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stoianm
04-29-11, 10:06 AM
Then I would thrash even your diving license! :D
I do not see wy?... i was in this position on kiel chanel:
http://i1124.photobucket.com/albums/l568/stoianm/up.jpg


and the screenshoot i took it when was sun from an 90 degree view on the water surface:O:

http://i1124.photobucket.com/albums/l568/stoianm/sandy.jpg

stoianm
04-29-11, 10:14 AM
I use Ouragan Mod v1.2.1 ( http://www.mille-sabords.com/forum/index.php?showtopic=40067&st=0&gopid=274657&#entry274657 ).

Would be possible stoianm to implement this configuration from Ouragan-mod to your upcoming Dynamic Enviroment mod?

During this hurricane submariner in SH5 can not provide the surface attack, which is realistic.
I have this mod for months... i am an active member on that forum... because i speack french better than english:DL... i will contact the moder and i will see if i can tweak his mod to add like an optional mod... but i was telling before seems that big waves can have sides efects on big convoys... big waves can decimate big convoys... Zedi can explain better that

Sepp von Ch.
04-29-11, 10:27 AM
I have this mod for months... i am an active member on that forum... because i speack french better than english:DL... i will contact the moder and i will see if i can tweak his mod to add like an optional mod...

Thank you!:up:


but i was telling before seems that big waves can have sides efects on big convoys... big waves can decimate big convoys... Zedi can explain better that

as destroy the ships? Or separate the convoy and divide into individual ships and destroy some of them? That would be perfect - like in real!:yep:

stoianm
04-29-11, 10:30 AM
Thank you!:up:




as destroy the ships? Or separate the convoy and divide into individual ships? That would be perfect!:yep:
I already sendet a PM for Yanno... i dunno how is happen but i supouse the ship will have collision with each other... Zedi can give us better explanations

yano1966
04-29-11, 11:16 AM
Hi Stoianm,

I'm the conceptor of mod Ouragan ; you can use/add it into you'r Mod like you want. Ouragan is free for modders !

regards.

*****
I have this mod for months... i am an active member on that forum... because i speack french better than english:DL... i will contact the moder and i will see if i can tweak his mod to add like an optional mod... but i was telling before seems that big waves can have sides efects on big convoys... big waves can decimate big convoys... Zedi can explain better that

stoianm
04-29-11, 11:18 AM
Hi Stoianm,

I'm the conceptor of mod Ouragan ; you can use/add it into you'r Mod like you want. Ouragan is free for modders !

regards.

*****
hi Yanno... i have the version 1.2.1 ... did you improuved in mean time?... did you noticed some side efects like no wakes or kill FPS....?

yano1966
04-29-11, 11:29 AM
I don't work for upgrades concerning SH5 mods (I currently do not have enough time) ; you have the latest version.

But Ouragan need a good configuration because the water effects decreases the FPS...

stoianm
04-29-11, 11:34 AM
I don't work for upgrades concerning SH5 mods (I currently do not have enough time) ; you have the latest version.

But Ouragan need a good configuration because the water effects decreases the FPS...
If the killing FPS is the only side efect will be ok because i will add like an optional mod... anyway i will do long tests... tnx for your cooperation:up:

Trevally.
04-29-11, 12:01 PM
Starting to drool in anticipation for this one Stoianm.

http://img171.imageshack.us/img171/9022/droolinghomerthumb.gif

stoianm
04-29-11, 12:04 PM
Starting to drool in anticipation for this one Stoianm.

http://img171.imageshack.us/img171/9022/droolinghomerthumb.gif

sorry... things for last moments... few tests left...few things to fix... it is almoust ready:DL

stoianm
04-29-11, 01:38 PM
I tested the mod waves and i noticed just 1 side efect... it is a FPS killer... the older version that i had was not so cool like this one:

Big Waves in Tropical area:

http://i1124.photobucket.com/albums/l568/stoianm/waves1.jpg


http://i1124.photobucket.com/albums/l568/stoianm/waves2.jpg

http://i1124.photobucket.com/albums/l568/stoianm/waves3.jpg

stoianm
04-29-11, 02:35 PM
I finished the Waves:

The waves will be like an optional mod:

1) Dynamic Envirnment SH5 Waves (normal)

2) Dynamic Envirnmetn SH5 Waves (high)

3) Dynamic Environment SH5 Waves (realistic version)

If most of you will agree to use often the realistic version of the Waves mod then:

1) We must to see if the big waves will afect big convoys... like if they will decimate

2) I did not noticed another side efect that the one this version is a bit FPS killer - so people with PC spec so and so i recomand to use the normal version of the mod

3) We must to observe if the waves near ports are to big like unrealistic - or if you will have big waves to often... we will corect that in an newer version of the mod where we will try also to have a much better control over the overcast in SH5

4) Now when you will have big waves you will be not able to hunt anymore.. you must to dive and waith that the storm will pass... i find this to be very realistic.... also i want you to try to notice like for instance at wind around 12 - 14 m/s you are able to hunt... if not we will fix some earth area to not have to manny stormy days... but this will be in next version... the mod is almoust reasy... will be release soon

5) Also we improuved the caustic undersea but only for sea floor... the caustic for plants or rocks it was not fixed yet... i did not abandoned the ideea but i will try to find a solution for that in the future.


Dynamic-Environment-SH5-Waves(realistic-version)-MOVIE (http://www.youtube.com/watch?v=vsbsGYU7AeM)

tnx to yanos1966 for his suport

Dynamic-Environment-SH5-Undersea-caustics (http://www.youtube.com/watch?v=NzsBjczI0wk)

Stormfly
04-29-11, 02:38 PM
THX Stoianm ! :up:

stoianm
04-29-11, 02:57 PM
THX Stoianm ! :up::salute:

stoianm
04-29-11, 06:11 PM
Mod released.... see post #1 for details
:|\\

gap
04-29-11, 06:12 PM
:woot::sunny::rock::D :shucks:

reaper7
04-29-11, 06:45 PM
Nice one, :woot:

Jaguar
04-29-11, 06:55 PM
Finally! Thanks Stoianm!:rock::sunny:

ETsd4
04-29-11, 07:12 PM
Thanks for this great and awesome work. Heavy weather waves in your movie looks really more realistic as that what i have now (W_clear environment revision 2).

Merchant in stormy weather (whole gale / storm, Beaufort Scale 10, with 9 - 13m waves, the air is full of spray so the real horizon is not visible, the camera-position is ca. 20m above sea => http://www.youtube.com/watch?v=BX3kFCgvKp4

jwilliams
04-29-11, 08:21 PM
Mod released.... see post #1 for details
:|\\

:yeah:
Your hard work is much appreciated.

Thank-you.
:salute:

dcb
04-30-11, 12:14 AM
Thank you for a great mod!:salute:

pascal4541
04-30-11, 01:24 AM
:sunny::woot::rotfl2:

Rongel
04-30-11, 01:56 AM
Hooray! :woot:

You did it. No. 1 Enviromental mod in SH 5 in my opinion! Thanks to to all contributors also!

arnahud2
04-30-11, 02:09 AM
@ Stoianm ::salute: and :yeah:

Silent Steel
04-30-11, 02:17 AM
@ Stoianm ::salute: and :yeah:


Thanks Stoianm, this mod is for sure be a must have.

:woot: :yeah:

Will be exciting to see the differences between this one and the beta.

//

sentenc3
04-30-11, 02:30 AM
Thanks and congratulations for the mod you have done:woot::salute:

stoianm
04-30-11, 02:33 AM
My cuban girl friend and Gap readed the congratulation posts that i was received here from you all and they said to me that i am using many nick names in this forum to congratulate myself... like stormfly, Silent Steel, pascal, sentec3 and so on are the same person with stoianm:haha::har::rotfl2:

stoianm
04-30-11, 02:43 AM
i just found an ugly mod bug.... like this:  Authors: stoianm & gap


and i fixed in mean time:


 Authors: stoianm & gap

now it looks like much beter:D:shucks:... do not call me narcisist pls... i am a very modest person
:oops:

sentenc3
04-30-11, 02:46 AM
My cuban girl friend and Gap readed the congratulation posts that i was received here from you all and they said to me that i am using many nick names in this forum to congratulate myself... like stormfly, Silent Steel, pascal, sentec3 and so on are the same person with stoianm:haha::har::rotfl2:
:har::har::har::har::har::har::har::rotfl2::rotfl2 ::haha::haha::haha::haha:
Spain is far from where are you

Torpedo
04-30-11, 04:46 AM
Fantastic wonderful superb mod, Stoianm.
You are the King of the Env!!!
:salute: Torpedo :salute:

Silent Steel
04-30-11, 04:54 AM
My cuban girl friend and Gap readed the congratulation posts that i was received here from you all and they said to me that i am using many nick names in this forum to congratulate myself... like stormfly, Silent Steel, pascal, sentec3 and so on are the same person with stoianm:haha::har::rotfl2:


:o :har:
Well, I don't think I'm Stoianm (even if I wish I had you skills) and I hope I'm not a schizofrenic :hmmm: Or could that be a fact? Makes me nervous now...
Unless that girlfriend of yours isn't a psychiatrist with some special gift to make a diagnosis over long distances :haha: - tell her that at least I still believe I am living in Sweden and I do appreciate your work incredibly much (as many other members of this forum do). :yeah: :rock:
I haven't seen any cuban girlfriend around here. :wah::wah:
She should believe you more and BTW how come she is still around? Haven't you been neglecting her lately?
Doesn't she get fed up with you modding all the time? You must be something special for the ladies. :cool:

Thanks a very lot to you and Gap and maybe others who contributed to this excellent mod.
World class - respect.

/

Trevally.
04-30-11, 05:10 AM
Mod released.... see post #1 for details
:|\\

:woot: That was a huge project Stoianm, Great job:woot: and many thanks to Gap and all who helped.

My cuban girl friend and Gap readed the congratulation posts that i was received here from you all and they said to me that i am using many nick names in this forum to congratulate myself... like stormfly, Silent Steel, pascal, sentec3 and so on are the same person with stoianm:haha::har::rotfl2:

:har:

stoianm
04-30-11, 05:20 AM
Thanks for yours kind words... i want to thank to sober that spendet with me a lot of time to teach me how to start moding like 3 months ago... also i want to thank to Gap that without his participation i was not able to build a such complex overcast... and i am not jocking... was very dificult for him...we were manny nights on skipe to work and i forced him to listen Toto Gutuno or Albano and Romina... i was pressed him a lot... he worked under my presure... and he told me he is very happy because we finished ... i was starting to become like a nightmare... but this colaboration helped me to improuve my Italian... he spoked in Italian and i answere in english or french... so right now i understand Italian 80%... it is true... Gap can confirm this... my brain do not know anymore in what language he must think... because now i can understand Italian and Spanish.. and i can speak French and English:DL and of cource romanian... in the future i will improuve my german because magic1111 and Miton will help me (i hope)

And a big thank to all contributors of this mod:salute:

Now i need your feedback to start to work to improuve the next version... and i think i will focus on the future to make new tutorials

regards

mihai

Silent Steel
04-30-11, 05:29 AM
... in the future i will improuve my german because magic1111 and Miton will help me (i hope)

Now i need your feedback to start to work to improuve the next version... and i think i will focus on the future to make new tutorials


You can rely on my feedback and as for other languages (if I can assist) are german and russian no problem for me :03:

//

pascal4541
04-30-11, 11:59 AM
:sunny:I feel that everything has been redone since version beta3
is frankly very beautiful ...Churchill can rest easy because I did not want to hunt...:DL

better installation for me:
Dynamic Environment SH5 Basemod (realistic version)
Dynamic Environment SH5 Atlantic Floor
Dynamic Environment SH5 Sleet For Winter Campaigns
Dynamic Environment SH5 Sounds
Dynamic Environment SH5 Undersea (temperate and polar)
Dynamic Environment SH5 Waves (realistic version)
:salute:

Dignan
04-30-11, 12:05 PM
Nice work stoianm. Going to try soon. Which version is closer to the stock game, realistic or normal?

Sepp von Ch.
04-30-11, 12:39 PM
Thank you stoianm!:up:
Your mod replace your "realistic color exterior mod v1", sobers deck spray mod, real trees and old style explosion mod?

Magic1111
04-30-11, 12:49 PM
Mod released.... see post #1 for details
:|\\

Aaah, what must my eyes see: RELEASED !!!!! :woot::woot::woot:

I test the MOD when Iīm beeing back home tomorrow !!! :yep:

Best regards my friend,
Magic

Magic1111
04-30-11, 12:56 PM
in the future i will improuve my german because magic1111 and Miton will help me (i hope)

regards

mihai

Kein Problem, helfe Dir gerne !!!:03:

pascal4541
04-30-11, 01:11 PM
Thank you stoianm!:up:
Your mod replace your "realistic color exterior mod v1", sobers deck spray mod, real trees and old style explosion mod?

