Log in

View Full Version : Really environmental 4.0 MOD for 1.5-Addon


W_clear
03-19-08, 04:45 AM
http://bbsimg.ali213.net/attachments/day_080319/20080319_891f1738a204291893c6djjG2ets0Ep3.jpg

I look a lot of picture of the realistic sea , begin, adjust the different sea water color at every time (upwater and underwater),adjust the different weather (fine, cloudy, heavy cloud, fog, fog, dense fog) and wave of different at(0 meters, 4 meters, 8 meters, 15 meters wind speed), Through repeated and numerous test and adjustment, present color is very close to reality. The fog after adjusting, visibility is very low, increase the difficulty that the submarine fights.
If you don't want to fight now,only drive the submarine on the sea, you will not feel lonely either, hahahah.........
In addition I make a set of seafoam,It is very natural.and then have adjusted sunrise and sunset, sunlight fainting and environmental color when sunrise and sunset. after adjusting clouds edge fuzzy , the trends are lifelike, the feeling of distance is very good (adjust the cloud in the horizon fuzzily).


The content adjusted specifically:

-The new wave accords with reality even more

-Adjusted wave under various wind speed and new sea foam.

-Adjusted the sea water for each time and color of the sky.

-Adjusted every environment and color of hitting the weather.

-Adjusted the proportions of the sun and the moon.

-The light which has adjusted the sunrise sunset faints.

-The reflecting light in the sea of the sun and the moon is stronger.

-Have adjusted the color under water of different time.

-Have not adjusted the illumination color (UnderwaterFogcolor) of time under water.

-But thickness of ones that have adjusted the cloud, has accelerated the change
of the cloud. (credits: Kriller2 clouds modified by wclear).

-It is fuzzy to adjust the cloud and is close to the area of the horizon.

-It is bounded and fuzzy to adjust sea and sky . Have adjusted various splashes


Please use the JSGME for setting up,wish you guys like it.Good huntings.


Download link:

http://files.filefront.com/Enviromental+40+modrar/;9846159;/fileinfo.html (http://files.filefront.com/Enviromental+40+modrar/;9846159;/fileinfo.html)

Xantrokoles
03-19-08, 06:28 AM
Yah thats what I waited for
Thanks man!
Downlaod ready juhu
Let's give my pc the rest!!!!

capt_frank
03-19-08, 06:51 AM
Just what the doctor ordered!

Thanks!!!! :up: :up:

Edit: I just installed this and he has defineately outdone even his previous brilliant 3.2 mod.

The water is very fluid and the wave action is stunning....all complimented with photorealitic sea foam. You'll think you were there.

Bravo!

Liddabit
03-19-08, 08:28 AM
Thanks again :) :up: :rock:

Ducimus
03-19-08, 09:58 AM
Nice work.

Paajtor
03-19-08, 10:31 AM
If you don't want to fight now,only drive the submarine on the sea, you will not feel lonely either, hahahah.........
(http://files.filefront.com/Enviromental+40+modrar/;9846159;/fileinfo.html)
I wonder what that means...:hmm:

Anyway, thank you, for your smart tweaks.:up:

Ducimus
03-19-08, 10:50 AM
Im not sure either. I think W_clears native language is japanese if im not mistaken. I am sure of one thing though.. i am defiantly a fan of his work! Two thumbs up from me, im loving every bit of this mod! :up: :up:

castorp345
03-19-08, 11:45 AM
bravo!!
:up:

WernerSobe
03-19-08, 01:26 PM
thank you.

Outstanding. perfeclty beatiful environment and no stuttering water. cheers

gouldjg
03-19-08, 02:02 PM
Can anyone provide a few details such as framerate hit, required graphic settings as a minimum etc.

I am a bit squeezed on framerate but like the sound of this mod.

Thanks in advance

TDK1044
03-19-08, 02:02 PM
So, what's the difference between this and Kriller's mod? I'm having a blonde moment. :D

Yooperbacker
03-19-08, 02:09 PM
When W_clear says - If you don't want to fight now,only drive the submarine on the sea, you will not feel lonely either, hahahah.........

I think W_clear means is if you want to just enjoy the patrol without sinking any ships and just look at the scenery, that this mod will make this experience more enjoyable.

M. Sarsfield
03-19-08, 02:14 PM
Can anyone provide a few details such as framerate hit, required graphic settings as a minimum etc.

I am a bit squeezed on framerate but like the sound of this mod.

Thanks in advance

So, what's the difference between this and Kriller's mod? I'm having a blonde moment. :D

I have the same questions.

WernerSobe
03-19-08, 02:23 PM
There is no framerate hit for me compared to unmoded 1.5. It runs much smoother then LBO that i was using before, and there is no more wave stuttering or racing textures when after using high time compression.

Ocean quality is about same as LBO (but without bugs)

Environment colors are better and look more natural. I.E the object do not glow at night when there is no moon etc... The colors fit better to daytime. So everything appears red at sunset and grey when its cloudy.

For me its the best environment mod sofar.

capt_frank
03-19-08, 02:28 PM
No frame hit here, it runs beautifully on my rig. Download the file and look at what's included in the data file. It really has a small footprint for what it does. Just fantastic!

Now for a question. Is this photoshop'd or just W_clear superb Mod?

http://216.77.188.54/coDataImages/p/Groups/118/118940/pages/1018083/Isitreal1.jpg

M. Sarsfield
03-19-08, 02:34 PM
Great and nice pic! I say it's actually the mod. :)

capt_frank
03-19-08, 02:36 PM
Great and nice pic! I say it's actually the mod. :)

Yepper, and it's insane how good it looks in-game.

Ducimus
03-19-08, 02:38 PM
Only framerate hit i noticed was when:

- There is fog present in the current weather conditions
- you have BOTH volumentric smoke AND enviromental effects on.

Otherwise, no FPS hit.

Major Johnson
03-19-08, 02:38 PM
If you don't want to fight now,only drive the submarine on the sea, you will not feel lonely either, hahahah.........

I wonder what that means...:hmm:

Maybe there's fishy's??? :p

capt_frank
03-19-08, 03:27 PM
Look at these foggy conditions (I actually thot my video cards had bit the dust)...

