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View Full Version : [REL] SteelViking&Community's Underwater Mod


SteelViking
08-03-10, 04:12 PM
Version 1.0 Released!

This mod is a big rework of underwater effects and general look. Keep in mind though, that this mod is still in Beta status.

The following people must be given credit for thier generous contributions to this mod. Without these individuals and their hard work, this mod would be no where near as big or as good as it is.

-Ailantd

-Zuyax

-TheDarkWraith

-Skwasjer(for the use of S3D)

-Privateer

-And myself(SteelViking) of course

-Also I would like to thank the folks who tested this mod for me: TheBeast, Reaper7, and tonschk. Their suggestions and advice were a big help.

Also, to everyone else who gave me advice, pictures, videos, or any other resource or help, thank you very much!


In this mod, I have taken the aforementioned people's work, improved upon it as much as possible, combined it with my own original work, and tweaked everything to go together as well as possible.

SteelViking&Community's Underwater Mod Version 0.1 Change log:

-Orange U-Mark removed

-Color of underwater changed to murky green(further adjustments are needed though).

-Underwater Impurities changed to look a bit more realistic, and to help reduce sight range(Used Ailantd's impurities mod with some of my tweaks)

-Caustics changed to look much more realistic and natural(Used Zuyax Detailed Caustics 1.0 with some cleanup work from me)

-Included Ailantd's deckwave mod.

-Included Ailantd's micro bubble mod(with a good bit of tweaking by me)

-Included TheDarkWraith's Sub Exhaust mod because the Exhaust mod and this underwater mod change the same files, so there would be a conflict if the two were not combined.(Thank you very much TDW for allowing me to combine them)

-Completely reworked the bubbles that come off the sub when submerged to look more realistic and not so distracting.(Will be able to make them much more realistic once Skwasjer and Privateer release the tools they have been working on)

-Removed the underwater refraction/distortion effect due to the fact that it is completely unrealistic.

-Greatly reduced the size of bubbles in ship wakes and wave foam.

SteelViking&Community's Underwater Mod Version 1.0 Change log:

- I have toned the underwater impurities way down from the first release. And, made the under water view range a bit more realistic(realistically short).

- I have also found out how to make the underwater get darker at night. It is not radically darker at night, but it does get noticeably darker underwater now, where as it basically stayed the same level of light underwater at night in stock.

- I have overhauled the textures for the sea floor plants. No, huge improvement here, but they look much better than stock IMHO.

- Tuned up the luminosity of the bubbles that come of the sub to be more realistic.

So, this mod basically contains or does all the same stuff as the following mods, in other words, you do not need to install these if you use SteelViking&Community's Underwater Mod V0.1:
-Sub_Exhaust_1_0_4_byTheDarkWraith
-AilBubbles 1.0 Micro
-Detailed Caustics 1.0
-AilDeckwave 1.0
-North Atlantic Water 1.1
-AilImpurity 1.2

This mod is of course JSGME compatible.

Known issues: none, Beta testing by others was done.

Known JSGME conflicts:
-W_clear's Environment 3.4-->I have set my mod up to be totally compatible with this, simply install my mod after Env3.4

In order to get the ultimate underwater experience, whether in external camera mod, or when looking through the scope, you should also install one of the versions of my Shadow Improvement mod. I have a low and hi resolution version.

Link to Shadow Improvement Mod: http://www.subsim.com/radioroom/showthread.php?t=171982

I am very open to suggestions, comments, and or asstistance regarding this mod, so just contact me, and we will see what can be done.


Thank you for giving this mod a look, good hunting,

SteelViking

Link to Version 1.0 of this mod: http://www.subsim.com/radioroom/downloads.php?do=file&id=2749

SteelViking
08-03-10, 04:13 PM
A screen shot:

http://www.subsim.com/radioroom/downloads/awd_0td.jpg

reaper7
08-03-10, 04:17 PM
Just after realising looking at your pic that you removed that shimmering effect, never noticed it (Just noticed it looked way better :)) while testing :haha:. Much better for screenshots too :up:.