:yep: yes absolutely Josef

Sepp von Ch.
04-30-11, 01:17 PM
Really? I had with realistic color exterior mod" another more detailed and another colors... But when you say Pascal...

stoianm
04-30-11, 01:24 PM
If you use dynamic env i sugest you to not install after anny other env mod... alll the parameters are very fine tuned to obtain alll the efects and installing any other env mod after can give you ctd or wired efects.... speking about the colored mods of mines... there are only filter... you can try to see if you like... when i made that mod i did not tested with the colors that i used now.... about the sobers env mods... all of them are in the dynamic env mod .. osme of them aa bit tweked to fit in the dynamic env balance:up:

stoianm
04-30-11, 01:25 PM
Nice work stoianm. Going to try soon. Which version is closer to the stock game, realistic or normal?
i dunno what you mean by stock... pc performance...uboat efects, colors?:hmmm:

stoianm
04-30-11, 01:27 PM
:sunny:I feel that everything has been redone since version beta3
is frankly very beautiful ...Churchill can rest easy because I did not want to hunt...:DL

better installation for me:
Dynamic Environment SH5 Basemod (realistic version)
Dynamic Environment SH5 Atlantic Floor
Dynamic Environment SH5 Sleet For Winter Campaigns
Dynamic Environment SH5 Sounds
Dynamic Environment SH5 Undersea (temperate and polar)
Dynamic Environment SH5 Waves (realistic version)
:salute:
yep... i play now with the same list.... but i will change a bit when the summer will came in my game:03:

stoianm
04-30-11, 01:29 PM
Kein Problem, helfe Dir gerne !!!:03:
danke.... hoffen, bald hören, wenn du wieder zu Hause;)

Sepp von Ch.
04-30-11, 02:08 PM
If you use dynamic env i sugest you to not install after anny other env mod... alll the parameters are very fine tuned to obtain alll the efects and installing any other env mod after can give you ctd or wired efects.... speking about the colored mods of mines... there are only filter... you can try to see if you like... when i made that mod i did not tested with the colors that i used now.... about the sobers env mods... all of them are in the dynamic env mod .. osme of them aa bit tweked to fit in the dynamic env balance:up:

Thank you for clerifying!:up:

Dignan
04-30-11, 04:01 PM
i dunno what you mean by stock... pc performance...uboat efects, colors?:hmmm:

Sorry. Basically I meant which version is the closest to unmodded environment as far as underwater visibility, wave dynamics and color enhancement. I'm sort of a minimalist when it comes to mods. I'm guessing "normal" is closest to stock but thought I'd ask.

Also, I noticed something else. Maybe a stock bug and not related to your mod but at night I had overcast skies and heavy fog and I could easily see all the stars and the moon like the sky was totally clear. See the screenshot. Is this normal? Shouldn't all the stars be clouded over?

http://www.subsim.com/radioroom/picture.php?albumid=472&pictureid=4147

stoianm
04-30-11, 04:24 PM
Sorry. Basically I meant which version is the closest to unmodded environment as far as underwater visibility, wave dynamics and color enhancement. I'm sort of a minimalist when it comes to mods. I'm guessing "normal" is closest to stock but thought I'd ask.

Also, I noticed something else. Maybe a stock bug and not related to your mod but at night I had overcast skies and heavy fog and I could easily see all the stars and the moon like the sky was totally clear. See the screenshot. Is this normal? Shouldn't all the stars be clouded over?

http://www.subsim.com/radioroom/picture.php?albumid=472&pictureid=4147
None of the versions are close to stock... they are far, far away from stock... the mod is changing a lot your game.... so read careful the readme befor you will pick a version of main mod or another optional versions.... about that bug i tryed to find a solution but i was not able to fix this yet... it is hard coded in game engine... maybe tdw will fix this one day

Dignan
04-30-11, 04:27 PM
None of the versions are close to stock... they are far, far away from stock... the mod is changing a lot your game.... so read careful the readme befor you will pick a version of main mod or another optional versions.... about that bug i tryed to find a solution but i was not able to fix this yet... it is hard coded in game engine... maybe tdw will fix this one day

I was afraid you were going to say that about the night fog bug :damn:. Oh well. Nothing is perfect. I do like the mod though. Is your envweather mod included in this by the way?

stoianm
04-30-11, 04:30 PM
I was afraid you were going to say that about the night fog bug :damn:. Oh well. Nothing is perfect I do like the mod though. Is your envweather mod included in this by the way?
It is very complex and realistic weather... read the readme and you will understand everything... anyway i strongly recomand to not use any other env mod after the dynamic because all the parameters are very fine tuned to obtain that balance... and you can have ctds or wired efects... so this mod must to be last in your JGSME all the time

Dignan
04-30-11, 04:41 PM
It is very complex and realistic weather... read the readme and you will understand everything... anyway i strongly recomand to not use any other env mod after the dynamic because all the parameters are very fine tuned to obtain that balance... and you can have ctds or wired efects... so this mod must to be last in your JGSME all the time

:up:

Dignan
04-30-11, 11:05 PM
Really, really enjoying this mod stoianm. Nice work. Here is a pic of me leaving port at dawn. I really like how the water near land looks more brown/green. Very realistic. The sky colors are fantastic too.

http://www.subsim.com/radioroom/picture.php?albumid=472&pictureid=4150

I only have one question/critique, and it is a small, picky one I will admit:D. Is it possible to make a submod/patch that makes the underwater visibility much shorter and the light much darker? From my periscope at periscope depth I can see the bottom of the ocean in 200m depth water which seems like too much visibility. Is there an optional mod I missed that makes the underwater visibility less and the underwater light much darker? I'm only using the "realistic" basemod right now.

stoianm
05-01-11, 12:06 AM
Really, really enjoying this mod stoianm. Nice work. Here is a pic of me leaving port at dawn. I really like how the water near land looks more brown/green. Very realistic. The sky colors are fantastic too.

http://www.subsim.com/radioroom/picture.php?albumid=472&pictureid=4150

I only have one question/critique, and it is a small, picky one I will admit:D. Is it possible to make a submod/patch that makes the underwater visibility much shorter and the light much darker? From my periscope at periscope depth I can see the bottom of the ocean in 200m depth water which seems like too much visibility. Is there an optional mod I missed that makes the underwater visibility less and the underwater light much darker? I'm only using the "realistic" basemod right now.
You are the second that are seing the underwater visibylity is to high... i will make this in new version or i will make like a patch for this.:up:
You are in a zone with upweling... we used now 6 diferent upwelling cfg files... so depend wich land you are near the colors are diferent... also depends by ovrcast and day time... sometime the water is gray-blue-green... that color i found the most realistic in upweling areas:DL

stoianm
05-01-11, 05:27 AM
@Dignan, MiTon, Josef von Posorschitz, Pascal4541, Silent Steel, Jwilliams and the people that use Dynamic Environment SH5 (realistic version) pls download this patch:

Dynamic-Environment-SH5-(realistic-version)-patch (http://www.gamefront.com/files/20285658/Dynamic+Environment+SH5+Basemod+%28realistic+versi on%29+patch.rar)

Try to observe the underwater visibility and saturation to be realistic, also try to observe diferent types fog distance on surface... and try to observe the sky and clouds in normal weather... i opened more the visibility and contrast for exterior... i think i found the right balance between eye candy and realism... tell me what do you think:hmmm:... if is needed i will try to rework more
:|\\

tnx for the feedback

Sepp von Ch.
05-01-11, 07:04 AM
Thank you stoianm!:up: I will definitely test it!

MiTon
05-01-11, 07:58 AM
...
Dynamic-Environment-SH5-(realistic-version)-patch (http://www.gamefront.com/files/20285658/Dynamic+Environment+SH5+Basemod+%28realistic+versi on%29+patch.rar)
...


Tested and looking great so far!

I will use this one.

Thx again:salute:

7thSeal
05-01-11, 08:15 AM
Tested with the patch and really enjoying it, I think you're close with balancing it with realism. About the only thing I hadn't experienced with it yet is heavy fog and storms but looking forward to it.

Thanks for this superb mod. :salute:

pascal4541
05-01-11, 08:35 AM
the morning mist is really well represented and contrast is well balanced...Do not touch the colors of the sea .. They are perfect :yeah:
The game is completely different now...It's really impressive...
Great job :salute:

renthewog
05-01-11, 09:16 AM
This mod looks insane! :DL cant wait to try it, a few more weeks til i get this new PC so i can run it smoothly..looks like the best environment mod yet!

Silent Steel
05-01-11, 10:40 AM
@Dignan, MiTon, Josef von Posorschitz, Pascal4541, Silent Steel, Jwilliams and the people that use Dynamic Environment SH5 (realistic version) pls download this patch:



I agree with Pascal. Don't touch the colors of the sea.
Contrast is perfect and very, very close to realistic.

As for the different kinds of fog I've tested them in calm to stormy weather and I think they all are very realistic. The waves in stormy weather + thick fog makes me feel like I'm there.

Mist is good.

The colors at dawn and dusk in calm weather are also very good but I'd say the sunlight at dawn could be a tiny bit less red and more bright white-yellow.

No CTDs or other technical glitches.

Otherwise - your work on this mod is transforming SH5 into something completely different. This is absolutely insane.

Spectacular. :o

:rock:

(Pls. tell your girlfriend that I've now consulted a friend of mine who is a physician and he doesn't think I'm schizofrenic so I'm pretty sure now that I am not Stoianm)

:up:


//

pascal4541
05-01-11, 11:55 AM
:|\\Now, I smoke my cigarette quietly in the wintergarden and I dream before this magnificent landscape...Peace and love :D

stoianm
05-01-11, 12:01 PM
I agree with Pascal. Don't touch the colors of the sea.
Contrast is perfect and very, very close to realistic.

As for the different kinds of fog I've tested them in calm to stormy weather and I think they all are very realistic. The waves in stormy weather + thick fog makes me feel like I'm there.

Mist is good.

The colors at dawn and dusk in calm weather are also very good but I'd say the sunlight at dawn could be a tiny bit less red and more bright white-yellow.

No CTDs or other technical glitches.

Otherwise - your work on this mod is transforming SH5 into something completely different. This is absolutely insane.

Spectacular. :o

:rock:

(Pls. tell your girlfriend that I've now consulted a friend of mine who is a physician and he doesn't think I'm schizofrenic so I'm pretty sure now that I am not Stoianm)

:up:


//
Can you post me a screenshoots with the sun at down in game... and a photo with the sun color that you want to have in game pls?
... are you absolutly positive that we are not in some kind of matrix and i can be you in same time?:hmmm:... i dunno... maybe my girl friend has right:)

stoianm
05-01-11, 12:02 PM
:|\\Now, I smoke my cigarette quietly in the wintergarden and I dream before this magnificent landscape...Peace and love :D
i am happy you like it:up:... i will not rework the water color... i like them too:)

Dignan
05-01-11, 08:14 PM
Stoianm,

The patch did the trick with underwater visibility. Much darker and much lower visibility underwater now....perfect. Did you make a change to the fog in this patch? The medium fogs seems to be a bit heavy. I can't see targets until about 1500m. Maybe it's because I was used to the "normal" version that I was using before. Would the patch work over the normal version or just realistic?

Everything else looks great though :up:

stoianm
05-01-11, 11:36 PM
Stoianm,

The patch did the trick with underwater visibility. Much darker and much lower visibility underwater now....perfect. Did you make a change to the fog in this patch? The medium fogs seems to be a bit heavy. I can't see targets until about 1500m. Maybe it's because I was used to the "normal" version that I was using before. Would the patch work over the normal version or just realistic?

Everything else looks great though :up:
yes i rewoked the fog on surface also... do you think the medium fog is to high at around 1200 meters like i puted now?... if yes what distance you think will be more realistic?.... the patch work only over realistic version of base mod

Dignan
05-02-11, 07:27 AM
yes i rewoked the fog on surface also... do you think the medium fog is to high at around 1200 meters like i puted now?... if yes what distance you think will be more realistic?.... the patch work only over realistic version of base mod

Let me test again and I'll get back to you. I was tracking a target in medium fog (daytime) and by the time I got visual on the target enough for a stadimeter reading, there wasn't enough time to take a second stadi reading to calculate the speed. I would expect this in heavy fog but maybe a bit too much for medium. Let me test again and see at what distance my watch crew sees a ship and at what distance I can see the ship and I'll get back to you.

tonschk
05-02-11, 01:44 PM
:rock: Thank you Stoianm :salute:, you are my Hero :yeah:


Good idea this method of warning :yeah:" Dynamic Environment SH5 Colors (DO NOT INSTALL - READ FIRST) " , I was just about to install and enable the whole folder with subfolders included.