Couldn't even see the bow of the boat.

http://216.77.188.54/coDataImages/p/Groups/118/118940/pages/1018083/Foggy.jpg

jimimadrid
03-19-08, 03:29 PM
Superb. Thanks. :up:

M. Sarsfield
03-19-08, 03:37 PM
Look at these foggy conditions (I actually thot my video cards had bit the dust)...

Couldn't even see the bow of the boat.

http://216.77.188.54/coDataImages/p/Groups/118/118940/pages/1018083/Foggy.jpg

Now, THAT's COOL! :up: :rock:

AVGWarhawk
03-19-08, 03:44 PM
Look at these foggy conditions (I actually thot my video cards had bit the dust)...

Couldn't even see the bow of the boat.

http://216.77.188.54/coDataImages/p/Groups/118/118940/pages/1018083/Foggy.jpg


I hear a fog horn:o

Fish40
03-19-08, 04:20 PM
Looks fantastic Clear! Well done:up: I'm really starting to get antsy now because I'm still waiting on RFB for 1.5, and RSRD for RFB. Oh well, I'll d/l, and keep it with the rest of my 1.5 mods in limbo.:cry:

swdw
03-19-08, 04:21 PM
That kinda fog can make you really appreciate surface search radar:yep:

TheBlobThing
03-19-08, 04:55 PM
This mod looks abolutely stunning. Two thumbs up! :D

Although I did prefer the stock underwater colour. Which files, if any, should I remove to revert to this?

Canonicus
03-19-08, 05:16 PM
Simply excellent work, W clear....especially the work on the fog....
very realistic! :yep:

Gives new meaning to the saying "thick as pea soup"

TDK1044
03-19-08, 05:19 PM
Superb mod, and running with TMO service packs 1A and 2, my fps increased by a small amount? I'm getting 45fps on my external shots...up from 41. Go figure! :D

AVGWarhawk
03-19-08, 05:24 PM
That kinda fog can make you really appreciate surface search radar:yep:


Man, were you every right on that!!!!!!!!!!!!!

ReallyDedPoet
03-19-08, 05:27 PM
Superb mod, and running with TMO service packs 1A and 2, my fps increased by a small amount? I'm getting 45fps on my external shots...up from 41. Go figure! :D

Bragger :lol::lol::lol:


RDP

Ducimus
03-19-08, 05:39 PM
Superb mod, and running with TMO service packs 1A and 2, my fps increased by a small amount? I'm getting 45fps on my external shots...up from 41. Go figure! :D

Think i know why. The seafrom textures W_Clear is using is like 341 KB if i remember right. The orginal ones i was using from ROW, are around 5 Megs each if i remember the file size correctly. I don't know what magic ju ju W_clear is working in that file, but he got it to look good while being conservative with that texture resource.

AVGWarhawk
03-19-08, 06:07 PM
Just ran this mod. Very nice work W_clear. There is a whole new reality with the fog. I think Swdw nailed it on the head....where is my radar:oops:

kv29
03-19-08, 06:43 PM
the jelly effect is gone! :p
how did you do it??

THE_MASK
03-19-08, 07:16 PM
This photo says everything :up:
http://img222.imageshack.us/img222/6299/wclearvk7.jpg (http://imageshack.us)

juanchez
03-19-08, 09:14 PM
No comments...just, THANKS!


http://img529.imageshack.us/img529/5954/57687475qy1.jpg (http://imageshack.us)
http://img529.imageshack.us/img529/5954/57687475qy1.e0e61b4375.jpg (http://g.imageshack.us/g.php?h=529&i=57687475qy1.jpg)
http://img529.imageshack.us/img529/7771/92qn4.jpg (http://imageshack.us)
http://img529.imageshack.us/img529/7771/92qn4.20d9dd1654.jpg (http://g.imageshack.us/g.php?h=529&i=92qn4.jpg)
http://img176.imageshack.us/img176/3750/canwr3.jpg (http://imageshack.us)
http://img149.imageshack.us/img149/203/923sq4.jpg (http://imageshack.us)
http://img149.imageshack.us/img149/2028/9234pk6.jpg (http://imageshack.us)

JT1981
03-20-08, 06:55 AM
Im not sure either. I think W_clears native language is japanese if im not mistaken. I am sure of one thing though.. i am defiantly a fan of his work! Two thumbs up from me, im loving every bit of this mod! :up: :up:

O,i am afraid you are wrong,he is a chinese.and he is 45years old,if i am not make mistake.........he is a fans of the sub games,like sh......

Yuzver
03-20-08, 06:57 AM
Super!!! Good work!:up:
Thanks!!!!

THE_MASK
03-20-08, 07:01 AM
I can speak chinese , wang Hao, Ma Lin, Wang LiQuin,Ma Long:yep:

JT1981
03-20-08, 07:04 AM
I can speak chinese , wang Hao, Ma Lin, Wang LiQuin,Ma Long:yep:


haha,Wang LiQuin should be Wang Li Qin.......,they are pinpang players!:up:

schnorchel
03-20-08, 07:18 AM
Im not sure either. I think W_clears native language is japanese if im not mistaken. I am sure of one thing though.. i am defiantly a fan of his work! Two thumbs up from me, im loving every bit of this mod! :up: :up:


One thing must be clarified, He is chinese. what makes you think he is japanese?

TheBlobThing
03-20-08, 08:04 AM
I noticed a strange thing. During rainstorms with what my watch officer describes as 'heavy fog' my visibility is reduced to approximately 100 meters out,
yet during 'medium fog' I can't even see my watch crew! Is this the way it's supposed to work?

M. Sarsfield
03-20-08, 08:15 AM
I like how the light fog is patchy. You actually feel like you're in a cloud, rather than a haze. With volumetric smoke and environmental effects, my fps dropped to about 20 with fog, though. On a sunny day it's around 38, which is an improvement over stock.

I noticed from an external view that the fog gets thicker as you go up in altitude. If you are at sea level, it's almost non-existent (in light fog, anyway).

All that we need, now, is a weather report mod for 1.5, unless one of the older ones will work?

TheBlobThing
03-20-08, 08:18 AM
I still think not being able to see your own watch crew is just a tad over the top. Superb mod apart from that, in my opinion.