Sepp von Ch.
08-03-10, 06:26 PM
Perfect job gentlemen (Ailantd,Zuyax,TheDarkWraith,Skwasjer,Privateer), thank you very much!:up:

PL_Andrev
08-04-10, 05:26 AM
Beautiful...
But what about underwater color at dark night?

SteelViking
08-04-10, 06:53 AM
Beautiful...
But what about underwater color at dark night?

I am working on it, TheBeast is pretty sure that he knows how to get it to work, but I wanted to go ahead and release what I had already completed. Working with effects underwater is a very slow process, since you cannot see the changes you have made in Goblin or any other editor(you have to start the game every time). Plus I figured everyone would appreciate a thinner mod soup.

ReallyDedPoet
08-04-10, 07:15 AM
Nice work here :up:

SteelViking
08-04-10, 08:30 AM
Nice work here :up:

Thanks:D

The General
08-04-10, 08:35 AM
That looks really good SteelViking & Co, nice work :up:

I will try it out just as soon as I buy a computer powerful enough to be able to switch-on Environmental effects :D

DavyJonesFootlocker
08-04-10, 08:38 AM
You should work on super mods.:DL

SteelViking
08-04-10, 09:21 AM
That looks really good SteelViking & Co, nice work :up:

I will try it out just as soon as I buy a computer powerful enough to be able to switch-on Environmental effects :D

Thanks. Actually, this mod as it is right now would help FPS, especially for older systems. The reason being, I toned the particle generators for the bubbles way down from stock, and getting rid of the underwater distortion is one less thing for your graphics card to deal with.

Edit: Ah, it just occurred to me though, that the exhaust does cause fps drops for older systems. Perhaps I will release a version without the exhaust so everyone can at least enjoy the underwater effects.

You should work on super mods.:DL

Thanks! One of my motivations for making mods like this where I combine all the work done in a certain area along with my stuff is the fact that everyone wants a supermod. I know that this is no supermod, but I figure it is better than installing all 7 of the mods that this is made up of.:03: Plus, I put a good deal of work into making sure that everything works smoothly together.

Krauter
08-04-10, 02:14 PM
I think I may have found a bug..

When I'm in the interior of my sub, and I advance the time to x32 everything gets a green tint as if I were looking at the sub underwater (the green atlantic tint) except in my sub..

SteelViking
08-04-10, 02:42 PM
I think I may have found a bug..

When I'm in the interior of my sub, and I advance the time to x32 everything gets a green tint as if I were looking at the sub underwater (the green atlantic tint) except in my sub..

That is a stock bug, I was experiencing that long before I started work on this mod. However, the fact that the tint is green instead of blue does make it more noticeable.

Redtail
08-04-10, 03:41 PM
Great Mod SV and nice to be able cut down the mod soup.However having installed it I dont appear to have any bubbles coming off the sub.Is this a mod clash or something else.JSGME stated the conflicts with Enviro3.1 only as you state in the docs file. Any idea:hmmm:

SteelViking
08-04-10, 04:06 PM
Great Mod SV and nice to be able cut down the mod soup.However having installed it I dont appear to have any bubbles coming off the sub.Is this a mod clash or something else.JSGME stated the conflicts with Enviro3.1 only as you state in the docs file. Any idea:hmmm:

Look closer, since I toned down the bubbles to a realistic level, they only come out every once in a while at random intervals. A good way to see the bubbles easily is to place the camera at the bow and look aft. I designed the mod specifically to work with Env3.1 so there should be no problem there.

DavyJonesFootlocker
08-04-10, 07:46 PM
When I go under I feel like Kermit The Frog.:D Nice mod!

Krauter
08-04-10, 08:06 PM
Excellent, I was unaware of the stock bug before this. Is there a way that you can change this bug? Maybe work around it in your (excellent) interior Mod?

SteelViking
08-04-10, 08:24 PM
Excellent, I was unaware of the stock bug before this. Is there a way that you can change this bug? Maybe work around it in your (excellent) interior Mod?

