i made the mission, your relatively unmolested at startup, so you have time to experiment and see what you did.
So, lets fire up the game, and run the bungo pete mission and go look in the conning tower.
http://www.ducimus.net/sh4/int_color3.jpg
While i kinda like the way the green lights stick out more, the lack of light bulbs sucks! EVerything went dark. How fun is that? Not very much in my opinion. Time to fix that.
Create yourself a little modlet to run in JSGME. The file your after is
Data\Shaders\InteriorIllumination\LightHalloPS.fx
Open this up in notepad, and you'll be looking at some bit of C code that will probably confuse the hell out of you if youve never done anything related before. Fear not. heres the bit, which probably wont format correct in the forum, but ill highlight the part you'll be changing.
quote:
float3 Color : register(c0);
struct PS_IN
{
float2 Tex0 : TEXCOORD0;
};
float4 main( PS_IN In ) : COLOR
{
float dist = saturate(1-length(2*In.Tex0));
dist = pow(dist, 3.0);
dist *= 0.5;
return float4(Color * dist, 1);
}
dist *= 0.5 is what you'll be changing, but more specifically, the 0.5 in this variable. The higher you make this number, the greater the intensity of the light halo. So in this example, ill substitue 0.5 with 2.5
dist *= 2.5;
Still with me? Save the file, enable it in JSGME, and go fire up the bungo pete mission, and go check out your new lighting.
http://www.ducimus.net/sh4/int_color4.jpg
Well, now thats better isn't it? heck ya!
Now, some things to note here. Your adjustments made to lighting halos on the interior are univseral. Remember the control room which we did NOT darken? It now looks like this:
http://www.ducimus.net/sh4/int_color5.jpg
Jumpin' Jesus on a pogo stick im going blind! Basically what you do for darkness levels in one room, you must also apply to the other room as well. They dont neccessarily have to be the same color, but the darkness level should be dark enough in both areas to offset the increased light halo intensity. Also, the darker you make a room, the greater the light intensity that will be required in order for the lightbulbs to show "hey , yes were on, and theres light coming out of here".
Anyway, you could make this, any color you wanted.
A shade of blue:
http://www.ducimus.net/sh4/int_color6.jpg
Or a shade of yellow
http://www.ducimus.net/sh4/int_color7.jpg
You can have your CT one color, and the CR another if you like. Each area has a daytime and night time light setting. If you dont think the redlights at night are bright enough, you can change that. You dont like redlights and prefer bluelights at night? you can change it.
Gotta love that tool.
have fun, its friday, and i gotta get to work.
------------
Kriller, what node there controls the bank of red and green lights in the conning tower?
castorp345
02-13-08, 08:28 AM
nice tutorial, kriller!
:up:
kriller2
02-13-08, 08:46 AM
Kriller, what node there controls the bank of red and green lights in the conning tower?
Hi LukeFF, this one, BTW I have tried this and it works ! :|\\ (all credits for this one belongs to Ducimus the maker of Trigger Maru)
http://www.ducimus.net/sh4/int_color1.jpg
@Castorp it's Ducimus who posted it over at the UBI soft forum, I stumbled on it when posting to him about the night attacks ;)
ReallyDedPoet
02-13-08, 08:57 AM
Nice stuff kriller :yep::up:
RDP
castorp345
02-13-08, 08:58 AM
it's Ducimus who posted it over at the UBI soft forum, I stumbled on it when posting to him about the night attacks
oops.
missed that bit in your message title...
:oops:
in any event, Duci is certainly missed, but thank you for posting this here.
TDK1044
02-13-08, 09:01 AM
Ducimus is currently working on his own personal version of Trigger Maru that will include the lighting condition you describe. The new Trigger Maru will be all the things he wanted to do but which he never got around to doing because he was busy pleasing everybody else. The story so far:
- External camera is off by default
- Event camera is on by default
- adjusted realism values. Ext camera on will be 75%, ext cam off will be 85%, maual TDC with ext cam off 100%. Event cam not penalized.