Sepp von Ch.
05-02-11, 02:06 PM
I tested your mod with patch and Iīm excited. Perfect fog in sub sim! Thanks stoianm, very good work!:up:

pascal4541
05-02-11, 03:01 PM
Another positive thing: the smoke exhaust is much more visible now...It's a small detail but it is important to me...:up:
The storm is really terrible :up:

mr.artur_96
05-05-11, 03:37 PM
This mod is briliant !! :rock::woot:

THE_MASK
05-05-11, 06:15 PM
Had a chance to load and play this today . I could never have done this . Bloody brilliant mate .

stoianm
05-05-11, 07:27 PM
Had a chance to load and play this today . I could never have done this . Bloody brilliant mate .
All started this day: http://www.subsim.com/radioroom/showpost.php?p=1605903&postcount=34 do you remeber?:DL... and i did not allone... a lot of people suported me... and i were not able to make a such dynamic mod without gap help... and it is not finish yet... i would say is 70% finised... we still work on it
Also do you remeber 4 months ago when you started to teach me what is photoshop, what is a filter, what is a mod?:DL... tnx for all that sober:salute:

mr.artur_96
05-07-11, 04:17 AM
Hey stoianm

Can we use "sobers & stoianm base fog mechanics" along with Dynamic enviroment ? Will it be compatible ? Becouse when medium fog is you can see only 1200 meters

Best regards:arrgh!:

stoianm
05-07-11, 04:20 AM
Hey stoianm

Can we use "sobers & stoianm base fog mechanics" along with Dynamic enviroment ? Will it be compatible ? Becouse when medium fog is you can see only 1200 meters

Best regards:arrgh!:
Nope... if you install other env mod after dynamic you will scrap the balance... If you think the fog is to high do not install the patch...

it is in readme... if you install other env mod after dynamic you can have ctds or wired effects

Maybe i will increase the medium fog at 1800 metters in next version

Brumete
05-07-11, 04:52 PM
is compatible an enviroment Revision2 mods?

jwilliams
05-07-11, 05:17 PM
is compatible an enviroment Revision2 mods?

No. You can not use anyother environment mods with this one.

Plus you do not need anyother environmental mods with this.

kalijav
05-08-11, 03:48 AM
Very nice mod :)

Could you add a version number, so we can know if we have to download a new version ?

stoianm
05-08-11, 03:50 AM
Very nice mod :)

Could you add a version number, so we can know if we have to download a new version ?
I will upload a new version soon... that one will be the last one... we will push the game engine at maximum.... so no need for version numbers:)... i will call the last one with another diferent name maybe... but will be the last one

TheDarkWraith
05-08-11, 10:53 AM
Can you change the shallow water depth color? From my changes to the Water pixel shader you can see that I need the shallow water color darkened in harbors/ports:
http://www.subsim.com/radioroom/picture.php?albumid=487&pictureid=4218

http://www.subsim.com/radioroom/picture.php?albumid=487&pictureid=4219

While the effect is cool it's not realistic. The water needs to be a MUCH darker color at shallow depths. It's either that or I have the pixel shader do the color change.

stoianm
05-08-11, 11:03 AM
i will try:hmmm:

TheDarkWraith
05-08-11, 12:30 PM
I found a good balance now. This will allow your environment changes to show and also DAT unit's below water objects to show when viewed above water. I'll send you my revised water pixel shader so you can try it in your environment mod. I think it will make an excellent addition :up:
Below are using stock environment:
http://www.subsim.com/radioroom/picture.php?albumid=487&pictureid=4224

http://www.subsim.com/radioroom/picture.php?albumid=487&pictureid=4225

stoianm
05-08-11, 12:33 PM
awsome... i tryied but from colors and filters i was able to obtain this for a small radius and for an angle close to 90 degree... this look awsome... i was looking for this:DL:salute:... the env will be a lot more realistic with this:yep::rock:

Stormfly
05-08-11, 04:41 PM
looks nice, but plz take in account that harbor water was often murky and dirty, maybe not for small harbors.

stoianm
05-08-11, 05:25 PM
The discover made by TDW give a very nice effect on shallow waters... you can really see the sand... the efect is a bit wired when is to sunny outside... but is not so big deal... i really like this effect... i have the TDW permision and i will add like an optional mod in the next version of the dynamic env mod... it is like christmas last time in sh5 workshop... each day so manny nice improuvements:rock:

stoianm
05-08-11, 05:28 PM
looks nice, but plz take in account that harbor water was often murky and dirty, maybe not for small harbors.
will be optional... like this i will be sure that you will be happy to use if you like and to not use if you not like... i can not say same thing about you... wy you not putted the ;''farts'' from your mods optional?... because not in all uboats the crew farted.. i readed manny hystory books and i can guarantee that:D

Stormfly
05-08-11, 05:31 PM
i didnt say optional, i like that effect also... what i ment was if it would be possible giving bigger industrial harbors some kind of dirty water, perhaps with some dark bottom or something like that.

stoianm
05-08-11, 05:36 PM
i didnt say optional, i like that effect also... what i ment was if it would be possible giving bigger industrial harbors some kind of dirty water, perhaps with some dark bottom or something like that.
will be not posible... because 1 pixel on tga map is around 40 km game space- this related to water:hmmm:... as for the bottom this is a biger problem ... the textures is aplied for a very large area... and not only on bottom of the sea.. the same texture is shared by the outside ground areound water... because of that we were not able to put cochilias or other marine stuff on the bottom of the sea... they will pop up outside also

stoianm
05-08-11, 05:42 PM
dynamic env SH5 shallow waters:

http://i1124.photobucket.com/albums/l568/stoianm/wd6.jpg

http://i1124.photobucket.com/albums/l568/stoianm/wd7.jpg

http://i1124.photobucket.com/albums/l568/stoianm/wd5.jpg

Tnx TDW

Stormfly
05-08-11, 06:12 PM
looks perfect :rock:

Husksubsky
05-08-11, 07:06 PM
I used winrar as usual.( says it can associate with 7z files)..any problems with that? all seem ok

tonschk
05-08-11, 11:35 PM
Nice :DL

stoianm
05-09-11, 12:44 AM
Nice :DL
y me gusta mucho:yep:

Sepp von Ch.
05-09-11, 02:25 AM
Shallow waters mod is brilliant!:o:yeah:

tonschk
05-09-11, 06:12 AM
Amazing , well done :yeah:

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

stoianm
05-10-11, 03:13 PM
Hi,

We finished Dynamic Envirnment SH5 V 2.0

1) Reworked the tga map to add the new overcast and added around 87 weather.cfg files... the game used only 3 in vanilla... we pushed at max the game engine and we want to see if he can take it easy all these... now the overcast is very well controlled... now for example in winter time in polar you will have manny days strong winds... and in combination with the realistic - waves... will be like in Hell there... you will hunt only when weather will allow you:D
Reworked also the climateszones.cfg - all these changes were made by Gap... and in a very realistic and profesional manner... so the overcast in game now is very close to the real one... Gap will make a post here soon to explain you better the new overcast in SH5

2) Added a new optional mod Dynamic Environmental SH5 shallow waters... we use the ''new pixel'' made by TDW

3) Fixed the fog and the underwater saturation and visibylity to be more realist in the realist version of the base mod

We need feedback pls... if no bug will be reported.. i will delete the first version and i will upload this one in the place


Dynamic Environment SH5 v2.0 DOWNLOAD (http://www.gamefront.com/files/20318884/Dynamic+Environment+SH5-V2.0.7z)
:|\\

marleymen
05-10-11, 03:55 PM
Great! I have something to install this night.

Mihai, after 2 h. of test with my mod soup I have to make it again ... :damn:

Damn you! :arrgh!:

stoianm
05-10-11, 03:58 PM
Great! I have something to install this night.

Mihai, after 2 h. of test with my mod soup I have to make it again ... :damn:

Damn you! :arrgh!::D... sorry.. but you no need to restart a new campaign at least... this is a bit not so worse for you:DL... i redo my mod soup manny time per day sometimes... so i understand you

stoppro
05-10-11, 04:01 PM
Ok!I am heading to south africa now. that should be a good test. thanks!

stoianm
05-10-11, 04:02 PM
Ok!I am heading to south africa now. that should be a good test. thanks!lol... nice destination... i think i will go in florida... i never tested the water color in that area:)

THE_MASK
05-10-11, 06:02 PM
Ummmm , wheres the video stoianm ?

stoianm
05-10-11, 06:14 PM
Ummmm , wheres the video stoianm ?
:haha:... no video this time

THE_MASK
05-10-11, 09:48 PM
I used to photoshop my screenshots for desktop use . But with this mod i dont have too :salute:

stoppro
05-10-11, 11:19 PM
I have had a few problems. do i have to have tdw 560? because with tdw490 that i use, the teleporting is suddenly all srewed up. I problem i have never had before and ctd while on the surface in a beautiful storm just as i was teleporting from the bridge to attack scope. I am heading back to port and will install the first mod version and try again.It really is nice though.

TheDarkWraith
05-10-11, 11:23 PM
I have had a few problems. do i have to have tdw 560? because with tdw490 that i use, the teleporting is suddenly all srewed up. I problem i have never had before and ctd while on the surface in a beautiful storm just as i was teleporting from the bridge to attack scope. I am heading back to port and will install the first mod version and try again.It really is nice though.

Are you using the optional pixel shader mod? The one that allows you to see the bottom in shallow seas? If so, opinions are :06:

stoianm
05-11-11, 12:20 AM
I used to photoshop my screenshots for desktop use . But with this mod i dont have too :salute:
Tnx... this is a huge compliment.... special when is comming from my teacher in moding... but inside of the mod it is also all your awsome work that you did in the ENV for sh5 untill now:salute:

Silent Steel
05-11-11, 01:11 AM
Are you using the optional pixel shader mod? The one that allows you to see the bottom in shallow seas? If so, opinions are :06:

'optional pixel shader mod'
which one are you referring to? :hmmm:

//

Gammelpreusse
05-11-11, 01:11 AM
Hm, whenever I try to unpack the V2 archieve, I get these messages:

1. Cannot open Dynamic Environment SH5-V2.0\OPTIONAL MODS\Dynamic Environment SH5 Colors V2.0 (DO NOT INSTALL - READ FIRST)\Dynamic Environmental SH5 Realistic Colors V2.0\data\Filters\ColorCorrection\hdr_exterior.cfg

2. Cannot open Dynamic Environment SH5-V2.0\OPTIONAL MODS\Dynamic Environment SH5 Undersea V2.0 (DO NOT INSTALL - READ FIRST)\Dynamic Environment SH5 Undersea (temperate and polar) V2.0\data\Textures\TNormal\tex\rock.dds

3. Cannot open Dynamic Environment SH5-V2.0\OPTIONAL MODS\Dynamic Environment SH5 Undersea V2.0 (DO NOT INSTALL - READ FIRST)\Dynamic Environment SH5 Undersea (temperate and polar) V2.0\data\Textures\TNormal\tex\seabed01.dds

4. Cannot open Dynamic Environment SH5-V2.0\OPTIONAL MODS\Dynamic Environment SH5 Undersea V2.0 (DO NOT INSTALL - READ FIRST)\Dynamic Environment SH5 Undersea (temperate and polar) V2.0\data\Textures\TNormal\tex\seabed01.dds

5. Error - operation failed


Any ideas?

stoianm
05-11-11, 01:17 AM
Hm, whenever I try to unpack the V2 archieve, I get these messages:

1. Cannot open Dynamic Environment SH5-V2.0\OPTIONAL MODS\Dynamic Environment SH5 Colors V2.0 (DO NOT INSTALL - READ FIRST)\Dynamic Environmental SH5 Realistic Colors V2.0\data\Filters\ColorCorrection\hdr_exterior.cfg

2. Cannot open Dynamic Environment SH5-V2.0\OPTIONAL MODS\Dynamic Environment SH5 Undersea V2.0 (DO NOT INSTALL - READ FIRST)\Dynamic Environment SH5 Undersea (temperate and polar) V2.0\data\Textures\TNormal\tex\rock.dds

3. Cannot open Dynamic Environment SH5-V2.0\OPTIONAL MODS\Dynamic Environment SH5 Undersea V2.0 (DO NOT INSTALL - READ FIRST)\Dynamic Environment SH5 Undersea (temperate and polar) V2.0\data\Textures\TNormal\tex\seabed01.dds

4. Cannot open Dynamic Environment SH5-V2.0\OPTIONAL MODS\Dynamic Environment SH5 Undersea V2.0 (DO NOT INSTALL - READ FIRST)\Dynamic Environment SH5 Undersea (temperate and polar) V2.0\data\Textures\TNormal\tex\seabed01.dds

5. Error - operation failed


Any ideas?
yes... download and install 7zip from here: http://www.7-zip.org/

uncompress the mod using 7zip... this is good for decompresing files that have long folders names

bonne chance:03:

stoianm
05-11-11, 01:24 AM
'optional pixel shader mod'
which one are you referring to? :hmmm:

//
He refer at the Dynamic Environment SH5 Shallow Waters V2.0 - inside the mod is that ''pixel'' made by TDW... when you are around shallow waters you will notice awsome views of the sea bottom... i like it a lot... i was trying to do that manny days but from filters and colors i just did something like this only from an angle close to 90 degree... TDW found the solution in few minutes:DL