Thank you for the compliment. However, I actually have no idea how to go about fixing this. It seems like the game engine is getting overloaded, and starts rendering things that it is not supposed to(the interior and the outside at the same time). I think that it is a hard coded game engine thing. But, I will look into some stuff and ask some questions to see if I can dig up more, I would not hold my breath though.

Krauter
08-04-10, 08:31 PM
No problem :) Only so much Mods can fix until you run into Dev errors..

Krauter
08-04-10, 08:37 PM
Look closer, since I toned down the bubbles to a realistic level, they only come out every once in a while at random intervals. A good way to see the bubbles easily is to place the camera at the bow and look aft. I designed the mod specifically to work with Env3.1 so there should be no problem there.

Did you fix the bug where, while using the VIIA on the surface you still get bubbles extending from the sub?

Edit: Also, while viewing the underwater inside the subpen the water returns to blueish purple

SteelViking
08-04-10, 08:40 PM
Did you fix the bug where, while using the VIIA on the surface you still get bubbles extending from the sub?

I was not even aware that this happened at all. Is this a stock bug you are referring to?

Krauter
08-04-10, 08:45 PM
Not sure, it was happening whenever I chose to use the 7A (before I had this Mod..) which is why I stopped using it all together

SteelViking
08-04-10, 08:51 PM
I just checked everything, and the proper controllers are in place and set to stop bubbles from being seen above water. Let me know if you see it while using my mod please.

Krauter
08-04-10, 08:54 PM
Ok; I will try this when I exit my current patrol :)

Krauter
08-04-10, 09:01 PM
Just checked in the Funnel Smoke mission with the 7A. No bubbles coming from the hull while surfaced :up:

SteelViking
08-04-10, 09:06 PM
Just checked in the Funnel Smoke mission with the 7A. No bubbles coming from the hull while surfaced :up:

Glad to hear that everything is working right. Thanks for checking.:salute:

DavyJonesFootlocker
08-04-10, 10:50 PM
There were a lot of impurities in the water. I'm from the Caribbean and have never seen dirty water like this, only when sediments from the rivers meet the open sea. The Atlantic may be another thing, though. BTW I was underwater in the Channel.

SteelViking
08-04-10, 10:59 PM
There were a lot of impurities in the water. I'm from the Caribbean and have never seen dirty water like this, only when sediments from the rivers meet the open sea. The Atlantic may be another thing, though. BTW I was underwater in the Channel.

Thanks for the feedback:salute:
I have it in my plans for V0.2 of this mod to tone the impurities back down to stock levels. The only reason I set them as high as they are is to help cut down the sight range in game to a more realistic level. Now, I(with TheBeasts help) have been working on the underwater light filter to achieve the desired effect.

SteelViking
08-16-10, 10:23 PM
Yes, this mod is also still compatible with Env3.2. It causes a JSGME conflict, but the files which overlap between our two mods do basically the same things. However, this mod is really designed to be installed after Env in JSGME.

SteelViking
08-30-10, 09:03 PM
Ok, first of all, this mod is still perfectly compatible with Env3.4. Second of all, I have been doing some work on this mod, and I am getting close to a full 1.0 release.

- I have toned the underwater impurities way down from the first release. The only reason I had them so thick and opaque originally was to cut the underwater sight range. Well, I figured out with a lot of testing how to limit the underwater sight range while keeping the water impurities more realistic.

- I have also found out how to make the underwater get darker at night(thank you TheBeast, you were on the right track with your idea, took a lot of testing to get it right though). It is not radically darker at night, but it does get noticeably darker underwater now, where as it basically stayed the same level of light underwater at night in stock.

- I have overhauled the textures for the sea floor plants. No, huge improvement here, but they look much better than stock IMHO. I was getting really sick of how silly those plants looked.

- Tuned up the luminosity of the bubbles that come of the sub to be more realistic.

Abd_von_Mumit
08-31-10, 05:52 AM
Does your last post mean that there's a new version of the mod? (numbering would help). If so, when did oyu release it?

SteelViking
08-31-10, 07:09 AM
Does your last post mean that there's a new version of the mod? (numbering would help). If so, when did oyu release it?