- Interior lighting in submarine interiors changed. Assumes your not using PPF.
- changed periscope textures.
-ATK periscope darkned by night, Obs now lives up to its name of "night scope".
-OBs scope max and percise range reduced.
-MISC sound changes. (IE torpedo tube doors opening)
- Removal of "bathtub"
- Tench class merged in.
- Fixed Tin cans that were not pinging.
- Minesweeper and Subchaser changed to DE's and renamed to SHIMUSHU, and ETOROFU class escorts.
- Minekaze is now a DE
- Removed all previous "auxillary subchaser" or any ship that was previously modified to be a corvette class.
- Fixed the armed tugboat so it no longer CTD's when used as an escort and set it as the new (and only) corvette class.
http://www.ducimus.net/sh4/preview/new_tug.jpg
- Fixed the Kaiboken escort. It previously did not have any sonar nodes of any kind. It does now, and it doesnt mess around!
- Bungo pete, and both incarnations of Enisgn Parker are now a Frigate class, and should not be found in the normal campaign game.
- Manually edited all campaign layers to reflect the above ship changes
- Reduction of aircraft spawning (pending)
- fixed all subschool, singlemissions, and single patrols to reflect all unit type changes.
- Added Fleetboats usable only by the AI. Currently they are only positionied as mock fleet submarines in port near a tender.
http://www.ducimus.net/sh4/preview/ai_fleetboat.jpg
Fremantle, 1942
http://www.ducimus.net/sh4/preview/ai_fleetboat_02.jpg
Brisbane , 6/43.
Pearl not shown, but finished.
- Changed mission scripting. Based on these maps found by Lurker:
http://img.photobucket.com/albums/v516/lurker_hlb3/subopareas.jpg
http://img.photobucket.com/albums/v516/lurker_hlb3/subopareas2.jpg
I did the following:
http://www.ducimus.net/sh4/preview/area_assigment_01.jpg
http://www.ducimus.net/sh4/preview/area_assigment_02.jpg
I then later changed the map labels to be less obtuse to the eye:
http://www.ducimus.net/sh4/preview/area_assigment_03.jpg
All sink and patrol missions have had their breifings and objectives to reflect this change. Took me about 3 days, and i swear to god ill never do that again. What a PITA. Sorry amigo's, no grid, but its at least resmbles something which should have been there from the start.
Currently kicking around to see if i can get it to work:
----------------------------------
- Changing crew configs to be more realistic (IE, an officer should be on the TDC, the cheif of the boat should be on the manifold, etc)
- Adding another helmsman node to the conning tower. Ideally only active during battlestations. The CT is not crowded enough. This mod is giving me problems, i may not get it to work.
- AA and deck gun crewman wearing a helmet while manning their guns. Found the model, can get it on their heads, just can't get their existing hat to go away.
Stuff i want to do but havent gotten to yet:
--------------------------
- Re examine AI detection where night surface attacks are concerned.
- rexamine AI passive hydrophones, i wonder if its too senstive. (is it?)
- Make late war AI active sonar less accurate.
- examine submarine physics. Most likely using changes by SWSD. I will probalby use the core of his mod and apply some of my own flavorings.
- Fix Narwhal to be independant from any other sub type for conning tower or texture.
- Make waves bigger via Sim.cfg file. Exaggerated waves would help with night surface detection, and make the ocean look alot cooler. Problem with this is AI NPCs on sanpans tend to die, and boats like the elco blow up. I may scrap this, as its a BIG kettle of fish.
I think thats about it. Most of this is spit and polish on the game that *I* want to play.
TDK1044,
You have been very busy! So does he plan to release it? Is that why you let the cat out of the bag?
TDK1044
02-13-08, 11:38 AM
Yeah. He's playing over at the Ubi Forum now. He'll release it there. You can follow the progress of the new version at this link.
http://forums.ubi.com/eve/forums/a/tpc/f/6421019045/m/8981053336
Thanks for the heads up....all set for more TM goodness. Great to see he is doing it "his way" no prisoners and no complainers allowed!
....a little cheese with that whine?
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