W_clear
03-20-08, 08:45 AM
Look at these foggy conditions (I actually thot my video cards had bit the dust)...

Couldn't even see the bow of the boat.

http://216.77.188.54/coDataImages/p/Groups/118/118940/pages/1018083/Foggy.jpg

I don't understand. :doh: Why MOD install in your game.
Heavy fog if visibility think picture of you the same, that wrong, unrealistic.

Heavy fog weather, is visibility like this?


Please look my game ,it's Heavy fog weather too.

http://i30.tinypic.com/2e4md51.jpg


Even in the stormy weather, visibility is like this picture.

http://i26.tinypic.com/33y130p.jpg

AVGWarhawk
03-20-08, 08:51 AM
@W_ clear,

I think capt-frank loves the fog!!!!!. It does look very real to me. I can not play with the fog turned on as it kills my FPS. Even with it off I still get a nice effect of mist and fog. I just about ran over two Sampans in the thick mist as I did not see them. Super nice mod and the new added mist gives hunting a whole new meaning. :up::up:

WhiskeyBravo
03-20-08, 09:00 AM
I like this mod very much, thank you w_clear for your efforts.

One thing I've noticed though is that if I have Lightshafts selected in the graphics options I get a 'Northern Lights' type effect with the sky at night:

http://img.photobucket.com/albums/v241/WhiskeyBravo/lights.jpg

The screenshot doesn't really show the effect very well but it is very noticeable in game.

With the Lightshafts switched off I get a nice clear sky:

http://img.photobucket.com/albums/v241/WhiskeyBravo/lights2.jpg

but obviously, I lose the lightshaft effect when submerged.


Any body else get this issue? Is there a graphics card setting to adjust perhaps?

I'm running:
SH4 1.5
TMO
TMO Sp1
RSRDC
CBS News Mod
Optics2 over TM
Environament 4.0 Mod

On an:
A64 X2 6000
2 GB RAM
GeForce 8800GT
1280x1024 AF=App Controlled AA=4x VSync=On

Regards,

WB.

M. Sarsfield
03-20-08, 09:17 AM
WB,

I get the same effects in the sky with light shafts turned on. I keep light shafts and post filtering off. My computer is about the same as your setup, except that I am using the 7600GT pci-e card. I need to get another one for SLI hook-up.

W_clear
03-20-08, 09:20 AM
@W_ clear,

I think capt-frank loves the fog!!!!!. It does look very real to me. I can not play with the fog turned on as it kills my FPS. Even with it off I still get a nice effect of mist and fog. I just about ran over two Sampans in the thick mist as I did not see them. Super nice mod and the new added mist gives hunting a whole new meaning. :up::up:


Hahahahah..........In fact my original idea does not hope heavy fog weather visibility is so near. The submarine can't fight. :p

capt_frank
03-20-08, 09:23 AM
I only have full screen glare and environmental effects turned on in-game. I quit using volumetric fog some time ago for some reason. The pic I posted was using only the two items listed above.

And yes. I like :D the fog as it is rendered on my rig!!

M. Sarsfield
03-20-08, 09:25 AM
I was messing with the volumetric fog setting and it did seem to thicken the fog when I turned that option off in the graphics menu.

AVGWarhawk
03-20-08, 09:38 AM
@W_ clear,

I think capt-frank loves the fog!!!!!. It does look very real to me. I can not play with the fog turned on as it kills my FPS. Even with it off I still get a nice effect of mist and fog. I just about ran over two Sampans in the thick mist as I did not see them. Super nice mod and the new added mist gives hunting a whole new meaning. :up::up:

Hahahahah..........In fact my original idea does not hope heavy fog weather visibility is so near. The submarine can't fight. :p

Yes, but fog was a real thing as well as rain squalls so this effect you have is very good and a new dimension for finding and attacking. It is quite cool really. Like I said, looming out of the fog was two sampans that I just about ran over. 500 yards away. Nice work.

Paajtor
03-20-08, 09:47 AM
One thing I've noticed though is that if I have Lightshafts selected in the graphics options I get a 'Northern Lights' type effect with the sky at night

The screenshot doesn't really show the effect very well but it is very noticeable in game.

With the Lightshafts switched off I get a nice clear sky

but obviously, I lose the lightshaft effect when submerged.


Any body else get this issue? Is there a graphics card setting to adjust perhaps?

I'm running:
SH4 1.5
TMO
TMO Sp1
RSRDC
CBS News Mod
Optics2 over TM
Environament 4.0 Mod

On an:
A64 X2 6000
2 GB RAM
GeForce 8800GT
1280x1024 AF=App Controlled AA=4x VSync=On

Regards,

WB.
Maybe it's because there is NO lightshafts-file in this mod?
Read here (http://www.subsim.com/radioroom/showpost.php?p=793696&postcount=6)...a post about version3.2.
I can't test it right now, but if you want, you can grab the lightshafts-folder from ROW (Data/shaders/LightShafts/), and place it in your game, in the shaders-folder, obviously.

TheBlobThing
03-20-08, 09:53 AM
So I have to turn volumetric fog on to get visibility back? Aww, my rig is too slow to have fog turned on. So I have to stop using this mod again? Pity, I liked the other effects very very much... :cry:

There is no minor tweaking I can do myself to make the fog a little less intrusive?

momo55
03-20-08, 10:23 AM
Look at these foggy conditions (I actually thot my video cards had bit the dust)...

Couldn't even see the bow of the boat.

http://216.77.188.54/coDataImages/p/Groups/118/118940/pages/1018083/Foggy.jpg

I hear a fog horn:o
That"s exactly what i dit in '74 AVG :lol:. This is the second ship i served on as a sailor before becomming a petty officer. It's a MSI (MineSweeper Inshore) of the Belgian Navy and called "Merksem"(a city in Belgium).

We had to navigate from Zeebrugge to Oostende (+-30 km with leaving and entering the port) alonge the shoreline of the cost.
I was ordered to take place on the bow with a mate and lissen for any noise of fishermen in theire little boats and foghorns .

From where we stude , we couldn't see the chart/radarroom (a few meters away) on the pic .