Yes, there is a new version of the mod, but I have not released it yet, that is why I said I am getting close. I will probably be releasing it in the next day or two, I still want to test some stuff to make sure I got it right.:yep:

jwilliams
08-31-10, 11:38 PM
Yes, there is a new version of the mod, but I have not released it yet, that is why I said I am getting close. I will probably be releasing it in the next day or two, I still want to test some stuff to make sure I got it right.:yep:

Can't wait. My mod soup is slowly thinning. Thanks for your efforts. :salute:

Generic Mod Enabler - v2.6.0.157
[D:\Simulations\SilentHunter5\MODS]

A Fistful of Emblems v1.51 (Weathered)
Grossdeutscher Rundfunk
Enhanced FunelSmoke_by HanSolo78
GWX Compass Rose Grid for SH5
Lite Campaign LC 1.2
MapNameFix
Reboot's Hot Soup 1.0
No magic skills v1.5
sobers realistic hydrophone operator SH5
Shadow Improvement Mod
MightyFine Crew Mod 1.2.1 Alt faces
BRF 1.3 full
U-boat Historical Specifications 1.4
Environment 3.5MOD
EngineSoundsImproved_v1.0
SV&Com Underwater Mod
Conus' Graphic Mod 1.1
SteelViking's Interior Mod V1.0
SteelViking's Interior Mod V1.1 patch V1.1.1
NewUIs_TDC_4_1_0_ByTheDarkWraith
NewUIs_TDC_4_1_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_4_1_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_4_1_0_ColoredShippingChart_by_reaper7
NewUIs_TDC_4_1_0_emtguf_rework_scopes
NewUIs_TDC_4_1_0_WWIIInterface_by_naights
IRAI_0_0_22_ByTheDarkWraith
IRAI_0_0_22_No_hydrophone_on_surface_No_Aircraft_s potting

SteelViking
08-31-10, 11:54 PM
Can't wait. My mod soup is slowly thinning. Thanks for your efforts. :salute:

You are more than welcome.:up: And, your timing is impeccable. I have released V1.0, link and details are on the first post.:|\\

I am gonna go get some sleep now, I only have a few hours until I am supposed to be getting back up. Enjoy folks.:salute:

jwilliams
09-01-10, 12:18 AM
Wow East Coast USA must have really fast clocks,

Quote "I will probably be releasing it in the next day or two"

Was only 5hrs for me. :D

Thx downloading now. :yeah:

Capt Jack Harkness
09-01-10, 04:16 AM
Looking great so far, though I do think the green is a bit much. From some digging online it seems most of the time the water's either a cyan or blue, only rarely a saturated green:

http://www.corbisimages.com/images/67/222EF4C2-65A5-4819-A542-2A883F98F987/JB003449.jpg

http://www.corbisimages.com/images/67/4B7876EC-A50F-4A8F-9EBD-95569F70EAD3/JR001985.jpg

http://www.corbisimages.com/images/67/48196875-C1D7-49D1-A695-33D1DD3E40BE/JR001960.jpg

http://images.nationalgeographic.com/wpf/media-live/photos/000/185/cache/shipwreck-sea-floor-caloyianis_18507_990x742.jpg

http://www.neaq.org/education_and_activities/blogs_webcams_videos_and_more/blogs/explorer_blog/uploaded_images/Whale-Bones-Underwater-778088.jpg

http://www.corbisimages.com/images/67/A0B385DA-D533-48B1-BA1C-E4A31914DD52/JR001987.jpg http://www.njdive.com/mm_blackfish.jpg

http://hphotos-snc3.fbcdn.net/hs004.snc3/11131_342323385577_116591725577_9818237_7396155_n. jpg

Sudo
09-01-10, 09:19 AM
Wow East Coast USA must have really fast clocks,

Quote "I will probably be releasing it in the next day or two"

Was only 5hrs for me. :D

Thx downloading now. :yeah:

SteelViking is a super hero, he can read code at an uber speed, and able to leap from forum thread to forum thread in a single bound. And ironically, he controls time on the east coast, which is why I follow him on the these forums, so I can see how much time I will receive in any given day since I'm on the east coast too. :O:

