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View Full Version : [REL] 20 km environment for GWX 3.0


Hitman
05-29-09, 08:25 AM
It took a bit more time than initially planned, because I wanted to add OLC's last horizon fix....but it's now ready :D

Until UBI hands us the code of the game, this is as far as it gets in the SH3 world. This new environment mod will push the limits of visibility to 20.000 metres (21.782 yards), and is based upon GWX3 16km environment, with no other changes except OLC's horizon fix. It is therefore specially indicated for GWX, but it might work anyway on top of any other mod or stock install (Though unexpected effects may arise in installs with 8km environment files, due to problems with the visual sensors).

The low quality of this JPEG doesn't allow you to see it, but in the game the smoke plume over the horizon is fully visible :DL. A darker and heavier smoke mod is also recommendable to benefit the most from this mod, unless you are using OLC cameras (Included in his GUI), in which case the sharp horizon will allow you to see masts clearly.

http://img37.imageshack.us/img37/7418/gwx20k.jpg

A huge thanks (Further extended in the readme with details) goes to Seeadler, Onelifecrisis, Graff Paper and all those who helped with the mod, and to Privateer, who pointed me to an excellent 3D editor that made the job quite easy. And of course to the GWX team, whose environment mod is the basis of the mod and provided permissions to use it.

Read the readme carefully, the mod is JSGME ready and it comes in time for ther weekend patrol.

GET IT HERE: (UPDATED LINK, FILE NOW IN 7 ZIP FORMAT)

http://files.filefront.com/GWX+20km+Atmosphere+Unood7z/;13826909;/fileinfo.html
Happy hunting all! :salute:

ReallyDedPoet
05-29-09, 08:30 AM
Nice work :yep::up:

h.sie
05-29-09, 08:31 AM
yeah, I'm the first to say THANK YOU !

Edit : the Second


Will the framerate be reduced with this mod?

Contact
05-29-09, 08:35 AM
How far can you see in RL ? is it also 20 km ? :hmmm:

And what about hits on fps with this mod ?

Thanks

IFRT-WHUFC
05-29-09, 08:43 AM
How far can you see in RL ? is it also 20 km ? :hmmm:

And what about hits on fps with this mod ?

Thanks

Somebody might correct me but i think it is about 8 mile!

ok
Rick

Hitman
05-29-09, 08:45 AM
From the readme:

-No drops in performance have been noticed on my system. Yet on older ones, specially in harbours, it could eventually cause a drop in farmerates. In that case, use the map screen to sail out of the harbour without the game stuttering too much.


Real visibility in ideal conditions can be very far. Never seen high mountains in the distance on a clear day? Sometimes even 70 km away if using binoculars ...

For a ship, or a faint smoke plume 35 km is probably the maximum in ideal conditions.

Cheers

irish1958
05-29-09, 08:48 AM
fully visible :DL. A darker and heavier smoke mod is also recommendable to benefit the most from this mod, unless you are using OLC cameras (Included in his GUI), in which case the sharp horizon will allow you to see masts clearly.

Thanks for your work, Hitman:woot:
What smoke mod do you recommend?

Contact
05-29-09, 08:57 AM
Hitman of course it's not the same to compare a mountain and a ship at a horizon distance..

I found something that might proove the visibility range in this mod not accurate at all compared to RL:

http://en.wikipedia.org/wiki/File:How_far_away_is_the_horizon.png

Correct me if I'm wrong but as far as I know while standing on a beach the horizon is probably at 11 km away. The big ship is a tall object so it can be seen from 14-16 km max with a naked eye.

Well binoculars might do the trick to see further and this would add +4km to visibility ? Hmm..

And binoculars should be from WW2 time, not the present..

Seeadler
05-29-09, 09:25 AM
During my time in the Navy, we had the following simplified rule. Is the horizon clearly visible, the visibility is greater than 5 nautical miles, it is washed out, the visibility is lower. This rule is based on an eye height 5-7m above the water.