The tension was high on board i remember and it took us several houres (cant remember how many) to reach our destination save and sound .
http://img178.imageshack.us/img178/2525/merkseminfogvp2.jpg
Great mod W.Clear ! Like it verry mutch :up:

Quick question while i'm posting : Dit addon +patch 1.5 solved the lightning ? I'm on a U-boot and a fleetboat patrol at the moment (MultiSH4:up:) buth havend had thunder till now .

greetz all ;)

M. Sarsfield
03-20-08, 10:25 AM
Lightning is still an issue, regardless of environmental add-on. :down:

kakemann
03-20-08, 10:31 AM
This looks great! Will try now, and post back later :D

Thanks for the effort

Canonicus
03-20-08, 11:19 AM
One thing I've noticed though is that if I have Lightshafts selected in the graphics options I get a 'Northern Lights' type effect with the sky at night

The screenshot doesn't really show the effect very well but it is very noticeable in game.

With the Lightshafts switched off I get a nice clear sky

but obviously, I lose the lightshaft effect when submerged.


Any body else get this issue? Is there a graphics card setting to adjust perhaps?

I'm running:
SH4 1.5
TMO
TMO Sp1
RSRDC
CBS News Mod
Optics2 over TM
Environament 4.0 Mod

On an:
A64 X2 6000
2 GB RAM
GeForce 8800GT
1280x1024 AF=App Controlled AA=4x VSync=On

Regards,

WB.
Maybe it's because there is NO lightshafts-file in this mod?
Read here (http://www.subsim.com/radioroom/showpost.php?p=793696&postcount=6)...a post about version3.2.
I can't test it right now, but if you want, you can grab the lightshafts-folder from ROW (Data/shaders/LightShafts/), and place it in your game, in the shaders-folder, obviously.

To solve this problem simply remove the shafts.dds file, (found in the Misc folder), from the environmental 4.0 mod folder prior to installing it.

This will clear up the night sky and you will still get underwater lightshafts.

Cheers!

M. Sarsfield
03-20-08, 12:28 PM
Thanks for the tip. :up:

AVGWarhawk
03-20-08, 12:36 PM
So I have to turn volumetric fog on to get visibility back? Aww, my rig is too slow to have fog turned on. So I have to stop using this mod again? Pity, I liked the other effects very very much... :cry:

There is no minor tweaking I can do myself to make the fog a little less intrusive?

When the fog is turned off in options, you still get haze and fog appearance. It is not as good with the fog option checked but it is still very good with what you do get and still a factor when playing.

AVGWarhawk
03-20-08, 12:38 PM
Look at these foggy conditions (I actually thot my video cards had bit the dust)...

Couldn't even see the bow of the boat.

http://216.77.188.54/coDataImages/p/Groups/118/118940/pages/1018083/Foggy.jpg

I hear a fog horn:o
That"s exactly what i dit in '74 AVG :lol:. This is the second ship i served on as a sailor before becomming a petty officer. It's a MSI (MineSweeper Inshore) of the Belgian Navy and called "Merksem"(a city in Belgium).

We had to navigate from Zeebrugge to Oostende (+-30 km with leaving and entering the port) alonge the shoreline of the cost.
I was ordered to take place on the bow with a mate and lissen for any noise of fishermen in theire little boats and foghorns .

From where we stude , we couldn't see the chart/radarroom (a few meters away) on the pic .

The tension was high on board i remember and it took us several houres (cant remember how many) to reach our destination save and sound .
http://img178.imageshack.us/img178/2525/merkseminfogvp2.jpg
Great mod W.Clear ! Like it verry mutch :up:

Quick question while i'm posting : Dit addon +patch 1.5 solved the lightning ? I'm on a U-boot and a fleetboat patrol at the moment (MultiSH4:up:) buth havend had thunder till now .

greetz all ;)

I like your yellow men on the bow. Fog like that would scare the heck out of me, :o

TheBlobThing
03-20-08, 01:39 PM
Here's a request then: W_Clear I'd love a version of your mod with less fog. I Think visibility is a bit too low even in light fog. Any way you could do this? I don't have a clue when it comes to modding.

Paajtor
03-20-08, 02:42 PM
One thing I've noticed though is that if I have Lightshafts selected in the graphics options I get a 'Northern Lights' type effect with the sky at night

The screenshot doesn't really show the effect very well but it is very noticeable in game.

With the Lightshafts switched off I get a nice clear sky

but obviously, I lose the lightshaft effect when submerged.


Any body else get this issue? Is there a graphics card setting to adjust perhaps?

I'm running:
SH4 1.5
TMO
TMO Sp1
RSRDC
CBS News Mod
Optics2 over TM
Environament 4.0 Mod

On an:
A64 X2 6000
2 GB RAM
GeForce 8800GT
1280x1024 AF=App Controlled AA=4x VSync=On

Regards,

WB. Maybe it's because there is NO lightshafts-file in this mod?
Read here (http://www.subsim.com/radioroom/showpost.php?p=793696&postcount=6)...a post about version3.2.
I can't test it right now, but if you want, you can grab the lightshafts-folder from ROW (Data/shaders/LightShafts/), and place it in your game, in the shaders-folder, obviously.
To solve this problem simply remove the shafts.dds file, (found in the Misc folder), from the environmental 4.0 mod folder prior to installing it.

This will clear up the night sky and you will still get underwater lightshafts.

Cheers!
Thx...will try that, if I get the issue too.:up:

kapitan_zur_see
03-20-08, 06:41 PM
Looks bloody brilliant!! :up::up::up::up::up:

BTW, since he worked on fog, is the volumetric fog still an akwardly FPS killer?

Old Dog
03-20-08, 07:35 PM
Thank you W Clear,

Your work adds a great deal to this game.

AVGWarhawk
03-20-08, 07:47 PM
Looks bloody brilliant!! :up::up::up::up::up:

BTW, since he worked on fog, is the volumetric fog still an akwardly FPS killer?

Yes it is a FPS killer but, with it off you still get some fog effect with limited sight. Not bad really IMO.

W_clear
03-20-08, 08:28 PM
I like this mod very much, thank you w_clear for your efforts.