Great work Steel. You make me a happy submariner. :salute:

Gunfighter
09-01-10, 10:27 AM
I am getting Large clumps of bubbles leaving Sub(about six bubbles but large insize) after your Mod is there anyway I can use your great underSea Mod with the fine bubbles I had before.Thanks for all your fine Mods.
Gunfighter

SteelViking
09-01-10, 03:05 PM
I am getting Large clumps of bubbles leaving Sub(about six bubbles but large insize) after your Mod is there anyway I can use your great underSea Mod with the fine bubbles I had before.Thanks for all your fine Mods.
Gunfighter

That sounds like the right behavior, I basically set the generators to randomly produce little bubble clouds. But, the bubbles should look little. Have you installed any mods over my underwater mod that caused a JSGME conflict. If so, you need to disable them, and re-enable my mod last. The little jets of bubbles in stock are completely unrealistic.

@Sudo, thanks for the compliment, but I don't know if I am superman. However, I do control time:haha: The real reason I got the mod ready so quickly, is because I just stayed up until I finished it(ended up with about 3.5 hours of sleep in the process).

Sudo
09-01-10, 05:47 PM
That sounds like the right behavior, I basically set the generators to randomly produce little bubble clouds. But, the bubbles should look little. Have you installed any mods over my underwater mod that caused a JSGME conflict. If so, you need to disable them, and re-enable my mod last. The little jets of bubbles in stock are completely unrealistic.

@Sudo, thanks for the compliment, but I don't know if I am superman. However, I do control time:haha: The real reason I got the mod ready so quickly, is because I just stayed up until I finished it(ended up with about 3.5 hours of sleep in the process).

I know what you mean about little sleep. I did the same when Mafia II came out. :03:

7thSeal
09-01-10, 07:10 PM
Hey SteelViking, I just tried the new version and really like what you've done to help reduce the underwater visibility, used TC to hurry up getting me into nighttime and appreciate the darker improvement there as well. Thank you for your work on this and it was well worth the wait. :salute:

SteelViking
09-01-10, 07:15 PM
Hey SteelViking, I just tried the new version and really like what you've done to help reduce the underwater visibility, used TC to hurry up getting me into nighttime and appreciate the darker improvement there as well. Thank you for your work on this and it was well worth the wait. :salute:

I can't tell you how excited I was when I first realized that I had gotten the light level underwater to get darker at night.:woot: In stock, there was this little thing in the .cfg file that was totally unused(value 0), and TheBeast mentioned to me one day that it sounded like something used to change the light level underwater along with the time of day. Well, sure enough, with enough testing and adjusting I was able to get it to work. Yet another thing that was not finished by the devs. I am just happy that they put it in at all:D

7thSeal
09-01-10, 07:28 PM
I only tested it in shallow water, now I need go check it out at 200m. Oh yeah the plants looked better as well. :DL

Capt Jack Harkness
09-01-10, 08:24 PM
You know, the interesting thing with this mod is that if you tweak the water to be more blue (currently I'm using 0R 6G and 5B) it actually turns greener as well as darker in the deeper depths.... Come to think of it, though, the green is theoretically from algae, right? Is there any way to make the green color fade to blue as you go deeper (algae needs sunlight to photosynthesize)? :hmmm:

tonschk
09-01-10, 08:24 PM
Looking great so far, though I do think the green is a bit much. From some digging online it seems most of
the time the water's either a cyan or blue, only rarely a saturated green:

http://images.nationalgeographic.com/wpf/media-live/photos/000/185/cache/shipwreck-sea-floor-caloyianis_18507_990x742.jpg


:yeah: I Agree

jwilliams
09-01-10, 11:39 PM
The opening sequence of Das Boot is very VERY green.

I like the green look of this mod, reminds me of Das Boot.

Good work SV. :yeah:

Capt Jack Harkness
09-02-10, 01:05 AM
Lol, the opening sequence of Das Boot is a model in a tank... They never had a real boat for any of the shots.