Contact
05-29-09, 09:46 AM
During my time in the Navy, we had the following simplified rule. Is the horizon clearly visible, the visibility is greater than 5 nautical miles, it is washed out, the visibility is lower. This rule is based on an eye height 5-7m above the water.

1 nm = 1.852 meters

5 nm = 9.260 meters

How much greater the visibility can be you didn't mentioned. As like with or without binoculars ?

Seeadler
05-29-09, 10:04 AM
How much greater the visibility can be you didn't mentioned. As like with or without binoculars ?
Parts of superstructures of larger vessels behind the horizon at daytime and very good visibility approx. 11km, with binoc approx 13-15km.

Contact
05-29-09, 10:09 AM
I see thanks. Still nothing close to 20 km. So I guess 16 km is the best choice :)

makman94
05-29-09, 11:47 AM
good job here Hitman ! :up:

NGT
05-29-09, 11:48 AM
Hitman dear friend

First, thank you very much, sincerely. Your mod is nice as it is and, obviously, give us the opportunity for a wide possibility of tweaking and game personalization.

Thanks to you, we have OLC's horizon fix without OLC-GOLD MCII. So, thanks to you we have the choice.

After that, many people here (if not all) can manage the simple notepad entries inside S3D, and, like that one can reduce the visibility's maximum range as he want in the Cameras.dat file.

For 1.000.000 time, thanks, Skwas. . .

However, after downloading the mod, the .rar said is corrupted, and the 7z said about the Nori00.tga file. Instaid of 14659 kb (as inside OLC GOLD MK-I) is about 11000 kb and black.

Keep up. :03:

Jimbuna
05-29-09, 12:11 PM
Thanks Hitman...I'll certainly check this out http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

coronas
05-29-09, 12:23 PM
Thanks, master! :salute:

Hitman
05-29-09, 03:15 PM
I found something that might proove the visibility range in this mod not accurate at all compared to RL:

http://en.wikipedia.org/wiki/File:Ho...he_horizon.png (http://en.wikipedia.org/wiki/File:How_far_away_is_the_horizon.png)

Correct me if I'm wrong but as far as I know while standing on a beach the horizon is probably at 11 km away. The big ship is a tall object so it can be seen from 14-16 km max with a naked eye.

Well binoculars might do the trick to see further and this would add +4km to visibility ? Hmm..



Standing on a beach if you are 1,8 metres high like me the horizon line is about 5 km away. On a U-Boat's bridge -which is more or less 5,5 metres- the horizon is at 8 km away. But as you have already seen, if you are looking at a tall object you must actually sum up the heigth of you and the object, this resulting in ship's masts of 30 metres being visible at even 30 km if the air cleanness conditions allow it, and even more if we are talking about a smoke column of dark smoke (A coal ship f.e.). I have readed several reports of sightings at 25000 metres, and even up to nearly 30 km. And I myself have seen from the window of my house a smoke column of a fire that was 40 km away (Readed it in the internet newspapers at the same time I was watching the smoke).


And binoculars should be from WW2 time, not the present..


WW2 binoculars -specially the high quality Zeiss items that german U-boats had- were top notch even for today's standards, and the modern navy doesn't in fact use zoom settings different than the 7x used in WW2 for ordinary watch on the bridge.

So, as a conclussion, a 20 km visibility mod is simply more realistic, because in good weather conditions you will be able to see smoke plumes over the horizon at that distance -and that is exacty what they did in real life-

First, thank you very much, sincerely. Your mod is nice as it is and, obviously, give us the opportunity for a wide possibility of tweaking and game personalization.

Thanks to you, we have OLC's horizon fix without OLC-GOLD MCII. So, thanks to you we have the choice.


Hummm I see you have not been able to read the readme because you couldn't download :), so I will make it clear again here: This is NOT my mod, it is just the result of combining and following the guidelines by other people like Seeadler and OLC. I did nothing else but compile it all together and resize the 3D models, nothing really worth mentioning!