One thing I've noticed though is that if I have Lightshafts selected in the graphics options I get a 'Northern Lights' type effect with the sky at night:

http://img.photobucket.com/albums/v241/WhiskeyBravo/lights.jpg



If meet such a question, please change:

SH4/Data/Shardes/Lightshafts/LightShaftsPS.fx

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

#include <data/Shaders/LightShafts/common.inc>
float4 main( PS_IN In ) : COLOR
{
// -----------------------------------
float4 rayColor=float4(0.8,0.9,1,1);
float scale=0.1;
float opacity=0.004;
// -----------------------------------



TO


#include <data/Shaders/LightShafts/common.inc>
float4 main( PS_IN In ) : COLOR
{
// -----------------------------------
float4 rayColor=float4(0.8,0.9,1,1);
float scale=0.1;
float opacity=0.001;
// -----------------------------------

AVGWarhawk
03-20-08, 09:03 PM
Well W_clear, I ran this mod through all the weather. Rain and limited visablity looks good and realistic as it can be. I cruised through 10 meter wind with mist and haze that limited visiblity as well. Looks good to me and I like it. I cruised through calm seas and clear skies. Visibilty was great. I could see for miles. Hunting very easily. Looks and feels realistic to me. Then I sludged through 15 meter winds with fog and rain. I blew cookies all over the bridge from the swells. I was wet to my very core and the fog/mist just made hunting miserable. Good job:up: I think you have covered what we might see concerning clear days, fog/mist, rain and extremely violent seas. Looking at your work and from what I experienced spending days watching weather off the beaches, this is on the money concerning haze/mist in the early morning then burning off as the sun rises and gets hotter. It reminded me very much of the weather by the sea.

However, I think 15 meter winds need to be reduced. The reason is, the submarine only moves very little up and down but really stays stationary on your screen. The sea around the sub moves thus giving the effect of a submarine moving threw the water. This is how the graphics engine renders movement. 15 meter winds are too much as the sea around the sub is just hills and mountains of water. As a result, I get the flying sub effect. Reduced troughs between waves with 10-12 meter winds helps reduce the flying submarine issue.

Ducimus
03-20-08, 09:23 PM
The reason is, the submarine only moves very little up and down but really stays stationary on your screen. The sea around the sub moves thus giving the effect of a submarine moving threw the water. This is how the graphics engine renders movement.

I found the first applet on at this URL:
http://id.mind.net/%7Ezona/mstm/physics/waves/wave3d1/wave3d1.htm

The best example of how waves are in SH4.

The sub.. resides on the blue square or plane. Thats the "rail".

Charlie901
03-21-08, 12:47 AM
One thing I've noticed though is that if I have Lightshafts selected in the graphics options I get a 'Northern Lights' type effect with the sky at night

The screenshot doesn't really show the effect very well but it is very noticeable in game.

With the Lightshafts switched off I get a nice clear sky

but obviously, I lose the lightshaft effect when submerged.


Any body else get this issue? Is there a graphics card setting to adjust perhaps?

I'm running:
SH4 1.5
TMO
TMO Sp1
RSRDC
CBS News Mod
Optics2 over TM
Environament 4.0 Mod

On an:
A64 X2 6000
2 GB RAM
GeForce 8800GT
1280x1024 AF=App Controlled AA=4x VSync=On

Regards,

WB.
Maybe it's because there is NO lightshafts-file in this mod?
Read here (http://www.subsim.com/radioroom/showpost.php?p=793696&postcount=6)...a post about version3.2.
I can't test it right now, but if you want, you can grab the lightshafts-folder from ROW (Data/shaders/LightShafts/), and place it in your game, in the shaders-folder, obviously.

To solve this problem simply remove the shafts.dds file, (found in the Misc folder), from the environmental 4.0 mod folder prior to installing it.

This will clear up the night sky and you will still get underwater lightshafts.

Cheers!


Nope, it totally removes light shafts underwater if I do this. Just like disabling from the graphics menu. :down:

Overboard
03-21-08, 01:48 AM
Will this work with 1.4 or only 1.5? And if it will not work with 1.4 than are you planning a 1.4 version? Thanks.

W_clear
03-21-08, 02:58 AM
Will this work with 1.4 or only 1.5? And if it will not work with 1.4 than are you planning a 1.4 version? Thanks.

I think this MOD can work to 1.4.

Overboard
03-21-08, 03:05 AM
Will this work with 1.4 or only 1.5? And if it will not work with 1.4 than are you planning a 1.4 version? Thanks.

I think this MOD can work to 1.4.
Thank you for your fast reply.

W_clear
03-21-08, 03:45 AM
Well W_clear, I ran this mod through all the weather. Rain and .................................phics engine renders movement. 15 meter winds are too much as the sea around the sub is just hills and mountains of water. As a result, I get the flying sub effect. Reduced troughs between waves with 10-12 meter winds helps reduce the flying submarine issue.

Here you are."Smaller wave of wind speed of 15 meters ",Hope you like it.

Download llink:
http://files.filefront.com/Smoll+waverar/;9858362;/fileinfo.html

THE_MASK
03-21-08, 04:28 AM
Try compressing it again and re upload it . unexpected end of archive . Cheers .

Canonicus
03-21-08, 05:38 AM
One thing I've noticed though is that if I have Lightshafts selected in the graphics options I get a 'Northern Lights' type effect with the sky at night

The screenshot doesn't really show the effect very well but it is very noticeable in game.

With the Lightshafts switched off I get a nice clear sky

but obviously, I lose the lightshaft effect when submerged.


Any body else get this issue? Is there a graphics card setting to adjust perhaps?

I'm running:
SH4 1.5
TMO
TMO Sp1
RSRDC
CBS News Mod
Optics2 over TM
Environament 4.0 Mod

On an:
A64 X2 6000
2 GB RAM
GeForce 8800GT
1280x1024 AF=App Controlled AA=4x VSync=On

Regards,

WB.
Maybe it's because there is NO lightshafts-file in this mod?
Read here (http://www.subsim.com/radioroom/showpost.php?p=793696&postcount=6)...a post about version3.2.
I can't test it right now, but if you want, you can grab the lightshafts-folder from ROW (Data/shaders/LightShafts/), and place it in your game, in the shaders-folder, obviously.