Anyhow, I suspect this will be another debate without conclusion... Blue! Green! Blue! Green! :haha:

Wolfling04
09-02-10, 02:57 AM
Model or not, it still looked good, and a darn fine movie:D

And a darn fine mod. Looks great SteelViking

Gunfighter
09-02-10, 07:28 AM
[QUOTE=SteelViking;1482802]That sounds like the right behavior, I basically set the generators to randomly produce little bubble clouds. But, the bubbles should look little. Have you installed any mods over my underwater mod that caused a JSGME conflict. If so, you need to disable them, and re-enable my mod last. The little jets of bubbles in stock are completely unrealistic.

No Mods after yours,If this is the way you intended it should be thats fine with me.Thanks for quick responce I know your hard at work on update.:up:

Hartmann
09-02-10, 09:58 AM
Lol, the opening sequence of Das Boot is a model in a tank... They never had a real boat for any of the shots.

Anyhow, I suspect this will be another debate without conclusion... Blue! Green! Blue! Green! :haha:

Yes, usually the green colour comes from algaes and other sea life while clean deep water is dark blue. but also it depends of the sea life , currents, and depth.

With increasing depth underwater, sunlight is absorbed, and the amount of visible light diminishes. Because absorption is greater for long wavelengths (red end of the visible spectrum ) than for short wavelengths (blue end of the visible spectrum), the colour spectrum is rapidly altered with increasing depth and gives a bluish cast.

:D

ps. what control the underwater colour in the game ? can be changed easily editing files ?

SteelViking
09-02-10, 01:41 PM
Yes, usually the green colour comes from algaes and other sea life while clean deep water is dark blue. but also it depends of the sea life , currents, and depth.

With increasing depth underwater, sunlight is absorbed, and the amount of visible light diminishes. Because absorption is greater for long wavelengths (red end of the visible spectrum ) than for short wavelengths (blue end of the visible spectrum), the colour spectrum is rapidly altered with increasing depth and gives a bluish cast.

:D

ps. what control the underwater colour in the game ? can be changed easily editing files ?

Yes, it is very easy to edit actually. The best way would be to go into the folder for my mod, and find data/Filters/ColorCorrection/hdr_underwater.cfg. Then change the values for ColorBalance however you want. They are clearly labeled. I would suggest not changing anything other than those colors though, because I have set everything else up just right to limit your sight range, and to make it darker at night.

Edit: By the way folks, I will not be changing the color underwater. I have seen sea water that shade of green before, and that is exactly how I like it. If you want it differently, just use the method I explained. If you get stuck, and you can't get it how you want, I would be glad to help.

rob zombie
09-04-10, 08:44 AM
Hello SteelVikking,

I got a question is this mod compatible with [REL] Environmental MOD 3.6

pascal4541
09-04-10, 09:59 AM
oui parfaitement compatible

rob zombie
09-04-10, 10:29 AM
pascal4541, Thanks for reply

Oby
09-26-10, 03:41 PM
Hi SteelVikking,

I'm using your wonderful Underwater mod.What it bothers me ,are that front wave splashes on sub.They are so unrealistic,that I decided to remove them.

I've tried to delete controlers for them in submarine FX file,but everytime I try to save the file(with those controlers removed) Goblin report some lost controlers.When I test in game,everything is ok ecxept sub exhaust which don't work anymore.

Please,can you explain to me how did you combine your changes in FX file with DTW exhaust changes?
I just want to remove those nasty FX_Nose_wave_Dummies or better how would I change them to look more realistic? It seems that they have no controlers except ObyectCtrlsRef...

Thank you in advance.:salute:

SteelViking
09-26-10, 04:41 PM
Hi SteelVikking,

I'm using your wonderful Underwater mod.What it bothers me ,are that front wave splashes on sub.They are so unrealistic,that I decided to remove them.

I've tried to delete controlers for them in submarine FX file,but everytime I try to save the file(with those controlers removed) Goblin report some lost controlers.When I test in game,everything is ok ecxept sub exhaust which don't work anymore.

Please,can you explain to me how did you combine your changes in FX file with DTW exhaust changes?
I just want to remove those nasty FX_Nose_wave_Dummies or better how would I change them to look more realistic? It seems that they have no controlers except ObyectCtrlsRef...