Silent Steel
05-11-11, 01:49 AM
He refer at the Dynamic Environment SH5 Shallow Waters V2.0 - inside the mod is that ''pixel'' made by TDW... when you are around shallow waters you will notice awsome views of the sea bottom... i like it a lot... i was trying to do that manny days but from filters and colors i just did something like this only from an angle close to 90 degree... TDW found the solution in few minutes:DL

Still, where do I find the 'Dynamic Environment SH5 Shallow Waters V2.0' ?
I just looked for it in my downloaded and these are the ones I find.
No 'Dynamic Environment SH5 Shallow Waters V2.0' :o

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4230

/

stoianm
05-11-11, 01:51 AM
Still, where do I find the 'Dynamic Environment SH5 Shallow Waters V2.0' ?
I just looked for it in my downloaded and these are the ones I find.
No 'Dynamic Environment SH5 Shallow Waters V2.0' :o

http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4230

/
You missed this post:


Hi,

We finished Dynamic Envirnment SH5 V 2.0

1) Reworked the tga map to add the new overcast and added around 87 weather.cfg files... the game used only 3 in vanilla... we pushed at max the game engine and we want to see if he can take it easy all these... now the overcast is very well controlled... now for example in winter time in polar you will have manny days strong winds... and in combination with the realistic - waves... will be like in Hell there... you will hunt only when weather will allow you:D
Reworked also the climateszones.cfg - all these changes were made by Gap... and in a very realistic and profesional manner... so the overcast in game now is very close to the real one... Gap will make a post here soon to explain you better the new overcast in SH5

2) Added a new optional mod Dynamic Environmental SH5 shallow waters... we use the ''new pixel'' made by TDW

3) Fixed the fog and the underwater saturation and visibylity to be more realist in the realist version of the base mod

We need feedback pls... if no bug will be reported.. i will delete the first version and i will upload this one in the place


Dynamic Environment SH5 v2.0 DOWNLOAD (http://www.gamefront.com/files/20318884/Dynamic+Environment+SH5-V2.0.7z)
:|\\

Silent Steel
05-11-11, 01:59 AM
You missed this post:


Hi,

We finished Dynamic Envirnment SH5 V 2.0

1) Reworked the tga map to add the new overcast and added around 87 weather.cfg files... the game used only 3 in vanilla... we pushed at max the game engine and we want to see if he can take it easy all these... now the overcast is very well controlled... now for example in winter time in polar you will have manny days strong winds... and in combination with the realistic - waves... will be like in Hell there... you will hunt only when weather will allow you:D
Reworked also the climateszones.cfg - all these changes were made by Gap... and in a very realistic and profesional manner... so the overcast in game now is very close to the real one... Gap will make a post here soon to explain you better the new overcast in SH5

2) Added a new optional mod Dynamic Environmental SH5 shallow waters... we use the ''new pixel'' made by TDW

3) Fixed the fog and the underwater saturation and visibylity to be more realist in the realist version of the base mod

We need feedback pls... if no bug will be reported.. i will delete the first version and i will upload this one in the place


Dynamic Environment SH5 v2.0 DOWNLOAD (http://www.gamefront.com/files/20318884/Dynamic+Environment+SH5-V2.0.7z)
:|\\


:oops:
/

Gammelpreusse
05-11-11, 02:39 AM
yes... download and install 7zip from here: http://www.7-zip.org/

uncompress the mod using 7zip... this is good for decompresing files that have long folders names

bonne chance:03:


Merci beaucoup, will try that once I am home!

Kaicokid
05-11-11, 02:44 AM
Hi all,sorry to sound so negative as I believe all the SH5 modders are doing a great job,but I don`t think the shallow water looks right. If you look straight down you would see the sea floor etc. But, if you look across the water you usually can not. If you could the image would be disorted and look a lot shallower than it actually is.

Sepp von Ch.
05-11-11, 02:44 AM
Version 2.0 with shallow waters-mod released?:o
Thank you stoianm!:up:

I go early from work today!:D:sunny:

stoianm
05-11-11, 02:58 AM
Hi all,sorry to sound so negative as I believe all the SH5 modders are doing a great job,but I don`t think the shallow water looks right. If you look straight down you would see the sea floor etc. But, if you look across the water you usually can not. If you could the image would be disorted and look a lot shallower than it actually is.
It is ok... you are not negative... i like positive criticisme... yes i agree with you ... the efect it is not realist 100%... but it is eye candy... and because of that the mod it is optional... i did not puted in the base mod because i did not wanted force you to use.... people tastes are not discutable... some are for eye candy... some are for realism.... unfortunately the game parameters do not allow us to make the game 100% close to reality

regards

stoianm
05-11-11, 03:08 AM
Version 2.0 with shallow waters-mod released?:o
Thank you stoianm!:up:

I go early from work today!:D:sunny:
:salute:Commodore Josef von Posorschitz... i puted a good word to Doenitz for you and i see he advanced you... so you are now Commodore:DL

Sepp von Ch.
05-11-11, 03:13 AM
:salute:Commodore Josef von Posorschitz... i puted a good word to Doenitz for you and i see he advanced you... so you are now Commodore:DL


:har: :haha::D


Already at the conference I said that I need to fly home early for my wife and my U-552. In last days are a couple of great new mods and upgrades here!:arrgh!:Thank you!

gap
05-11-11, 03:26 AM
Hi all,sorry to sound so negative as I believe all the SH5 modders are doing a great job,but I don`t think the shallow water looks right. If you look straight down you would see the sea floor etc. But, if you look across the water you usually can not. If you could the image would be disorted and look a lot shallower than it actually is.

Yes, there are some shortcomings with the use of the new shader made by the TDW. It is a bit experimental and that's why we made it optional.

As for future development, I don't think that water distortios are going to be ever possible. Maybe (just guessing) TheDarkWraith could find the a way to make caustics on the seabottom visible when looking across the water (incidentally even seaplants are currently not visible). These fx, together with a slight reduction of the sea surface trasparency could greatly improve the realism but again:

1. I am not sure the fixes that I am suggesting are technically possible. Most probably they aren't (I didn't discuss personally with TDW).
2. Even if they are possible, our TDW is busy with many other projects...

so I think we must be greateful to him with what we have just now :)!

P.S. I'm going out now, later I'll make a post about the climate/weather system implemented in v. 2.0. It is important you all know what you can expect fron our mod and to report here if/how it affects the gameplay, so that we can finetune it.

stoianm
05-11-11, 03:32 AM
P.S. I'm going out now, later I'll make a post about the climate/weather system implemented in v. 2.0.
:nope:... lazy as usual... maybe you will find time to post until christmas.. no need to rush:O:

jwilliams
05-11-11, 04:06 AM
Hi,
We finished Dynamic Envirnment SH5 V 2.0
Dynamic Environment SH5 v2.0 DOWNLOAD (http://www.gamefront.com/files/20318884/Dynamic+Environment+SH5-V2.0.7z)
:|\\


:o Awesome...

Downloading now.

Thanks.
:salute:

Silent Steel
05-11-11, 06:25 AM
So now with the Dynamic Environment SH5-V2.0 there's no need for the Dynamic Environment SH5 Basemod (realistic version) patch ?
/

stoianm
05-11-11, 06:25 AM
So now with the Dynamic Environment SH5-V2.0 there's no need for the Dynamic Environment SH5 Basemod (realistic version) patch ?
/
yes... no need

Xrundel
05-11-11, 08:56 AM
I have a question. By the way - thanks for great work, I am really enjoying taking a break and go to the bridge to look around during patrol :DL.

It seems that I always have some clouds, even when I go to hist. mission like TDW torp. tutorial and making sure that there is no clouds option is checked. I mean they like passing by I still can see blue sky, but moving clouds cover at least 50% of it and darkish in color. Is this the way it intended to be?

stoianm
05-11-11, 08:58 AM
I have a question. By the way - thanks for great work, I am really enjoying taking a break and go to the bridge to look around during patrol :DL.

It seems that I always have some clouds, even when I go to hist. mission like TDW torp. tutorial and making sure that there is no clouds option is checked. I mean they like passing by I still can see blue sky, but moving clouds cover at least 50% of it and darkish in color. Is this the way it intended to be?
Even you choose not clouds not mean you will not have clouds at all... when will be cloudy you will see the diference in colors very easy

Sepp von Ch.
05-11-11, 10:02 AM
Dynamic Environment SH5 v2.0 DOWNLOAD (http://www.gamefront.com/files/20318884/Dynamic+Environment+SH5-V2.0.7z)
:|\\


Just for my control:


File size on the Gamefront is: 75658.82K
Downloaded is 73,8 MB

Right?

I downloaded this file three times, but always the same message:

http://s1.postimage.org/2wske6878/AAAAAAAAAA.jpg (http://postimage.org/image/2wske6878/)

stoianm
05-11-11, 10:04 AM
Just for my control:


File size on the Gamefront is: 75658.82K
Downloaded is 73,8 MB

Right?

I downloaded this file three times, but always the same message:

http://s1.postimage.org/2wske6878/AAAAAAAAAA.jpg (http://postimage.org/image/2wske6878/)

It is 73.8 the real compresed size:up:

Gammelpreusse
05-11-11, 10:17 AM
Just for my control:


File size on the Gamefront is: 75658.82K
Downloaded is 73,8 MB

Right?

I downloaded this file three times, but always the same message:

http://s1.postimage.org/2wske6878/AAAAAAAAAA.jpg (http://postimage.org/image/2wske6878/)

I used winRaR as well and had the exact same problem. This program here solved that:

http://www.7-zip.org/ (thanks again, stoianm)

gap
05-11-11, 06:15 PM
Hi there,
in this post I will try to explain as clear as I can with my modest english what any SH5 player wanting to use Dynamic Environment should know before enabling it. It is important that you read these explainations carefully, in order to be aware of what you can expect from the mod and to report any issue or malfunctioning. In the first part I will try to explain how SH5 climate/weather settings do work. Skilled modders or experienced players who know better than me this part of the game can jump directly to the second paragraph where I describe the weather system introduced in Dynamic Environment and the process followed for achieving it.

I apologize in advance if in some parts this text will result tedious, obscure, or incomplete, and indeed I wellcome any constructive criticism about our mod and my explainations on it.

here we go:

HOW IT WORKS
All the editable files for SH5 wether generation are located in this path: <Silent Hunter 5/data/Env>. This folder contains several files. The ones whose function I'm going to explain belong to 4 categories:

1) ClimateZones.tga file, representing the global map in Mercator projection. In stock game the map looks like this:

http://img861.imageshack.us/img861/1235/climatezones.jpg (http://imageshack.us/photo/my-images/861/climatezones.jpg/)

As you can see, sea is represented there by different shades of red. During weather generation, the game engine is compairing our current position with the corresponding red value on the map, and reading it according to 3 different color indices. Incidentally, CTD's caused by some environmental mods were due to colors in the wrong format accidentally introduced in the map, or to colors in correct format but not listed in these indices.

2) ClimateZones.cfg: together with the .tga map, it is the core part of the weather genereting system in SH5. the firts part of the file contains the above mentioned indices, matching any of the red values found on the .tga map with 3 sets of parameters, namely (from their headers):
- Climate Zones settings
- Climate Weather Types settings
- Climate Environment Colors settings

Example from stock SH5:

[Climate Zones]
DefaultClimateZone=0
Color00=PolarClimateNorthern
Color40=TemperateClimateNorthern
Color80=TropicalClimateNorthern
Color120=TropicalClimateSouthern
Color160=TemperateClimateSouthern
Color200=PolarClimateSouthern

[Climate Weather Types]
Color00=Weather_Polar.cfg
Color40=Weather_Temperate.cfg
Color80=Weather_Tropical.cfg
Color120=Weather_Tropical.cfg
Color160=Weather_Temperate.cfg
Color200=Weather_Polar.cfg

[Climate Environment Colors]
Color00=EnvColors_Polar.cfg
Color40=EnvColors_Temperate.cfg
Color80=EnvColors_Tropical.cfg
Color120=EnvColors_Tropical.cfg
Color160=EnvColors_Temperate.cfg
Color200=EnvColors_Polar.cfg

Climate Zones settings are contained in the second half of the same file. They define seasons for any given area, with their starting and ending dates (numeric format: month/day of the month). These dates are compared with the current in game date, for generating weather conditions based on the resulting season. AFAIK we can have a maximum of 4 seasons (the obvious minumum should be one season). There's no limit to their durations as far as they cover the whole year.
Here is an example taken from stock game ClimateZones.cfg file, belonging to northern temperate area settings:

[TemperateClimateNorthern]
[TemperateClimateNorthern.Season0]
SeasonName=winter
StartDate=1201
EndDate=0231

[TemperateClimateNorthern.Season1]
SeasonName=spring
StartDate=0301
EndDate=0531

[TemperateClimateNorthern.Season2]
SeasonName=summer
StartDate=0601
EndDate=0831

[TemperateClimateNorthern.Season3]
SeasonName=autumn
StartDate=0901
EndDate=1131
It features 4 seasons equally distributed, but we could remove any season at our wish and/or modify seasons extent over the period of one year.