To solve this problem simply remove the shafts.dds file, (found in the Misc folder), from the environmental 4.0 mod folder prior to installing it.

This will clear up the night sky and you will still get underwater lightshafts.

Cheers!


Nope, it totally removes light shafts underwater if I do this. Just like disabling from the graphics menu. :down:

Well , in my experience,I still had underwater lightshafts when I removed the shafts.dds from the mod prior to install.
It seems to me that the only result would be that the stock shafts.dds file would be used, instead of the one provided in the mod.

Of course, if you removed shafts.dds from the SH4 Data file, you would'nt get any lightshafts at all, as you say.

AVGWarhawk
03-21-08, 10:14 AM
Well W_clear, I ran this mod through all the weather. Rain and .................................phics engine renders movement. 15 meter winds are too much as the sea around the sub is just hills and mountains of water. As a result, I get the flying sub effect. Reduced troughs between waves with 10-12 meter winds helps reduce the flying submarine issue.
Here you are."Smaller wave of wind speed of 15 meters ",Hope you like it.

Download llink:
http://files.filefront.com/Smoll+waverar/;9858362;/fileinfo.html



Great I will install:up:

AVGWarhawk
03-21-08, 10:30 AM
The reason is, the submarine only moves very little up and down but really stays stationary on your screen. The sea around the sub moves thus giving the effect of a submarine moving threw the water. This is how the graphics engine renders movement.
I found the first applet on at this URL:
http://id.mind.net/%7Ezona/mstm/physics/waves/wave3d1/wave3d1.htm

The best example of how waves are in SH4.

The sub.. resides on the blue square or plane. Thats the "rail".


Exactly, the scene moves around the boat creating the illusion of movement. If the wave troughs are too large you get the flying boat. The only way I see to handle this is reduce the 15 meter typhoon winds to around 10-11 meters.

Vorkapitan
03-21-08, 12:19 PM
In any language....."That's IMMERSION",那是浸没, :smug: それは液浸である :D
Quella È IMMERSIONE :up:
ETC.
"FANTASTIC" 意想不到 :rock: :rock:

THANK YOU! 简体中文版

JOE

capt_frank
03-21-08, 01:06 PM
Great I will install:up:

Please let us know how this compares with the larger wave version...

Thanks!

Charlie901
03-21-08, 01:43 PM
One thing I've noticed though is that if I have Lightshafts selected in the graphics options I get a 'Northern Lights' type effect with the sky at night

The screenshot doesn't really show the effect very well but it is very noticeable in game.

With the Lightshafts switched off I get a nice clear sky

but obviously, I lose the lightshaft effect when submerged.


Any body else get this issue? Is there a graphics card setting to adjust perhaps?

I'm running:
SH4 1.5
TMO
TMO Sp1
RSRDC
CBS News Mod
Optics2 over TM
Environament 4.0 Mod

On an:
A64 X2 6000
2 GB RAM
GeForce 8800GT
1280x1024 AF=App Controlled AA=4x VSync=On

Regards,

WB.
Maybe it's because there is NO lightshafts-file in this mod?
Read here (http://www.subsim.com/radioroom/showpost.php?p=793696&postcount=6)...a post about version3.2.
I can't test it right now, but if you want, you can grab the lightshafts-folder from ROW (Data/shaders/LightShafts/), and place it in your game, in the shaders-folder, obviously.

To solve this problem simply remove the shafts.dds file, (found in the Misc folder), from the environmental 4.0 mod folder prior to installing it.

This will clear up the night sky and you will still get underwater lightshafts.

Cheers!


Nope, it totally removes light shafts underwater if I do this. Just like disabling from the graphics menu. :down:

Well , in my experience,I still had underwater lightshafts when I removed the shafts.dds from the mod prior to install.
It seems to me that the only result would be that the stock shafts.dds file would be used, instead of the one provided in the mod.

Of course, if you removed shafts.dds from the SH4 Data file, you would'nt get any lightshafts at all, as you say.


If I'm removing the Shafts.dds file from the mod won't the game still use the stock shafts.dds since there is nothing overwriting it?

It seems that my problem is with the "Stock" shafts.dds file as when it's active I have the stripped clouds and when it's deleted I have no shafts at all. :down:

Charlie901
03-21-08, 03:00 PM
If meet such a question, please change:

SH4/Data/Shardes/Lightshafts/LightShaftsPS.fx

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

#include <data/Shaders/LightShafts/common.inc>
float4 main( PS_IN In ) : COLOR
{
// -----------------------------------
float4 rayColor=float4(0.8,0.9,1,1);
float scale=0.1;
float opacity=0.004;
// -----------------------------------



TO


#include <data/Shaders/LightShafts/common.inc>
float4 main( PS_IN In ) : COLOR
{
// -----------------------------------
float4 rayColor=float4(0.8,0.9,1,1);
float scale=0.1;
float opacity=0.001;
// -----------------------------------__________________





Actually, this works perfectly!!!!

No stripped clouds and underwater light shafts look great. :up:

Thanks

Paajtor
03-21-08, 05:53 PM
Maybe it's a good idea, to include this tweak in your next version?

W_clear
03-21-08, 06:00 PM
If meet such a question, please change:

SH4/Data/Shardes/Lightshafts/LightShaftsPS.fx

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

#include <data/Shaders/LightShafts/common.inc>
float4 main( PS_IN In ) : COLOR
{
// -----------------------------------
float4 rayColor=float4(0.8,0.9,1,1);
float scale=0.1;
float opacity=0.004;
// -----------------------------------



TO


#include <data/Shaders/LightShafts/common.inc>
float4 main( PS_IN In ) : COLOR
{
// -----------------------------------
float4 rayColor=float4(0.8,0.9,1,1);
float scale=0.1;
float opacity=0.001;
// -----------------------------------__________________





Actually, this works perfectly!!!!