However, after downloading the mod, the .rar said is corrupted, and the 7z said about the Nori00.tga file. Instaid of 14659 kb (as inside OLC GOLD MK-I) is about 11000 kb and black.


That is really strange, as nobody else has reported it yet :hmmm: May be you have an old version of Winrar?? Or may be it's me who has it?? :oops: I compressed this file with Winrar 3.8

Miltiades
05-29-09, 03:17 PM
20 Km Environment:up: + Warship Mod:up: =:yeah:

mr chris
05-29-09, 03:30 PM
Ah good work Hitman.:up:
Been looking forward to trying this out.


What smoke mod do you recommend?

Aye what Irish said.

Contact
05-29-09, 03:38 PM
Standing on a beach if you are 1,8 metres high like me the horizon line is about 5 km away. On a U-Boat's bridge -which is more or less 5,5 metres- the horizon is at 8 km away. But as you have already seen, if you are looking at a tall object you must actually sum up the heigth of you and the object, this resulting in ship's masts of 30 metres being visible at even 30 km if the air cleanness conditions allow it, and even more if we are talking about a smoke column of dark smoke (A coal ship f.e.). I have readed several reports of sightings at 25000 metres, and even up to nearly 30 km. And I myself have seen from the window of my house a smoke column of a fire that was 40 km away (Readed it in the internet newspapers at the same time I was watching the smoke).

:hmmm: ok so what about seeadlers statement: "During my time in the Navy, we had the following simplified rule. Is the horizon clearly visible, the visibility is greater than 5 nautical miles, it is washed out, the visibility is lower. This rule is based on an eye height 5-7m above the water."

If the best visibility is 13-15 km with binoculars as we disscussed earlier in this thead. It contradicts the version of yours Hitman ? I can hardly imagine how should you be able to spot the smoke from an exhaust pipe if the ship is at 25 km ? I assume it would have to be a huge fire and much more smoke to spot a smoke from that distance..

Jimbuna
05-29-09, 03:52 PM
When unpacking I am receiving the following Diagnostic message.

http://img34.imageshack.us/img34/7227/37405247.jpg (http://img34.imageshack.us/my.php?image=37405247.jpg)

Redeagle
05-29-09, 04:08 PM
I learned: two 20m high towers allow you to see from peak to peak at 30km distance. Assuming flat ground in-between.
#from radio-lesson of the fire-fighting brigade (guess it's time to rejoin english-class:o).

As radio-waves spread by the rules of light, it should fit the visibility-issue

Miltiades
05-29-09, 04:15 PM
When unpacking I am receiving the following Diagnostic message.

http://img34.imageshack.us/img34/7227/37405247.jpg (http://img34.imageshack.us/my.php?image=37405247.jpg)

I got the same error,i installed it and got no CTD or bugs so far....

Jimbuna
05-29-09, 04:37 PM
I got the same error,i installed it and got no CTD or bugs so far....

Good to know...cheers http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

d@rk51d3
05-29-09, 07:27 PM
Thanks for this, guys.

Downloading now. :yeah:

Pisces
05-29-09, 08:49 PM
Standing on a beach if you are 1,8 metres high like me the horizon line is about 5 km away. On a U-Boat's bridge -which is more or less 5,5 metres- the horizon is at 8 km away. But as you have already seen, if you are looking at a tall object you must actually sum up the heigth of you and the object, this resulting in ship's masts of 30 metres being visible at even 30 km if the air cleanness conditions allow it, and even more if we are talking about a smoke column of dark smoke (A coal ship f.e.). I have readed several reports of sightings at 25000 metres, and even up to nearly 30 km. And I myself have seen from the window of my house a smoke column of a fire that was 40 km away (Readed it in the internet newspapers at the same time I was watching the smoke).I think you mean "sum up the individual visibility ranges of both you and the object". When a light-ray from the object touches the surface at it's visibility range, it still has your visibility range to travel until it has risen upto your eye-height. It might work for a rough approximation, but it is based upon a square root function that doesn't allow to simply add heights.

irish1958
05-29-09, 09:43 PM
When unpacking I am receiving the following Diagnostic message.

http://img34.imageshack.us/img34/7227/37405247.jpg (http://img34.imageshack.us/my.php?image=37405247.jpg)
The file is really screwed-up; can anybody post the correct file from the OLC mod? or is it not important for the mod to function correctly?