Another example from stock settings, related to southern polar area:

[PolarClimateSouthern]
[PolarClimateSouthern.Season0] ; one season for polar zones
SeasonName=winter
StartDate=0101
EndDate=1231
It features just one season (winter) extending for the whole year. Again, we can change this season with any other, or even add other seasons as far as we ensure that their cumulative durations do cover the extent of one year.

I did not carry tests with overlapping seasons, inverted seasons order (for instance summer => spring => winter) or seasons appearing more that once during one year, though, even if possible, I doubt that this kind of settings would help us to render a more realistic seasonal pattern!

It seems logical to me that the occurrence of rain, clouds and fog is generated by game engine pseudorandomly, on the base of current season (defined by in game date and location and ClimateZones.cfg settings). The probability of these occurrences for any given season could be hardcoded. So, unless I'm very much mistaken, the only way to change their chance in game is to play with the presence/absence and relative duration of different seasons, as defined in the .cfg file discussed in this paragraph.

3) Climate Weather Types settings are contained in a set of .cfg files (one file for any weather type we want in game, 3 in vanilla SH5). They define different weather change intervals (min and max values, in hours) and wind speed ranges (again: min and max values) related to the current season. Due to this reference to seasons, it is important to match weather settings with the corresponding ClimateZones area settings. For instance, if we wanted to create/edit a weather type .cfg file corresponding to a climate zone featuring two seasons, we would ensure that it contains entries for the very same seasons.

For example, stock SH5 settings for temperate weather (shared by both northern and southern temperate climate zones) are:

[Season 0]
SeasonName=winter
MinWeatherChangeInterval=5 ; [minHours, maxHours], interval in which to trigger a random weather change
MaxWeatherChangeInterval=96 ; [minHours, maxHours], interval in which to trigger a random weather change
MinWindSpeed=1 ;
MaxWindSpeed=15 ;

[Season 1]
SeasonName=spring
MinWeatherChangeInterval=5 ; [minHours, maxHours], interval in which to trigger a random weather change
MaxWeatherChangeInterval=96 ; [minHours, maxHours], interval in which to trigger a random weather change
MinWindSpeed=1 ;
MaxWindSpeed=15 ;

[Season 2]
SeasonName=summer
MinWeatherChangeInterval=5 ; [minHours, maxHours], interval in which to trigger a random weather change
MaxWeatherChangeInterval=96 ; [minHours, maxHours], interval in which to trigger a random weather change
MinWindSpeed=1 ;
MaxWindSpeed=15 ;

[Season 3]
SeasonName=autumn
MinWeatherChangeInterval=5 ; [minHours, maxHours], interval in which to trigger a random weather change
MaxWeatherChangeInterval=96 ; [minHours, maxHours], interval in which to trigger a random weather change
MinWindSpeed=1 ;
MaxWindSpeed=15 ;


Stock settings for polar weather (only one season, for northern and southern polar climate zones):

[Season 0]
SeasonName=winter
MinWeatherChangeInterval=5 ; [minHours, maxHours], interval in which to trigger a random weather change
MaxWeatherChangeInterval=96 ; [minHours, maxHours], interval in which to trigger a random weather change
MinWindSpeed=1 ;
MaxWindSpeed=15 ;

4) Climate Environment Colors settings are contained in another set of .cfg files (one file for any weather type we want in game, 3 in vanilla SH5). They contain color parameters (in hex color values) for several environmental items (sea, sky, clouds, sun, etc.). In any of these .cfg files, parameters are divided into 3 different sections, respectively for (more or less) sunny, medium overcast and stormy weather. Any section is divided on its turn into several subsections, for different day/night times. Wether/how these colors are merged for intermediate times/weather conditions, or during the transition from a climatic area in the map to the next one (during oceanic passages) is something out of my knowledge. I invite my industrious ;-) friend stoianm to provide us with some clarification on this topic, as this is his undisputed kingdom!

Well, I guess you got enough basics to understand what follows. Time for sticking to the changes introduced with Dynamic Environment:

WHAT WE DID
In stock game we got 3 weather type/environment color zones (Polar, Temperate and Tropical) and 6 climate zone (the former zones x 2, for both northern and southern emispheres). You can spot these zones at first glance by looking at the .tga map posted above.

The first step was adding some new climate/environment colors zones to the map. For doing so, we didn't stick to latitude as main factor for climate change across the globe. As SH5 is a game about people going through the sea, we took oceanic average temperatures as the main factor representing global climate. We are aware that for this arbitrary assuption we are not going to win the Nobel Prize, but after all climatology is a complex science, and we had to simplificate it a lot in order to put it in our game! :woot:

This is one of the many maps about global oceanic temperatures we've found on the net:

http://img829.imageshack.us/img829/6664/odysseaglobal.png (http://imageshack.us/photo/my-images/829/odysseaglobal.png/)

and this is how ClimateZones.tga map looked like after our first rework:

http://img855.imageshack.us/img855/1235/climatezones.jpg (http://imageshack.us/photo/my-images/855/climatezones.jpg/)

Red color shades were replaced with custom colors for easing our work. This is the legend:

Black: polar zone;
Blue: subpolar Zone;
Cyan: cold temperate zone;
Green: warm temperate zone;
Yellow: hot temperate zone;
Red: tropical and equatorial zone.

Each of these areas got its own environment color settings.

Next step was adding inetrmediate areas within the main zones. We could have done it by introducing new color in the map and defining new climate/weather/environment colors zones in .cfg files, but as there's a limit to the zones that could be defined in the .tga map (0 to 255 are the red channel values in RGB color format) and we wanted to have some free space for adding other features, we decided to represent these "in-between" areas by dithering pixel by pixel color values relative to contiguous yet existing zones:

http://img849.imageshack.us/img849/1235/climatezones.jpg (http://imageshack.us/photo/my-images/849/climatezones.jpg/)

in this image you cannot spot the dithering, as the image itself is a compressed and resized sample. Side effect of this dithering method is that every time you move on your u-boat into intermediate areas, going from pixel to pixel (in game it is equal to a square with side of 40 km), most probably weather will change, providing an higher dynamism during passages and patrols in those areas.

The next step was implementing the intertropical climatic system into our mod:

http://upload.wikimedia.org/wikipedia/commons/thumb/d/d7/ITCZ_january-july.png/800px-ITCZ_january-july.png

the two red and blue bands in this image represent the so called Intertropical Covergency Zones with two alternate (wet/dry) seasons. Wet seasons correspond to hotter months: around July for the red band and January for the blue one. The central area between the bands is the equatorial zone, were precipitations are equally distributed during most of the year. Again: we semplified a lot things.
After adding some shadowing effects to our map for representing ITCZ zones, equatorial zone and for distiguishing northern and southern climates, we obtained this:

http://img221.imageshack.us/img221/1235/climatezones.jpg (http://imageshack.us/photo/my-images/221/climatezones.jpg/)

Notice that I took the area of Indian Ocean between Horn of Africa, Southern Arabic Peninsula and North Western India out of Northern ITCZ and equatorial bands, because the climate of this region tends to be drier than surrounding areas and it is influenced by winds originating in the southern hemisphere.

Now, according to colors in map*, we can define our ClimateZones settings in ClimateZone.cfg file as follows:

Greyed areas outside ITCZ and equatorial bands:
black: polar northern climate
blue: subpolar northern climate
cyan: cold temperate northern climate
green: warm temperate northern climate
yellow: hot temperate northern climate
red: dry tropical northern climate

Areas within ITCZ bands:
Upper ITCZ band (black shadowed area): wet tropical northern climate
Mild band (grey shadowed area): equatorial climate
Bottom ITCZ band (white shadowed area): wet tropical southern climate

Non greyed areas outside ITCZ and equatorial bands:
red: dry tropical southern climate
yellow: hot temperate southern climate
green: warm temperate southern climate
cyan: cold temperate southern climate
blue: subpolar southern climate
black: polar southern climate

* Intermediate colors (orange, lime green, light blue, etc.) don't need to be defined because -as aforesaid- if you could look at them closely you would see that they were actually obtained by dithering two of the main colors.

Our seasons settings for all of these climate zones are resumed in the following chart:

http://img852.imageshack.us/img852/1545/seasons.jpg (http://imageshack.us/photo/my-images/852/seasons.jpg/)

Notice that:
-polar zones got only one season (winter)
-subpolar zones got 3 seasons (winter [6 months], spring [3] and autum [3])
-dry tropical zones got 4 season with long summer (6 months) and short autumn, winter and spring (each 2 months long)
-wet tropical zones got 2 seasons (each 6 months long), inverted compared to real climate (this is for simulating the rainy season that in these regions is corresponding to the hottest months)
-equatorial climate got only one season (spring, for keeping some chance of rain during the whole year without renouncing to sunny days :sunny:).

Another aspect that we wanted to simulate in game was the presence of regions where oceanic waters look murky green, as seen in the movie Das Boot. It is something that was discussed extensively on this forum by both detractors, asserting the inconsistency of using a movie as reference for realism, and advocates who experienced this particular sea color outside the cinema! Well, I think stoianm discussed in this thread the existence of a phenomenon called upwelling and happening close to continental platforms when cold waters from the seafloor, rich in minerals and nutrients, reach the surface feeding algal blooms. While in real sea you most probably will never dive in sea waters as green as a swamp (and as seen in Das Boot...), clorophyll content is a well studied parameter in ocenography and marine biology. Here's a map taken from internet:

http://img818.imageshack.us/img818/4442/ppmonth9809.gif (http://imageshack.us/photo/my-images/818/ppmonth9809.gif/)

the areas in red are the ones with the highest contents in clorophyll, hence the murkiest and greeniest in Neptune's realm. The following map represents our designed murky areas. painted on SH5 ClimatZones.tga map:

http://img713.imageshack.us/img713/1235/climatezones.jpg (http://imageshack.us/photo/my-images/713/climatezones.jpg/)
upwelling zones are represented as plain brown areas

and here's the map with all the other colors:

http://img189.imageshack.us/img189/1235/climatezones.jpg (http://imageshack.us/photo/my-images/189/climatezones.jpg/)
upwelling zones are represented as brownish shadowings on top of other colors

Including the upwelling, by now all of the environment color zones featured in Dynamic Environment are represented in the map. Hence we have:

black color (no brown shadowing): polar environment colors - blue sea
black color (brown shadowing): polar environment colors - murky green sea

blue color (no brown shadowing): subpolar environment colors - blue sea
blue color (brown shadowing): subpolar environment colors - murky green sea

cyan color (no brown shadowing): cold temperate environment colors - blue sea
cyan color (brown shadowing): cold temperate environment colors - murky green sea

green color (no brown shadowing): warm temperate environment colors - blue sea
green color (brown shadowing): warm temperate environment colors - murky green sea

yellow color (no brown shadowing): hot temperate environment colors - blue sea
yellow color (brown shadowing): hot temperate environment colors - murky green sea

red color (no brown shadowing): tropical and equatorial environment colors - blue sea
red color (brown shadowing): tropical and equatorial environment colors - murky green sea

Notice that despite upwelling and algal blooms are mostly seasonal phenomenes, it is not possible in SH5 to make environment colors dependent on seasons. Hence, green sea waters will show during the whole year in the designed zones.

Finally, the last, most challenging and probably most important part of my tasks for Dynamic Environment was implementing realistic wind patterns. This feature can influence greatly the game play, because during stormy weather can be very difficult to hunt enemy ships.

Once again, internet helped us. Here's a map showing global average wind speeds, used as base for wind datas fetured in our mod:

http://img12.imageshack.us/img12/5012/windspeed.gif (http://imageshack.us/photo/my-images/12/windspeed.gif/)

and this is its simplified version rendered in ClmateZones.tga:

http://img21.imageshack.us/img21/1235/climatezones.jpg (http://imageshack.us/photo/my-images/21/climatezones.jpg/)

Legend (wind spees in m/s):

light blue: 4
green: 5
yellow: 6
ocre: 7
pink: 8.25
red: 10.5
grey-purple: 12.5

merging wind speeds information with the remaining colors we obtained this:

http://img52.imageshack.us/img52/1235/climatezones.jpg (http://imageshack.us/photo/my-images/52/climatezones.jpg/)

and this is our final .tga map after reconverting the rainbowl-like colors in red color values read by the game engine (and after several hours of hard work, while stoianm on the background was singing some old fashioned italian songs with the purpose to enhance my concentration :$ ):

http://img685.imageshack.us/img685/1235/climatezones.jpg (http://imageshack.us/photo/my-images/685/climatezones.jpg/)

our final task was to create realistic seasonal wind ranges, as the information provided by the first map was relative to annual average speeds, calculated over a period of severale years.
Information on wind speeds seasonal variation was provided by 3 other maps:

http://img21.imageshack.us/img21/9968/climatezonesu.jpg (http://imageshack.us/photo/my-images/21/climatezonesu.jpg/)

http://img15.imageshack.us/img15/6316/a0umeanjan13.png (http://imageshack.us/photo/my-images/15/a0umeanjan13.png/)

http://img59.imageshack.us/img59/6240/a0umeanjul13.png (http://imageshack.us/photo/my-images/59/a0umeanjul13.png/)

The first map from top is representing wind speeds standard deviations (the deviation from the averages), whereas the other two maps show average wind speeds respectively for the months of January and July.