No stripped clouds and underwater light shafts look great. :up:

Thanks



If you wang to underwater light shafts lookwell,you need change:

SH4/Data/Shardes/Lightshafts/UnderLightShaftsPS.fx

#include <data/Shaders/LightShafts/common.inc>

float4 main( PS_IN In ) : COLOR
{
// ----- Params--------
float brightness=0.03;
float fadeScale=8;
// ------------------------


TO

#include <data/Shaders/LightShafts/common.inc>

float4 main( PS_IN In ) : COLOR
{
// ----- Params--------
float brightness=0.008;
float fadeScale=8;
// ------------------------

W_clear
03-21-08, 06:01 PM
Maybe it's a good idea, to include this tweak in your next version?

Right.;)

clayman
03-21-08, 06:41 PM
Great work W_clear ... very, very immersive! Thanks!!! :up: :up: :up:

M. Sarsfield
03-21-08, 07:08 PM
If you wang to underwater light shafts lookwell,you need change:

SH4/Data/Shardes/Lightshafts/UnderLightShaftsPS.fx

#include <data/Shaders/LightShafts/common.inc>

float4 main( PS_IN In ) : COLOR
{
// ----- Params--------
float brightness=0.03;
float fadeScale=8;
// ------------------------


TO

#include <data/Shaders/LightShafts/common.inc>

float4 main( PS_IN In ) : COLOR
{
// ----- Params--------
float brightness=0.008;
float fadeScale=8;
// ------------------------

Good info to have. After I made the first change to the data file, the underwater shafts looked more like aurora borealis under water.

Charlie901
03-21-08, 10:37 PM
If you wang to underwater light shafts lookwell,you need change:

SH4/Data/Shardes/Lightshafts/UnderLightShaftsPS.fx

#include <data/Shaders/LightShafts/common.inc>

float4 main( PS_IN In ) : COLOR
{
// ----- Params--------
float brightness=0.03;
float fadeScale=8;
// ------------------------


TO

#include <data/Shaders/LightShafts/common.inc>

float4 main( PS_IN In ) : COLOR
{
// ----- Params--------
float brightness=0.008;
float fadeScale=8;
// ------------------------

Good info to have. After I made the first change to the data file, the underwater shafts looked more like aurora borealis under water.


Care to share a screenshot? :yep:

juanchez
03-22-08, 05:53 AM
A couple of questions here. Sorry if they have been posted before. I don't recall seeing any response on them.

Is it posible to use this awesome mod with TMO? Is there any version of TMO without ROW files so we can use both TMO and Environmental mod together?

Has anybody tried this mod with the American campaign? Does it look as good as in the german one?

Thanks in advance.

Ducimus
03-22-08, 10:41 AM
Just FYI, i found a variable in the scene.dat that is effecting visual sensors. I noticed something weird when planes weren't seeing me, and after seeing another post about users watch crews detecting objects at much shorter distances before, i thought there was a correlation there.

So ran a bunch of tests seeing when i was visually detecting a stationary ship with various scene.dat settings and i believe i've isolated the cause to

scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax

For example, Fogdistance0 (no fog) was set to 0.5. - Stock is 0.85.


edit:

Is it posible to use this awesome mod with TMO? Is there any version of TMO without ROW files so we can use both TMO and Environmental mod together?



Have you run TMO lately? I asked W_clear earlier if it was ok to encorporate his enviormental mod, and he said it was ok.

Liddabit
03-22-08, 01:51 PM
Is it possible to decrease the frequency of fog conditions? I don't think the hot summer in the pacific should have constant fog worse than any patrol I ever had in the north sea in SH3 :P 3 patrols through the summer and not once did I have visibility farther than 1500 yards, and most times I had visibility of 350 feet! whenever I found a sonar contact.

The mod is absolutely beautiful and the fog is great, the frequency just seems a bit overboard.

juanchez
03-22-08, 04:31 PM
Just FYI, i found a variable in the scene.dat that is effecting visual sensors. I noticed something weird when planes weren't seeing me, and after seeing another post about users watch crews detecting objects at much shorter distances before, i thought there was a correlation there.

So ran a bunch of tests seeing when i was visually detecting a stationary ship with various scene.dat settings and i believe i've isolated the cause to

scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax

For example, Fogdistance0 (no fog) was set to 0.5. - Stock is 0.85.


edit:

Is it posible to use this awesome mod with TMO? Is there any version of TMO without ROW files so we can use both TMO and Environmental mod together?



Have you run TMO lately? I asked W_clear earlier if it was ok to encorporate his enviormental mod, and he said it was ok.

Thanks, Ducimus.

I just saw it on your SP post. I first checked your main TMO post's general information and FAQ and, honestly, I did not see anything on the environmental mod. Sorry about that.

Downloading now. Thanks again. Outstanding job, as always!

M. Sarsfield
03-22-08, 09:56 PM
So ran a bunch of tests seeing when i was visually detecting a stationary ship with various scene.dat settings and i believe i've isolated the cause to

scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax

For example, Fogdistance0 (no fog) was set to 0.5. - Stock is 0.85.


So, should we change it back to 0.85? I find it aggravating that I can see a target long before my crew does.

MONOLITH
03-23-08, 09:33 AM
Just FYI, i found a variable in the scene.dat that is effecting visual sensors. I noticed something weird when planes weren't seeing me, and after seeing another post about users watch crews detecting objects at much shorter distances before, i thought there was a correlation there.

So ran a bunch of tests seeing when i was visually detecting a stationary ship with various scene.dat settings and i believe i've isolated the cause to

scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax

For example, Fogdistance0 (no fog) was set to 0.5. - Stock is 0.85.



This is definately an issue. Even though I do all manual targeting, I do have a hotkey for "Identify Target", and my WO cannot identify the target through light fog even though I can clearly see it. Also, when looking through light fog, pressing L to lock the ship in the periscope won't work. It doesn't lock. So basically, my crew, and the game, cannot see the target through the light fog, even though the human player can.

MONOLITH
03-23-08, 09:52 AM
On another note, I really love this work, as well as Krillers equally. There are a few things I wish I could merge the two mods together.

I love W_Clears underwater scene. The new colors, the heavier floaties; really feels "oceanish".

But in a storm condition, W_clear has reduced the whitecaps/foam. So in 15 meter winds, the waves have too little foam to cover up the highly reflective surface, so the sea returns to that 'shiny mercury' look.

Personally, I'm going to take the seafoam files from Krillers PE and place them into W_clears, to restore the whitecaps snd cover the shiny water in storm conditions.