Aleksandar the Great
05-30-09, 05:05 AM
http://img413.imageshack.us/img413/1673/perito9.jpg

jaxa
05-30-09, 06:08 AM
Hitman, could you upload this mod at BTS server?
I can't download it from filefront. :damn:

Hitman
05-30-09, 06:21 AM
Link updated with a 7zip file...hopefully nor more corrupted ones.

I think you mean "sum up the individual visibility ranges of both you and the object".

Yeah, sorry that was it, I typed too fast :nope:

If the best visibility is 13-15 km with binoculars as we disscussed earlier in this thead. It contradicts the version of yours Hitman ? I can hardly imagine how should you be able to spot the smoke from an exhaust pipe if the ship is at 25 km ? I assume it would have to be a huge fire and much more smoke to spot a smoke from that distance..

I have readed lots of reports and accounts telling that you can watch ship's masts and specially smoke plumes at very long ranges. Coal ships produced dark smoke, so it was easily visible at long distance.

Hitman, could you upload this mod at BTS server?
I can't download it from filefront. :damn:

I'll try later if possible. But I have never uploaded anything there myself :hmmm:

jaxa
05-30-09, 06:36 AM
OK, I have it now.

PS. Is this mod compatible with Flat Sun Fix for GWX3?

Graf Paper
05-30-09, 07:02 AM
I can't remember the title of the book to save my life, so you'll just have to take it with a grain of salt, but I do recall reading that a u-boat watch could spot the smoke plumes of ships from as great a distance as 34 km with the aid of binoculars under ideal conditions (good weather, calm seas).

In the video documentary Battle for The Atlantic: Wolfpack, a former British merchant sailor stated that the coal-fired vessels gave off such great amounts of black smoke that the plumes were plainly visible from as far as 50 km.

No matter how the math works out on paper, you still did good work with this one, Hitman! :up:

Contact
05-30-09, 08:30 AM
Will it work with OLC Gold ?

Cheers

irish1958
05-30-09, 10:33 AM
7z works fine

Jimbuna
05-30-09, 11:30 AM
No problems now (the invisible man).

Contact
05-30-09, 01:16 PM
Tried it.. Practically if you're using OLC Gold you don't need this mod. Was monitoring ships heading away in Torpedo tutorial and I personally found no difference. :)

Shakatan
05-30-09, 01:53 PM
Cheater - using external view :cool:
http://img529.imageshack.us/img529/6259/u864.jpg

Sorry for OT
Can't wait for mod :up:

Contact
05-30-09, 02:02 PM
Cheater - using external view :cool:
http://img529.imageshack.us/img529/6259/u864.jpg

Sorry for OT
Can't wait for mod :up:

:rotfl:Holly crap, haven't seen anything like this before. Well some u-boats had the mini helicopter with a lookout man onboard, which was attached and towed by u-boat right ? :)

Shakatan
05-30-09, 02:37 PM
:rotfl:Holly crap, haven't seen anything like this before. Well some u-boats had the mini helicopter with a lookout man onboard, which was attached and towed by u-boat right ? :)

Yes, that was Fa 330 Bachstelze [Wiki page] (http://en.wikipedia.org/wiki/****e_Achgelis_Fa_330). You can read about it also on uboat.net technology pages (http://www.uboat.net/technical/bachstelze.htm).

Heres some pics from web:

http://img268.imageshack.us/img268/3586/helo1760.jpg

http://img40.imageshack.us/img40/4034/81057453.jpg

http://img268.imageshack.us/img268/3348/fa330bachstelze2a.jpg

Darkseed
06-01-09, 01:10 PM
Would it be possible to get a version with flat sun fix applied?

jaxa
06-01-09, 03:04 PM
Would it be possible to get a version with flat sun fix applied?