As you can see, major deviations from average wind speeds are recorded especially at the southernmost and (in an even bigger measure) northermost latitudes. These deviations are reflected by differences in seasonal averages.

By combining this information we were able to set realistic wind speed ranges for winter and summer seasons, while the ranges for spring and autumn were calculated by equating the annual averages for each zone to the values reported in the legend of our simplified wind speeds map. The resulting equations were solved by taking in consideration the duration of each season, as previously defined in the corresponding climate zone settings, and by assuming arbitrarily that autumn and spring averages must be equal. Believe me, saying it was harder than doing it.

Anyway, for all practical purposes, my suggestion is to save the previous maps somewere on your HD and to study them carefully every time you are planning a new patrol. By doing so, remember to compare the annual average for the designed patrol area with the maps showing seasonal averages. Also, take in mind that:

1. Given average wind speeds are... averages :know:: patroling a calm wind area doesn't mean that you will not encounter occasional windy days, but on average the chance of wind storms will be higher for areas having an higher average wind speed.

2. There are chances of high discrepancy between annual and seasonal averages.

3. In general the highest wind speeds are occurring during winter (around January in northern amisphere and July in souther emisphere)

4. In general, the higher the latitude, the higher the difference between seasonal average wind speeds.

5. In general, the higher the annual average wind speed, the higher the difference between it and the seasonal averages.

That's all! Now we rely on your feed-back in order to know wether we have achieved our purposes or not. Again, any bug report, suggestion, technical advise, etc. is very wellcomed!

Stormfly
05-11-11, 06:39 PM
ohh shure... understood :har:

omg you guys are crazy, amazing work :o :up:

stoianm
05-11-11, 06:49 PM
This is a very profesional post my friend Gap... very well everything explained what we did.... because in my opinion the most important part of our mod it is not only the colors... the most important is the overcast, that you with your experience succeded to make as close as posible to reality and also another important factor is that all filters that we tryied to match (visibility, impurity, fog) to be very well balanced and fine tuned... this is the most important parts of the mod... also the colors (water and underwater)... we worked with profesionals photografer and ex mariners that saw the ocean and had manny photos ... and some areas (ex - north pole) only by photo that were sugested me the real colors in diferents parts on the Atlantic Ocean... so in my opinion we can not push the game more than that... maybe to corect some eventual bugs or wired efects if will be reported... tnx for everybody that we used some parts of his work in our mod and also thanks to beta testers:salute:

gap
05-11-11, 06:51 PM
ohh shure... understood :har:

omg you guys are crazy, amazing work :o :up:

erm... stormfly :-?

I just said: "constructive criticism"...

by the way: can you suggest us a good psychiatris? :D

Stormfly
05-11-11, 07:59 PM
by the way: can you suggest us a good psychiatris? :D

i did a short call and he sayed he is on the way allready :smug:
http://www.pictureupload.de/originals/pictures/120511025615_3d_VooDoo_head_by_Akuma1x.jpg

gap
05-11-11, 08:03 PM
i did a short call and he sayed he is on the way allready :smug:
http://www.pictureupload.de/originals/pictures/120511025615_3d_VooDoo_head_by_Akuma1x.jpg

Hey Stormy, this is Stoianm's picture. How did you get it? :o

Stormfly
05-11-11, 08:08 PM
ohh that explains all dawn :timeout:

stoianm
05-11-11, 08:17 PM
I am very sorry guys but that is not him... accidentally i have a stoianm's picture in my computer... here it is:

http://i1124.photobucket.com/albums/l568/stoianm/brad.jpg :yep:

gap
05-11-11, 08:24 PM
ohh that explains all dawn :timeout:

I am very sorry guys but that is not him... accidentally i have a stoianm's picture in my computer... here it is:

Hey stoianm, but waht do you do with my door keeper's picture on your hard disk? I am starting to get very confused with you guys! :doh:

http://i1124.photobucket.com/albums/l568/stoianm/brad.jpg :yep:

I know, I know... I shoud be more careful in choosing my collaborators... :shifty:

Stormfly
05-11-11, 08:28 PM
...a typical indication of a split personality able to use morphing skills :hmmm:

we hope for a quick recovery :salute:

Rongel
05-12-11, 05:09 AM
I haven't have time to play actually, but made a short test today with Zedi's campaign. This enviroment mod (version 2.0) is great and thanks again for your work!

I also tested now TDW's new pixel shader that shows the shallow water places. It's also the only way to get the new SH 4 import ships to show through water. I kind of like it, but great as it is, I think it makes the water too transparent and the changing of the sea level is shown too "cropped", the sea bottom just vanishes when it's too deep. Anyway, I guess it was included in Zedi's campaign and not in your mod? So my point is that it's good idea to keep it optional, some like it, some don't.

stoianm
05-12-11, 05:19 AM
I haven't have time to play actually, but made a short test today with Zedi's campaign. This enviroment mod (version 2.0) is great and thanks again for your work!

I also tested now TDW's new pixel shader that shows the shallow water places. It's also the only way to get the new SH 4 import ships to show through water. I kind of like it, but great as it is, I think it makes the water too transparent and the changing of the sea level is shown too "cropped", the sea bottom just vanishes when it's too deep. Anyway, I guess it was included in Zedi's campaign and not in your mod? So my point is that it's good idea to keep it optional, some like it, some don't.
It is in version 2.0 ... but it is optional... it is called Dynamic Environment SH5 Shallow Waters v2.0:up:

Xrundel
05-12-11, 09:35 AM
I am using and enjoying Dynamic Environment V2.0 with realistic waves add-on. It is really simulate what happened during rough seas very well, thank you for very good job. If you accept any suggestions... I believe that you increased height of the waves as compare to "normal mode". It made them little bit "pointy" if I can express it this way. If it would be possible to increase distance between peaks (or valleys - does not matter) than shape of the waves would be more natural. If I zoom out external camera water surface looks like a grid, correct? If it is possible to enlarge "cell" size of this grid for this specific add-on only -waves would be high and wide proportionally. In real stormy sea or ocean waves are high but they are wide as well.
Everything else (foam, movement) - just perfect!

Trevally.
05-12-11, 12:27 PM
Thanks for the information Gap and wow I had no idea you guys
added so much information into this work.

Absolutely fantastic guys - A great mod:yeah:

SteelViking
05-14-11, 01:25 PM
Hey, just had a thought about the caustics not showing up on the rocks or plants on the sea floor.

It occurred to me that the only objects which refuse to show the caustics are also not collisionable objects. Now, the stuff on the sea floor is rendered dynamically, so it would be rather inconvenient if a collisionable rock suddenly appeared in front of the sub, but someone might want to look into it.

Just a thought guys.
:salute:

stoianm
05-14-11, 01:30 PM
Hey, just had a thought about the caustics not showing up on the rocks or plants on the sea floor.

It occurred to me that the only objects which refuse to show the caustics are also not collisionable objects. Now, the stuff on the sea floor is rendered dynamically, so it would be rather inconvenient if a collisionable rock suddenly appeared in front of the sub, but someone might want to look into it.

Just a thought guys.
:salute:
Maybe you have right... it is not big deal i think because not to manny spend to much time underwater looking at plants and rocks... but will be nice if we can fix this without anny side efects:)

gap
05-14-11, 03:59 PM
Hey, just had a thought about the caustics not showing up on the rocks or plants on the sea floor.

It occurred to me that the only objects which refuse to show the caustics are also not collisionable objects. Now, the stuff on the sea floor is rendered dynamically, so it would be rather inconvenient if a collisionable rock suddenly appeared in front of the sub, but someone might want to look into it.

Just a thought guys.
:salute:

I've also tried to make sea plants partly transparent by changing white color in dds alpha channel with grey. No noticeable result in game, though :wah:

SteelViking
05-14-11, 04:13 PM
I've also tried to make sea plants partly transparent by changing white color in dds alpha channel with grey. No noticeable result in game, though :wah:

That's because alpha channels don't work like that in SH5. The game reads the alpha channel as a level of brightness or intensity, and at some angles a high opacity texture will look like glass. A very low opacity image will appear dull, and very non-reflective looking.

reaper7
05-14-11, 04:26 PM
That's because alpha channels don't work like that in SH5. The game reads the alpha channel as a level of brightness or intensity, and at some angles a high opacity texture will look like glass. A very low opacity image will appear dull, and very non-reflective looking.

Yes like SteelViking says Alpha dose not work in the same way for 3D Models as it does for the 2D Interface.
For the 2D Interface Alpha works like it did for sh3/4 giving a level of transparency from 0% to 100% (White to Black).
But for 3D models its more of a reflective texture to simulate metal glass etc.

stoianm
05-14-11, 04:29 PM
Yes like SteelViking says Alpha dose not work in the same way for 3D Models as it does for the 2D Interface.
For the 2D Interface Alpha works like it did for sh3/4 giving a level of transparency from 0% to 100% (White to Black).
But for 3D models its more of a reflective texture to simulate metal glass etc.
I had the same problem when i wanted to make the bulb light in interior submarine transparent... that bec_submarine.dds ... i understood it is only posible to make a texture to aprear like transparent in game only if you can make a gr2 for it

SteelViking
05-14-11, 04:40 PM
Yes like SteelViking says Alpha dose not work in the same way for 3D Models as it does for the 2D Interface.
For the 2D Interface Alpha works like it did for sh3/4 giving a level of transparency from 0% to 100% (White to Black).
But for 3D models its more of a reflective texture to simulate metal glass etc.

:oops: I should have specified that I meant environmental textures.

I had the same problem when i wanted to make the bulb light in interior submarine transparent... that bec_submarine.dds ... i understood it is only posible to make a texture to aprear like transparent in game only if you can make a gr2 for it

In my interior mod, I made the lightbulbs a soft yellow like an incandescent. I did this through a combo of changing the texture to flat yellow and adding a controller to make them luminous. Of course I have reports that they do not work right for nvidia graphics cards. I am trying to find a work around for that now(among other projects).

stoianm
05-14-11, 04:42 PM
:oops: I should have specified that I meant environmental textures.



In my interior mod, I made the lightbulbs a soft yellow like an incandescent. I did this through a combo of changing the texture to flat yellow and adding a controller to make them luminous. Of course I have reports that they do not work right for nvidia graphics cards. I am trying to find a work around for that now(among other projects).
I have an nvidia and i never saw this... but i wanted to say that i will like to have the bulb like glass effect... to be able to see other objects through him... you did like this in your mod?

SteelViking
05-14-11, 04:49 PM
I have an nvidia and i never saw this... but i wanted to say that i will like to have the bulb like glass effect... to be able to see other objects through him... you did like this in your mod?

No I didn't try to make it look like you could see other objects through them. But, I don't think it is possible, the only controller I know that could do this is the envmapping controller, which I am using already to get a "bloom" affect. Now another one could be applied I think, but I doubt you would see anything through the bloom in the first place.

Also, keep in mind that the glass domes where the lightbulbs are, are in fact glass shields and not the bulbs themselves.

stoianm
05-14-11, 04:59 PM
No I didn't try to make it look like you could see other objects through them. But, I don't think it is possible, the only controller I know that could do this is the envmapping controller, which I am using already to get a "bloom" affect. Now another one could be applied I think, but I doubt you would see anything through the bloom in the first place.