Both mods are great. A little personal 'combining to taste' works well. :up:

Canonicus
03-23-08, 10:20 AM
I'm thinking that maybe an adjustment needs to be made to the visual fog factor in Data/Cfg/Sensors....

Perhaps lowering the number slightly would allow the crew to see through the fog, (as it's rendered in this mod), a little better and bring crew visual detection in line with what the player can see.

Cheers

U56_Dragon
03-23-08, 10:57 AM
Very Nice.
Good Work mate.

Doolittle81
03-23-08, 12:38 PM
....underwater scene. The new colors, the heavier floaties; really feels "oceanish".

But in a storm condition, W_clear has reduced the whitecaps/foam. So in 15 meter winds, the waves have too little foam to cover up the highly reflective surface, so the sea returns to that 'shiny mercury' look.

Personally, I'm going to take the seafoam files from Krillers PE and place them into W_clears, to restore the whitecaps snd cover the shiny water in storm conditions.



There are 12 seafoam files in the Pacific Environ MOD....and in the W_Clear Environ MOD. WHich should be moved/copied over from the former to the latter to add White caps?

There used to be a specific Improved Sea Foam MOD floating around, but it can't be found anywhere now and I no longer have it.

THE_MASK
03-23-08, 05:05 PM
Hint . If you use silent 3ditor you can add onother WavesProperties or as many as you like .
http://img139.imageshack.us/img139/9715/watermm8.jpg (http://imageshack.us)

WhiskeyBravo
03-24-08, 04:39 AM
W_clear, just a quick post to say thanks for the info about modifying the lightshaft files to cure the problem I was having with the 'Northern Lights' at nightime.

It's now looking good and the underwater lightshafts are still in tact.

:up:

WB.

Doolittle81
03-24-08, 12:44 PM
...., W_clear has reduced the whitecaps/foam. So in 15 meter winds, the waves have too little foam to cover up the highly reflective surface, so the sea returns to that 'shiny mercury' look.

Personally, I'm going to take the seafoam files from Krillers PE and place them into W_clears, to restore the whitecaps snd cover the shiny water in storm conditions.



Which files exactly did you copy over and did it work to add the white caps???

AlmightyTallest
03-25-08, 10:24 AM
I think combining the aspects you prefer from both W_clear's and krillers enviornmental mods is the way to go. They both are masters at combining light and color, just need to season to taste a few aspects to make your own version...... Now if only I knew how to do the above lol.

Hawk_345
03-25-08, 02:21 PM
Very nice work from what i see in the pics, but will this work well with v1.4, ive seen it said it should work, but can it be confrimed to work?

AVGWarhawk
03-25-08, 02:42 PM
It will work with 1.4

Hawk_345
03-25-08, 02:53 PM
Thanks for the quick reply, i will definatly try it out now.

JoeCorrado
04-02-08, 10:38 PM
Impressive!

I am using PE now but it sounds like this is as good and less taxing on the video card. Just what I need.

andycaccia
04-03-08, 06:04 AM
I foresee a BRIGHT future for this mod. It's SIMPLE, EFFECTIVE, LIGHT AND VERY REALISTIC. All qualities that subsimmer wil appreciate very much. :up: :up: :up:

Snakeeyes
04-03-08, 09:39 AM
Am I right in that version 1.5 of the game is the Uboat missions right? Will Mod 4.0 work on version 1.4 of the game?

mikehcl
04-03-08, 09:48 AM
Am I right in that version 1.5 of the game is the Uboat missions right? Will Mod 4.0 work on version 1.4 of the game?

:yep: it works on version 1.05 and 1.04

Snakeeyes
04-03-08, 04:32 PM
Great!!!

McHibbins
04-05-08, 09:56 AM
Just FYI, i found a variable in the scene.dat that is effecting visual sensors. I noticed something weird when planes weren't seeing me, and after seeing another post about users watch crews detecting objects at much shorter distances before, i thought there was a correlation there.

So ran a bunch of tests seeing when i was visually detecting a stationary ship with various scene.dat settings and i believe i've isolated the cause to

scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax

For example, Fogdistance0 (no fog) was set to 0.5. - Stock is 0.85.


This is definately an issue. Even though I do all manual targeting, I do have a hotkey for "Identify Target", and my WO cannot identify the target through light fog even though I can clearly see it. Also, when looking through light fog, pressing L to lock the ship in the periscope won't work. It doesn't lock. So basically, my crew, and the game, cannot see the target through the light fog, even though the human player can.

Is there a solution in sight ? How can I tweak a .DAT file ?

Fish40
04-05-08, 07:53 PM
Just FYI, i found a variable in the scene.dat that is effecting visual sensors. I noticed something weird when planes weren't seeing me, and after seeing another post about users watch crews detecting objects at much shorter distances before, i thought there was a correlation there.

So ran a bunch of tests seeing when i was visually detecting a stationary ship with various scene.dat settings and i believe i've isolated the cause to

scene.dat->envSim->FogDistances[0,3]->ObjectsRelativeZMax

For example, Fogdistance0 (no fog) was set to 0.5. - Stock is 0.85.


This is definately an issue. Even though I do all manual targeting, I do have a hotkey for "Identify Target", and my WO cannot identify the target through light fog even though I can clearly see it. Also, when looking through light fog, pressing L to lock the ship in the periscope won't work. It doesn't lock. So basically, my crew, and the game, cannot see the target through the light fog, even though the human player can.
Is there a solution in sight ? How can I tweak a .DAT file ?




I'm sure a new version of the mod is in the works to fix all these little problems. Here's something that may help in the meantime: http://www.subsim.com/radioroom/showthread.php?t=133728 This is the same mod, tweaked a bit by Sober to improve the detection range.

Sepp von Ch.
02-09-13, 08:07 AM
Please reupload this mod. Many thanks.

castorp345
02-09-13, 08:18 AM
Please reupload this mod. Many thanks.

Holy necro, Batman!!:lurk:

Armistead
02-09-13, 08:55 AM
I'm not at home, but I'm sure I have an old copy of it, but I suggest you use Env.5.

If you use a megamod like TMO of RFB, they both contain enviroment mods.