Good question. Or give the answer is Flat Sun Fix for GWX3 compatible with 20km environment or not?

Hitman
06-01-09, 03:42 PM
I have not tested compatibility with flat sun fix. If the flat sun fix modifies the files SkyColors_Arct.dat, SkyColors_Atl.dat, SkyColors_Med.dat, then a special version is needed.

Hitman

jaxa
06-01-09, 04:08 PM
I have not tested compatibility with flat sun fix. If the flat sun fix modifies the files SkyColors_Arct.dat, SkyColors_Atl.dat, SkyColors_Med.dat, then a special version is needed.

Hitman

Flat Sun Fix modifies EnvColors_Arct, _Atl and _Med files. I hope it means that Flat Sun fix doesn't interfere with your mod and I can use 20km environment with no risk?

Hitman
06-02-09, 09:51 AM
Flat Sun Fix modifies EnvColors_Arct, _Atl and _Med files. I hope it means that Flat Sun fix doesn't interfere with your mod and I can use 20km environment with no risk?

No it doesn't, you can safely overwrite them :up:

EnvColors are from the stock GWX 16km environment. As indicated in the readme, I used that 16k environment as a base and placed it all in the package to make the install easier (Instead of having to enable first the 16k, then on top of it the 20k, etc.)

jaxa
06-02-09, 11:07 AM
Thanks for info Hitman :yeah:

Jimbuna
06-02-09, 04:02 PM
The screen looks like this for the split second you fire the deck gun....any ideas?

http://img200.imageshack.us/img200/3772/sh32009060221373618.jpg (http://img200.imageshack.us/my.php?image=sh32009060221373618.jpg)

http://img200.imageshack.us/img200/9135/sh32009060221381854.jpg (http://img200.imageshack.us/my.php?image=sh32009060221381854.jpg)

Darkseed
06-02-09, 05:11 PM
Uh oh, did you take a wrong turn somewhere and end up on the sea of blood in hell? :DL

Hitman
06-03-09, 09:03 AM
The screen looks like this for the split second you fire the deck gun....any ideas?

Been shooting swimming survivors again, Jim? Baaaaad boooyyyy :haha:

I had never noticed that effect before, I will try to recreate it in my install and let's see :hmmm:

onelifecrisis
06-03-09, 11:25 AM
Will it work with OLC Gold ?

Cheers

Sort of. The OLC GUI part will still work, but (in it's current state) the 20km mod will remove some of the OLC Gold environment/atmosphere/lighting changes.

I'm curious to see how many unforseen problems will come out of this 20km environment. If and when everything seems to work well in the 20km mod, then I will probably make an OLC Gold compatible version (assuming I have Hitman's permission, of course).

Jimbuna
06-03-09, 01:18 PM
I'm curious to see how many unforseen problems will come out of this 20km environment.

Looks like I could be one of the first :hmmm:

onelifecrisis
06-03-09, 01:23 PM
Looks like I could be one of the first :hmmm:

Indeed! That's why I said "if and when" :)
Hopefully the problem can be fixed. :-?

Hitman
06-03-09, 02:45 PM
Sorry Jim, unable to replicate the problem so far :hmmm:

Please tell me:

1.- Mods installed
2.- ATI or Nvidia


assuming I have Hitman's permission, of course

Sure, sure, no need to even ask. I just resized the 3D models and imported them into the files, in fact 99% of the mod is not mine :oops:

Jimbuna
06-03-09, 03:39 PM
Sorry Jim, unable to replicate the problem so far :hmmm:

Please tell me:

1.- Mods installed
2.- ATI or Nvidia




Sure, sure, no need to even ask. I just resized the 3D models and imported them into the files, in fact 99% of the mod is not mine :oops:

Nvidia 7800GS

http://img192.imageshack.us/img192/9372/68866247.jpg (http://img192.imageshack.us/my.php?image=68866247.jpg)

Hitman
06-03-09, 03:58 PM
Wooaaaa that's a lot of mods. 16k env, no need to enable it before 20k. The 20k files already come with everything necessary.