Also, keep in mind that the glass domes where the lightbulbs are, are in fact glass shields and not the bulbs themselves.
I see... but i will like to see that bulb efect that you made with my nvidia also... will be nice if you will fix this for nvidia

SteelViking
05-14-11, 05:02 PM
I see... but i will like to see that bulb efect that you made with my nvidia also... will be nice if you will fix this for nvidia

Have you never used my interior mod before? Or have you never used one of the mega mods? They all have it.:yep:

stoianm
05-14-11, 05:04 PM
Have you never used my interior mod before? Or have you never used one of the mega mods? They all have it.:yep:
I use... but i have nvidia... i use the nvidia missing lights mod and i was thinking that just puted the stock dds one back

SteelViking
05-14-11, 05:31 PM
I use... but i have nvidia... i use the nvidia missing lights mod and i was thinking that just puted the stock dds one back

Oh, okay, I hadn't realized anyone released a fix for that........Well, temporary fix.

stoianm
05-14-11, 05:34 PM
Oh, okay, I hadn't realized anyone released a fix for that........Well, temporary fix.
This mod is in Magnum Opus patch 2... but i dunno if is like a fix... because of that i told you i was thinking that maybe that mod just put back the bec_submarine.dds from stock file... tdw must know better this

TheDarkWraith
05-14-11, 06:06 PM
Sharks had a feeding frenzy near me :o
http://www.subsim.com/radioroom/picture.php?albumid=446&pictureid=4252

no, seriously though was looking for the pixel shader responsible for these underwater rocks and plants. Now one would think that the shader would be dealing with terrain or water but it isn't.......still looking for what renders these :hmmm:

stoianm
05-14-11, 06:08 PM
:haha:

SteelViking
05-14-11, 06:21 PM
Sharks had a feeding frenzy near me :o

no, seriously though was looking for the pixel shader responsible for these underwater rocks and plants. Now one would think that the shader would be dealing with terrain or water but it isn't.......still looking for what renders these :hmmm:

Well, we know where the .GR2 and .sim are. But, I don't know about the pixel shader.

naights
05-14-11, 06:27 PM
Hi:

Yes like SteelViking says Alpha dose not work in the same way for 3D Models as it does for the 2D Interface.
For the 2D Interface Alpha works like it did for sh3/4 giving a level of transparency from 0% to 100% (White to Black).
But for 3D models its more of a reflective texture to simulate metal glass etc.

The alpha stored in diffuse map in SHV works "like specular map", is an information channel and defines the shinyness of the texture.

Here an example of what I did some time ago for Mafia 2 game mod.

The right image defines the shinyness (more white "grey scale" more shine when the light hits the texture).

http://i55.tinypic.com/2pt7xc8.jpg



http://i55.tinypic.com/106wpow.jpg

I hope that this helps.

Bye !!

THE_MASK
05-15-11, 01:52 AM
Sharks had a feeding frenzy near me :o
http://www.subsim.com/radioroom/picture.php?albumid=446&pictureid=4252

no, seriously though was looking for the pixel shader responsible for these underwater rocks and plants. Now one would think that the shader would be dealing with terrain or water but it isn't.......still looking for what renders these :hmmm:data/library/undersea gr2 , placed with the objects editor .

gap
05-16-11, 01:35 AM
That's because alpha channels don't work like that in SH5. The game reads the alpha channel as a level of brightness or intensity, and at some angles a high opacity texture will look like glass. A very low opacity image will appear dull, and very non-reflective looking.

Yes like SteelViking says Alpha dose not work in the same way for 3D Models as it does for the 2D Interface.
For the 2D Interface Alpha works like it did for sh3/4 giving a level of transparency from 0% to 100% (White to Black).
But for 3D models its more of a reflective texture to simulate metal glass etc.

Thank you guys,
your suggestions are very much appreciated :); nevertheless I've carried several tests during the last few weeks, and I am sorry to say that the alpha channel of seabed01.dds file doesn't work either the way you're saying. In fact:

1. its opacity doesn't determine how glossy sea plants are looking in game;
2. black/white values in alpha channel are rendered in game as respectively trasparent/non-trasparent areas (similar to textures used for 2D interface) BUT...
3. any grey value behaves either as black or white i.e. totally transparent/non-trasparent, depending on how dark it is (dark grey=black, light gray=white).

I am wondering if this behaviour can be changed in order to have semi-transparent plants. Maybe in gr2 file or in one of the pixel shaders? :hmmm:
Hope that the digging of TDW in this direction can give its fruits one day...

stoianm
05-18-11, 05:51 AM
Dynamic Environment SH5 v 2.1:

- fixed an error with incorrect wind speed ranges in some of the weather type zones .cfg files;
- fixed a small error with a missing average wind speed area in ClimateZones.tga map;
- decreased minimum wind speed value for calm wind areas from 1 to 0;
- renamed the optional mod Waves - Realistic Version to Waves - Hurricane Version;
- renamed the optional mod Waves - High Version to Waves - Realistic Version;
- added a new version of the optional mod Dynamic Environment SH5 - Undersea, to be used into the Mediterranean Sea.

See post #1 for details
:|\\

tonschk
05-18-11, 09:53 AM
:DL Very Good :salute: Stoianm

http://i194.photobucket.com/albums/z58/tonschk/AMAZINGSH5.jpg

Magic1111
05-18-11, 01:52 PM
Dynamic Environment SH5 v 2.1:

- fixed an error with incorrect wind speed ranges in some of the weather type zones .cfg files;
- fixed a small error with a missing average wind speed area in ClimateZones.tga map;
- decreased minimum wind speed value for calm wind areas from 1 to 0;
- renamed the optional mod Waves - Realistic Version to Waves - Hurricane Version;
- renamed the optional mod Waves - High Version to Waves - Realistic Version;
- added a new version of the optional mod Dynamic Environment SH5 - Undersea, to be used into the Mediterranean Sea.

See post #1 for details
:|\\

:DL Very Good :salute: Stoianm

http://i194.photobucket.com/albums/z58/tonschk/AMAZINGSH5.jpg

Many thanks for new Version, will try it ! On screenshot looks very nice !!! :up:

Best regards,
Magic:salute:

Sepp von Ch.
05-18-11, 02:10 PM
Thank you stoianm! Definitely must have mod for SH5!:yep:

7thSeal
05-18-11, 07:40 PM
Almost let this update slip by me, thanks stoianm and the others for your work on this mod. :)

marleymen
05-18-11, 11:52 PM
Wohoo !! Another great improvement from the Mario Brothers. v.2.1.

"Luigi" GAP and Stoianm "Mario".:arrgh!:

Congrats for the hard work !! :up:

(I opened the forum after 3 days of silent service )

Going to test this night. Like that people that searchs for pr0n at night when husband is asleep. :rotfl2:

marleymen
05-18-11, 11:56 PM
176 Mb. ? :o

What did you put in it this time? Rocks?

Well... like I said in my before post .. You can do another things at night ... itīs gona be a good waiting time. :|\\

stoianm
05-19-11, 04:56 PM
176 Mb. ? :o

What did you put in it this time? Rocks?

Well... like I said in my before post .. You can do another things at night ... itīs gona be a good waiting time. :|\\
agree:D

Captain Can
05-19-11, 07:35 PM
hey stoianm, i tried out this mod today, all i can say is hats off to you man. :yeah:

urfisch
05-20-11, 03:38 AM
thanks a lot for your intensive work in this!!!

:salute:

tonschk
05-21-11, 08:35 AM
:rock: The Water Surface SPECULAR Reflection effects of SH5 are Amazing, :DL thank you Stoianm :salute:

http://i194.photobucket.com/albums/z58/tonschk/800px-Tso_Kiagar_Lake_Ladakh.jpg
http://i194.photobucket.com/albums/z58/tonschk/amazingincredible-1.jpg
http://i194.photobucket.com/albums/z58/tonschk/several-1.jpg

sarkhumar
05-21-11, 10:24 AM
just starting using this mod 2.1... but I can say 'shallow waters' is tremendous....very nice and realistic....

by the way.... is FLOOR (optional) included in 2.1 ?

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Anti-Lag
nVidia missing lights
Original map colors
Spanish
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_6_5_1_ByTheDarkWraith
Manos Scopes-patch for 16x9
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
AirTorpedoes
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
NewUIs_TDC_6_5_1_Real_Navigation
NewUIs_TDC_6_5_1_U-Jagd_Chrono
Church's SHV 1.01 Keyboard Commands v1.1
Church's Compass Dials Mod v2.2 - Option Two
Church's NavMap v1.0 - Illyustrator's Version
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
AOB slide ruller for TDW UIs and MO by stoianm
Critical hits 1.1 Torpedos
Old Style Explosions V1.1
SteelViking's Sky Banding Mod
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot v2.5
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally TDC Help v2
gap - HD 1 deg Scope Bearing v 1.0
SOAN - ship data
SD_MapCourseLine_tiny_arrows_ocred
SD_MapLocationNameFix_v1_2
Lite Campaign LC 1.2
Black_Skin_albrecht
Nauticalwolf's_Torpedo_Textures_v1.2
Radio_Gramophone_Skin
TDC Graphics by Naights v1.0
Patch1_Terrain_harbour_flags_Mod_v1_2_1
Das Boot Crew Mod For SH5
German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Sounds V2.1

LtzS_Petersen
05-21-11, 10:53 AM
Is the Atlantic blue Water Mod needed with this Mod?
And i have in the Baltic Sea no kind of blue, did i something wrong?

Thats what i want at sunny Days: :D
http://www.abload.de/img/ostseegujq.jpg (http://www.abload.de/image.php?img=ostseegujq.jpg)
Cap Arkona

I tried your big Waves, its a really good Experience for my young Crew. :D

stoianm
05-21-11, 11:29 AM
just starting using this mod 2.1... but I can say 'shallow waters' is tremendous....very nice and realistic....

by the way.... is FLOOR (optional) included in 2.1 ?

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
Magnum_Opus_v0_0_1
Anti-Lag
nVidia missing lights
Original map colors
Spanish
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
NewUIs_TDC_6_5_1_ByTheDarkWraith
Manos Scopes-patch for 16x9
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
AirTorpedoes
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
NewUIs_TDC_6_5_1_Real_Navigation
NewUIs_TDC_6_5_1_U-Jagd_Chrono
Church's SHV 1.01 Keyboard Commands v1.1
Church's Compass Dials Mod v2.2 - Option Two
Church's NavMap v1.0 - Illyustrator's Version
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
AOB slide ruller for TDW UIs and MO by stoianm
Critical hits 1.1 Torpedos
Old Style Explosions V1.1
SteelViking's Sky Banding Mod
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot v2.5
Trevally Tutorials - All v0.2 (for TDW UI)
Trevally TDC Help v2
gap - HD 1 deg Scope Bearing v 1.0
SOAN - ship data
SD_MapCourseLine_tiny_arrows_ocred
SD_MapLocationNameFix_v1_2
Lite Campaign LC 1.2
Black_Skin_albrecht
Nauticalwolf's_Torpedo_Textures_v1.2
Radio_Gramophone_Skin
TDC Graphics by Naights v1.0
Patch1_Terrain_harbour_flags_Mod_v1_2_1
Das Boot Crew Mod For SH5
German U-Boat Crew Language Pack
Grossdeutscher Rundfunk
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Sounds V2.1
No it is not included... like this your mod soup is ok

stoianm
05-21-11, 11:30 AM
Is the Atlantic blue Water Mod needed with this Mod?
And i have in the Baltic Sea no kind of blue, did i something wrong?

Thats what i want at sunny Days: :D
http://www.abload.de/img/ostseegujq.jpg (http://www.abload.de/image.php?img=ostseegujq.jpg)
Cap Arkona

I tried your big Waves, its a really good Experience for my young Crew. :D
he he ... you will have like this in big waters.. in general near lands we putted uppeling phenomen...the water color is diferent depends by regions... so you will have starting from gren, gray, cold blue, light blue etc - you do not need to install atlantic bluer water color after this mod... i do not recomand to install after this mod any other env mod

LtzS_Petersen
05-21-11, 01:33 PM
O.k., i use only 2,1 now. Tried the Calais-Test Mission, looks really nice. :yeah:

Caustic
05-22-11, 09:55 PM
Thanks for this mod. It evolved the game into the detailed nautical simulator that it was intended to become.

HWO
05-23-11, 11:57 AM
Hi Stoianm!
Iīm new here on the forum but Iīm not new to the Silent Hunter series and modding in general, even though Iīve mostly modded the (Rome) total war series textures for my own taste and in accordance with history.
First of all thanks to you and Gap for a wonderful mod, it makes the game so much more immersive!
My questions are; is it somehow possible to increase the number of rainy days in the Atlantic or is totally hardcoded in the exe? Secondly what climate do the landmasses (the bluish areas) have, because I noticed when I was in Hamburg (ingame) in winter, that the Elbe area was not having wintertextures so I added the temperate ocean textures from the Kielcanal to the Elbe and voilā - winter. So, do bluish temperate landareas only have summer ingame?

mul---355;umesc mult! (I donīt know if that is right, my romanian isnīt exactly good, although I can understand some with my spanish knowledges!)

Magic1111
05-23-11, 01:47 PM
when I was in Hamburg (ingame) in winter, that the Elbe area was not having wintertextures

...because in Hamburg is not often snow, more rain....:haha:

gap
05-23-11, 03:12 PM
Hi HWO,
thanks for your report. Answers to your questions below:

is it somehow possible to increase the number of rainy days in the Atlantic or is totally hardcoded in the exe?

It is hardcoded. Some months ago h.sie created an external application that tweaks the weather generation algorythm for SH3 (http://174.123.69.202/~subsimc/radioroom/showthread.php?t=177507&page=14), but AFAIK noone managed to do the same for SH5.