Thank you in advance.:salute:

First I would like to note that I did not make any changes to the nose splash/wave, that is stock.

Anyway, Goblin cannot be used on the .fx files from TDW exhaust mod. It is no fault of TDW's, it is Goblin's problem, because it is not set up to handle the type of nodes that needed to be added in order to add exhaust.

Anyway, skwasjer's S3D can do everything that you need. It can open, work with, and save all of TDW's files, and mine without causing any lost controllers.

There are several pages on subsim detailing how to use S3D if you do not already. If you have any specific questions about it, feel free to ask.

Oby
09-26-10, 07:40 PM
Hmmm...Yes,but I can't open .fx file with default S3D editor.Can you explain how did you open .fx file with S3D?:hmmm:

Are there any new upgrades or is version 0.9.9 the latest version of S3D?I read about some SH5 templates for S3D?Is that what I need?

Thanks for your help.

SteelViking
09-26-10, 09:06 PM
Hmmm...Yes,but I can't open .fx file with default S3D editor.Can you explain how did you open .fx file with S3D?:hmmm:

Are there any new upgrades or is version 0.9.9 the latest version of S3D?I read about some SH5 templates for S3D?Is that what I need?

Thanks for your help.

Ahh, sorry, I forgot about that. All you need to do is this: change the file extension on the .fx files to .dat, open the file with S3D, delete the nose wave entries, save, then change the file extension back to .fx.

That should do it.

Oby
09-26-10, 09:33 PM
http://img121.imageshack.us/img121/2982/screeny17.jpg

Excellent SteelViking...You opened my eyes...I've finally managed to remove those splashes without sacrificing exhaust mod...Thank you again...:salute:

SteelViking
09-26-10, 10:09 PM
Excellent SteelViking...You opened my eyes...I've finally managed to remove those splashes without sacrificing exhaust mod...Thank you again...:salute:

You're welcome. I am glad I could help.

tonschk
09-27-10, 12:03 AM
Excellent SteelViking...You opened my eyes...I've finally managed to remove those splashes without sacrificing exhaust mod...Thank you again...:salute:


I agree with Oby, the U-Boot cut the water like a knife, therefore the bow wakes/splashes are not necessarily with the explosive SH5 stock bow splashes look

http://i194.photobucket.com/albums/z58/tonschk/U-boat.jpg

Oby
09-27-10, 05:15 AM
Hi tonschk

If you use SV Underwater mod,you can try this tweak.I modify .fx file for VII-A type submarine.

http://www.filefront.com/17325365/NSS_Uboat7a_FX.rar

Olzeen
09-27-10, 05:33 AM
sorry for my very bad english...i used google translater....:hmmm:

many thanks for your mod .... had it installed with JSGME enabler.
stuttering particles, all the rest is smooth .:salute:... 30 fps stable...
Is there already a solution?



Olzeen
Ran wie Blücher an der Katzbach

SteelViking
09-27-10, 03:47 PM
sorry for my very bad english...i used google translater....:hmmm:

many thanks for your mod .... had it installed with JSGME enabler.
stuttering particles, all the rest is smooth .:salute:... 30 fps stable...
Is there already a solution?



Olzeen
Ran wie Blücher an der Katzbach

I am not sure if the D3D fix will help with stuttering particles, but it is worth trying.

Download and install this in JSGME:

http://www.mediafire.com/?3spsbtjka3j22v2

Hope this helps:salute:

tonschk
09-28-10, 11:26 PM
Hi tonschk

If you use SV Underwater mod,you can try this tweak.I modify .fx file for VII-A type submarine.

http://www.filefront.com/17325365/NSS_Uboat7a_FX.rar

Thank you :DL for the help, can you tell me please,if this .fx tweak must be installed and enabled after the SV underwater mod ? , thank you

By the way, sometimes in bad weather, the stock SH5 bow
splashes can happen, and therefore are NOT totally unrealistic

http://i194.photobucket.com/albums/z58/tonschk/untitledsplash-1.jpg