I see some suspects that could be causing the problem.:hmmm:

Could you please meanwhile disable all mods except the 20k and tell me if the problem still appears? If it does, 99% it has to do with the graphics card. If not, then enable one by one the following list of mods until it appears. Also, are you sure the problem first appears with the 20k environment? A test with the rest of mods but the 20k environment disabled could be worth it.

The main suspect mods are:

1.- Enhanced damage effects (Will test this one myself)
2.- Life boats
3.- Torpedo explosion

Jimbuna
06-03-09, 04:16 PM
Wooaaaa that's a lot of mods. 16k env, no need to enable it before 20k. The 20k files already come with everything necessary.

I see some suspects that could be causing the problem.:hmmm:

Could you please meanwhile disable all mods except the 20k and tell me if the problem still appears? If it does, 99% it has to do with the graphics card. If not, then enable one by one the following list of mods until it appears. Also, are you sure the problem first appears with the 20k environment? A test with the rest of mods but the 20k environment disabled could be worth it.

The main suspect mods are:

1.- Enhanced damage effects (Will test this one myself)
2.- Life boats
3.- Torpedo explosion

I purposely didn't show the left hand column for fear of showing WIP :03:

The first sign of a problem came after installing the 20km mod and as you can see it overwrites the 16km mod anyway.

The torpedo explosion mod is a small private affair, simply a sound file.

But I do take your point regarding the disabling of mods....will get onto it asap (probably the weekend) and will let you know the outcome :up:

Hitman
06-03-09, 04:31 PM
OK, then please simply test once the 20k without any other mod. That's all I need to know for now, as we can conclude from that if it works as intended on your normal GWX install or not. If it does, then it's a matter of time to find out which other mod is causing the conflict. If it doesn't, then it's most probably graphics card related.

Jimbuna
06-04-09, 04:08 PM
OK, then please simply test once the 20k without any other mod. That's all I need to know for now, as we can conclude from that if it works as intended on your normal GWX install or not. If it does, then it's a matter of time to find out which other mod is causing the conflict. If it doesn't, then it's most probably graphics card related.

Okay....due to another unplanned but enforced day away from work I've done a fair bit of testing.

I have tried the mod on a fresh install and used a little over 80 (yes eighty) different additional mods in conjunction with it and have experienced absolutely no recurrence of my previous experience.

It is highly likely that the original anomaly was due to a hot graphics card that had been working overtime for in excess of six hours testing******** just prior to trying out said mod.

IMHO the mod is working fine with GWX3.0 and a myriad of additional third party mods. http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Hitman
06-05-09, 09:15 AM
Coool :yeah:

So my reputation has been restored, uh? :smug:

Jimbuna
06-05-09, 12:36 PM
Coool :yeah:

So my reputation has been restored, uh? :smug:

Whaaaa!....A Spaniard with a reputation? :hmmm:

I've absolutely no idea of what your alluding to :rotfl:


:03:

Hitman
06-05-09, 01:35 PM
LOL ... you bastard :haha:

Jimbuna
06-05-09, 03:06 PM
LOL ... you bastard :haha:

LMAO http://imgcash4.imageshack.us/img144/3336/tonguecm5.gif

Shadowblade
07-05-09, 02:55 PM
Hi, is his mod compatible with GWX 2.1 ?
thnx

Hitman
07-06-09, 06:50 AM
Never tried it, but theroretically it should be. In fact, you could enable it over any install of SH3, I have done it for testing purposes with both the stock and NYGM and didn't notice any problems at all. The key files overwritten are the full pack needed for any environment mod, hence the congruency between them is assured.:hmmm:

Woof1701
07-06-09, 05:10 PM
Thx Hitman,

When reading this I remember the long thread we had, when Rubini tried fixing the initial problems with the 16km environment and the AI superman lookouts which either spotted your periscope at 16 km in rough waves or would run right next to you in calm seas without seeing you. So how does your mod influence AI and sub sensors? I guess the sub lookouts will now spot enemy ships at 20km. What about the enemy lookouts?

Thanks
Woof

h.sie
08-09-09, 03:03 AM
Hi Hitman,

thank you for this mod, which I'm currently testing.

All seems to work fine, except for a small issue regarding visibility/sensors.

In a test mission I placed a surfaced T-class submarine and a Tribal destroyer in a distance of 12000m from my UBoat. It's daytime with very good visibility.

Using GWX-16km-Atmosphere, both ships are visible for me (the player) and after some seconds the bridge crew discoveres both ships, too. Because of the horizon problem, both ships seem to fly on the fog. (I don't know if it's realistic that a T-class can easily be discovered in 12km distance, but that's not the problem here).

Because I don't like the horizon problem in GWX-16k, I test your 20km-environment as an alternative. With this Environment, one can only see the masts of the destroyer, the rest of the destroyer is hidden behind the horizon. That looks good and realistic for me. But the T-class is completely hidden behind the horizon and invisible for me - which also seems to be realistic (in my non-experts opinion). Although I cannot see it, the bridge crew immediately discoveres the T-class as in the GWX-16k-env.

I think with the 20k-env, small objects in far distance are harder to be discovered, and I ask if it makes sense to consider this by reducing the ability of the bridge crew a little bit in order to have a balance between the player's and the bridge crew's visible abilities.

I think about to reduce Precise range and Max Range for Node-Visual in Sensors.dat, but I fear unwanted side-effects.

Is there a better way to get the balance back?

On the other hand: T-class Submarines are an exception in this game and I don't know if it make sense to calibrate sensors for that, because it could break other and more important things. It surely makes more sense to intensively test, if the balance between the players and the bridge crew's visible abilites is given at least for huge objects like merchants and warships, which is much more important. I'll test that in the next days/weeks.

Thanks again,
h.sie

h.sie
09-29-09, 03:50 PM
Hello Hitman,

please allow me to ask if the GWX 20k-atmosphere mod is compatible with the Sabotage & Malfunction option of SH3Cmdr and the config-files which come with GWX3, or, in other words: did you change some hex-addresses of the nodes in scene.dat?

thank you!
h.sie

Jimbuna
09-29-09, 03:57 PM
Hello Hitman,

please allow me to ask if the GWX 20k-atmosphere mod is compatible with the Sabotage & Malfunction option of SH3Cmdr and the config-files which come with GWX3, or, in other words: did you change some hex-addresses of the nodes in scene.dat?

thank you!
h.sie

Affirmative....the mod should be/is compatible http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

h.sie
09-29-09, 04:01 PM
Oh, I guess my question about sabotage and malfunctions is not relevant because in Randomised events.cfg I could not find any entry that shows that scene.dat is affected by sabotage & malfuncton. so please excuse my stupid question.

Jimbuna
09-29-09, 04:12 PM
Oh, I guess my question about sabotage and malfunctions is not relevant because in Randomised events.cfg I could not find any entry that shows that scene.dat is affected by sabotage & malfuncton. so please excuse my stupid question.

There is no such thing as a stupid question.

All questions are nothing more than an effort/attempt to garner information for the betterment/enjoyment of the game we are all here to help each other with.

SINK EM ALL!! http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

h.sie
09-29-09, 05:22 PM
SINK EM ALL!! http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif


I'll give my very best.

Freiwillige
09-30-09, 12:08 AM
The screen looks like this for the split second you fire the deck gun....any ideas?

http://img200.imageshack.us/img200/3772/sh32009060221373618.jpg (http://img200.imageshack.us/my.php?image=sh32009060221373618.jpg)

http://img200.imageshack.us/img200/9135/sh32009060221381854.jpg (http://img200.imageshack.us/my.php?image=sh32009060221381854.jpg)

You KILLER! your swimming in a sea of blood!:arrgh!::har:

Jimbuna
09-30-09, 04:57 AM
You KILLER! your swimming in a sea of blood!:arrgh!::har:

LOL :DL

Hitman
09-30-09, 07:20 AM
please allow me to ask if the GWX 20k-atmosphere mod is compatible with the Sabotage & Malfunction option of SH3Cmdr and the config-files which come with GWX3, or, in other words: did you change some hex-addresses of the nodes in scene.dat?


The mod adds to the scene.dat file new models for clouds and fog domes, obviously enlarged to 20km, and yes it does certain minor hex-changes that were necessary to acomodate the new range, basically enlarging proportionally certain distances.

I have no idea what that option you mention does in SH3, probably Jaesen Jones will have a better answer than me.

piri_reis
09-30-09, 08:28 AM
Very nice mod Hitman :up:
I just got around to installing and it's a welcome improvement from default GWX.

Rapt0r56
09-30-09, 11:51 AM
Thanks Hitman, works fine for me, and no lags :yep:

WH4K
01-03-11, 09:11 PM
I tried using your 20km atmosphere mod with GWX 3.0 + JGSME + SHIII v 1.4 but boy does it make things weird.

I get a strange "blue fringe" around the Bridge view. The sky is just about pitch black in broad daylight, and the ocean is a flat, powder blue.

That happens whether I use a previously-played career, or just try one of the "Naval Academy" missions.

Clearly I'm missing something. Any ideas?

For now, I'm trying OLC Gold Mk II as an alternative.

I wish I could get you a screenshot, but so far I can't find a way to do it. I guess I have to install some kind of screen capture utility.

WolfyBrandon
01-03-11, 10:21 PM
I wish I could get you a screenshot, but so far I can't find a way to do it. I guess I have to install some kind of screen capture utility.

While ingame Hold CTRL and press F11 to take a screenshot, the screenshot will be located in the main directory of SHIII

WolfyBrandon

WH4K
01-04-11, 01:12 AM
Strangely, that key combination does nothing. Ctrl + PrtScrn does save a screenshot, however.

This is what I'm seeing:

http://farm6.static.flickr.com/5282/5322448811_a26b6589e0.jpg

It's very unnatural-looking. The blue bits at the upper corners flicker a lot. What's the deal?

This happens with absolutely no mods (aside from GWX 3.0 itself of course) enabled except the GWX - 20 km atmosphere mod. It also happens if I enable other GWX-compatible mods.

Hitman
01-04-11, 09:28 AM
What you describe is usually the result of wrong files installed or Videocard problems. Either a conflicting mod that has overwritten the 20km mod ones, or you might have got a corrupted file.

WH4K
01-04-11, 09:33 PM
Well, I just can't win in this case.

I made a fresh SHIII install, installed GWX 3.0 + the high resolution fix, and the 20km atmosphere mod. And that's all.

I went sailing in a Type II at night; here's the view:

http://farm6.static.flickr.com/5083/5325262331_3c12379e99.jpg

Weird sky color and glitchy "halo" effect are still there.

I don't think there's anything wrong with my video card; it works fine in every other game. Go figure.

Schwieger
01-09-11, 03:50 AM
Well, I just can't win in this case.

I made a fresh SHIII install, installed GWX 3.0 + the high resolution fix, and the 20km atmosphere mod. And that's all.

I went sailing in a Type II at night; here's the view:

http://farm6.static.flickr.com/5083/5325262331_3c12379e99.jpg

Weird sky color and glitchy "halo" effect are still there.

I don't think there's anything wrong with my video card; it works fine in every other game. Go figure.

Where is the high resolution fix?

WH4K
01-09-11, 09:24 AM
What do you mean? I can run the game at 1600x1200, which is the resolution at which I took that screenshot. It's scaled down just for the forum.