Secondly what climate do the landmasses (the bluish areas) have, because I noticed when I was in Hamburg (ingame) in winter, that the Elbe area was not having wintertextures so I added the temperate ocean textures from the Kielcanal to the Elbe and voilā - winter. So, do bluish temperate landareas only have summer ingame?

:hmmm: interesting. Can you tell me what did you modify exactly? I think I overlooked some side effects of our method for creating a complex weather, but hopefully a fix for them is going to be possible! ;)

Pintea
05-24-11, 02:45 AM
Hello,

Congrats for the mod stoianm, you really worked hard for it ! :)

Noticed one thing however: on the shore, the water transparency is deeper than the underwater terrain is rendered (is only rendered to ~30m depth when you're outside the water).
So you get those ugly "holes" here and there through the water.

There two solutions:
1. modify the water shader to not clip the underwater terrain anymore.
2. decrease the transparency depth.

Of course, if no one's bothered by it you can keep it the way it is :)

SteelViking
05-24-11, 02:55 AM
Hello,

Congrats for the mod stoianm, you really worked hard for it ! :)

Noticed one thing however: on the shore, the water transparency is deeper than the underwater terrain is rendered (is only rendered to ~30m depth when you're outside the water).
So you get those ugly "holes" here and there through the water.

There two solutions:
1. modify the water shader to not clip the underwater terrain anymore.
2. decrease the transparency depth.

Of course, if no one's bothered by it you can keep it the way it is :)

I would really appreciate it if someone would look into this. I would myself but I have too much on my hands. It is important for imported ships, as we do need tuned up transparency to see the imported ships underwater when viewed from above.

stoianm
05-24-11, 05:08 AM
Hello,

Congrats for the mod stoianm, you really worked hard for it ! :)

Noticed one thing however: on the shore, the water transparency is deeper than the underwater terrain is rendered (is only rendered to ~30m depth when you're outside the water).
So you get those ugly "holes" here and there through the water.

There two solutions:
1. modify the water shader to not clip the underwater terrain anymore.
2. decrease the transparency depth.

Of course, if no one's bothered by it you can keep it the way it is :)
Hi Pintea,

Yes this is because of the water pixel shader as you suposed ... it is apear only when is sun outside and the water is not so deep like you noticed.. i do not know manny things about this pixel:hmmm:... if you unninstall the Dynamic Envirnment SH5 Shallow Waters you will not have that side efect

stoianm
05-24-11, 05:38 AM
Hi Stoianm!
Iīm new here on the forum but Iīm not new to the Silent Hunter series and modding in general, even though Iīve mostly modded the (Rome) total war series textures for my own taste and in accordance with history.
First of all thanks to you and Gap for a wonderful mod, it makes the game so much more immersive!
My questions are; is it somehow possible to increase the number of rainy days in the Atlantic or is totally hardcoded in the exe? Secondly what climate do the landmasses (the bluish areas) have, because I noticed when I was in Hamburg (ingame) in winter, that the Elbe area was not having wintertextures so I added the temperate ocean textures from the Kielcanal to the Elbe and voilā - winter. So, do bluish temperate landareas only have summer ingame?

mul---355;umesc mult! (I donīt know if that is right, my romanian isnīt exactly good, although I can understand some with my spanish knowledges!)
Hi.... you mean you reworked the tga to fix that dds texture for winter?... what you did exactly?... your romanian is ok:DL:up:... i think soon you will speak better than me:)

HWO
05-24-11, 09:51 AM
Hi Gap and Stoianm!
Sorry, it took a little while to get back to you.
Well, I didnīt do much, I just copied the colourlayer from the area arond the Kielcanal in ClimateZones.tga in photoshop, and cut the appropiate bluish area where Hamburg is situated (more ore less the first blue pixels east of Wilhelmshafen and south of Jutland/Kielcanal) and replaced it with the corresponding brown colour. Thatīs it.
I think you guys did exactly the same to the Kielkanal and the area around Kiel itself to get it more murkylooking (the upwhelling phenomena).
Greetz to you all!

HWO
05-24-11, 10:04 AM
...because in Hamburg is not often snow, more rain....:haha:

Moin Magic!

Ja, ich weiss, ich kenne das Hamburger "Schmuddelwetter" aber wintergrüne Laubbäume sind auch ein bisschen falsch am Platze. Es ist ja nicht eine gewisse Anlage in Brandenburg...discover the Tropics in the heart of Europe:sunny:!
Ausserdem waren ja die Kriegswinter nicht gerade mild... Sollte im Spiel sein wie das Gebiet um Wilhelmshafen.

Gruss nach Hessen!

stoianm
05-24-11, 11:02 AM
Hi Gap and Stoianm!
Sorry, it took a little while to get back to you.
Well, I didnīt do much, I just copied the colourlayer from the area arond the Kielcanal in ClimateZones.tga in photoshop, and cut the appropiate bluish area where Hamburg is situated (more ore less the first blue pixels east of Wilhelmshafen and south of Jutland/Kielcanal) and replaced it with the corresponding brown colour. Thatīs it.
I think you guys did exactly the same to the Kielkanal and the area around Kiel itself to get it more murkylooking (the upwhelling phenomena).
Greetz to you all!
We were thinking that the textures were related to another RAW file from terrain folder not to that tga... about the water Gap did a lot more complicate:)... if you look at the vanilla you will notice that there was only 3 red vlues... if you look at the tga made by gap you will see manny, manny more.... he used all those to control water colors and weather.... nothing is like in vanilla

gap
05-24-11, 04:09 PM
Hi Gap and Stoianm!
Sorry, it took a little while to get back to you.
Well, I didnīt do much, I just copied the colourlayer from the area arond the Kielcanal in ClimateZones.tga in photoshop, and cut the appropiate bluish area where Hamburg is situated (more ore less the first blue pixels east of Wilhelmshafen and south of Jutland/Kielcanal) and replaced it with the corresponding brown colour. Thatīs it.
I think you guys did exactly the same to the Kielkanal and the area around Kiel itself to get it more murkylooking (the upwhelling phenomena).
Greetz to you all!

Thank you HWO! :up:

Now, I think I know what's happening: seems that SH5 reads the information on climatic area for land masses from the raw map that mihai was referring to, but seasons are taken from ClimateZone.tga...

If you agree to keep on testing, I will send to you the .tga map after I finish reworking it according to your remarks!

stoianm
05-25-11, 05:23 PM
Hi,

With Pintea help i fixed the shallow water side efect:

MOVIE (http://www.youtube.com/watch?v=t1tseFTBkYM)

Dynamic Environment Shallow Waters V2.1 Patch===> Link (http://www.gamefront.com/files/20366376/Dynamic+Environment+SH5+Shallow+Waters+V2.1+Patch. rar)

regards

THE_MASK
05-25-11, 05:43 PM
Absolutely fantastic . Sorry i couldnt speak again on skype last night . Too tired :O:

stoianm
05-25-11, 05:45 PM
Absolutely fantastic . Sorry i couldnt speak again on skype last night . Too tired :O: I suposed that you slept:)

Magic1111
05-26-11, 04:57 AM
Hi,

With Pintea help i fixed the shallow water side efect:

MOVIE (http://www.youtube.com/watch?v=t1tseFTBkYM)

Dynamic Environment Shallow Waters V2.1 Patch===> Link (http://www.gamefront.com/files/20366376/Dynamic+Environment+SH5+Shallow+Waters+V2.1+Patch. rar)

regards

Wonderful, that you released a patch for this !!! :up:

Best regards,
Magic:salute:

gap
05-26-11, 05:10 AM
Hi,

With Pintea help i fixed the shallow water side efect:

MOVIE (http://www.youtube.com/watch?v=t1tseFTBkYM)

Dynamic Environment Shallow Waters V2.1 Patch===> Link (http://www.gamefront.com/files/20366376/Dynamic+Environment+SH5+Shallow+Waters+V2.1+Patch. rar)

regards

TERRIFIC! :yeah:

Thank you stoianm and Pintea!

Rongel
05-26-11, 05:20 AM
Hooray! :woot:

Thanks guys, one annoyance less! I'm not sure if the more transparent water is still for me, but I'm sure many find this just great! Keep up the fixing! :sunny:

urfisch
05-26-11, 06:38 AM
looking very good! thank you!

:salute:

Silent Steel
05-26-11, 07:08 AM
Wow, this is outstanding :o

THANKS AGAIN FOR ALL YOUR WORK :salute:

//

stoianm
05-26-11, 07:13 AM
tnx... i did nothing... just what Pintea sugested to me.. it his fix 100%... maybe i just stresed him a bit to came out with a solution:D

gap
05-26-11, 07:13 AM
Hooray! :woot:

Thanks guys, one annoyance less! I'm not sure if the more transparent water is still for me, but I'm sure many find this just great! Keep up the fixing! :sunny:

Hi Rongel,
in real life, under the conditions of low sea turbidity and shallow waters, it is possible to see the seabottom through the water. Water color and seabottom color get blended, resulting in a bunch of different shades like in this picture taken in Mediterranean Sea, close to Lampedusa Island:

http://upload.wikimedia.org/wikipedia/en/4/4a/Isola_Dei_Conigli.JPG

I think that TDW shader in conjunction with stoianm/Pintea fix reflect pretty well these conditions.
Indeed it is a matter of taste, but fron now on I will strongly suggest their use! :)

tonschk
05-26-11, 11:25 AM
Hi,

With Pintea help i fixed the shallow water side efect:

MOVIE (http://www.youtube.com/watch?v=t1tseFTBkYM)

Dynamic Environment Shallow Waters V2.1 Patch===> Link (http://www.gamefront.com/files/20366376/Dynamic+Environment+SH5+Shallow+Waters+V2.1+Patch. rar)

regards

:rock: Fantastic :salute: Stoianm :DL

Targor Avelany
05-26-11, 01:49 PM
very nice, guys! Love the mod (even though can't use all the nices parts and visuals - just don't have enough power in my computer)! :rock:

Rongel
05-27-11, 03:49 AM
Hi Rongel,
in real life, under the conditions of low sea turbidity and shallow waters, it is possible to see the seabottom through the water. Water color and seabottom color get blended, resulting in a bunch of different shades like in this picture taken in Mediterranean Sea, close to Lampedusa Island:

I think that TDW shader in conjunction with stoianm/Pintea fix reflect pretty well these conditions.
Indeed it is a matter of taste, but fron now on I will strongly suggest their use! :)

Nice picture Gap! It might be the largest image I've ever seen :DL

I'll give this a new try, absolutely. One thing I found little annoying is that the harbour water seemed to be crystal clear, but I can imagine that in real life, the waters were in pretty nasty condition near the harbour. I believe that there is not much that can be done about this.

So this should also show the lower parts of the new imported ships through water? I had some trouble seeing them last time I tried.

I'll comment more when I have tested this :sunny:

SteelViking
05-27-11, 04:05 AM
Sadly, TDW's redone shader also shows the submarine at 180 meters when viewed from the surface. Just saw this earlier.:shifty:

tonschk
05-28-11, 11:11 AM
Thank you very much :DL Stoianm :yeah: for your Excellent work with this Dynamic environmental SH5 :salute: , this is just a detail I have found, do you think is possible to adjust the algae to touch the bottom ?, thank you

http://i194.photobucket.com/albums/z58/tonschk/suspended.jpg

stoianm
05-28-11, 11:14 AM
nope... i do not know how to fix that... ... move your camera on another position and they will look like stuck on the ground

Thank you very much :DL Stoianm :yeah: for your Excellent work with this Dynamic environmental SH5 :salute: , this is just a detail I have found, do you think is possible to adjust the algae to touch the bottom ?, thank you

http://i194.photobucket.com/albums/z58/tonschk/suspended.jpg

7thSeal
05-28-11, 11:56 AM
nope... i do not know how to fix that... ... move your camera on another position and they will look like stuck on the ground

Yeah, this is a stock issue when moving camera underwater the game has to catchup. It fixes itself after awhile, if you continue using free cam.

mr.artur_96
06-02-11, 03:59 PM
I have noticed one issue. Actually I'm going to narvik ( 03.1940 ) and weather reports say the wind speed is 11 m/s BUT sea is calm like it would be 1 m/s.

stoianm
06-02-11, 10:05 PM
I have noticed one issue. Actually I'm going to narvik ( 03.1940 ) and weather reports say the wind speed is 11 m/s BUT sea is calm like it would be 1 m/s.
yep... it is a game and a mod bug in same time.... after a while will report normal... when the weather type will change... this is the weather that you had before you saved the game... apears when you save and reload the save... not all the time... somethime

kiwi_2005
06-05-11, 10:17 PM
I haven't read the whole thread so this bug if its a bug might be solved - when ever I hit amid ships it goes back to zero but the boat slowly moves to the left or right depend on what I was doing - if I was turning right then hit amid ships, boat will go to zero & then start moving to the right even though the arrow is on the 0. When in high time compression the boat moves left & right - zig zagging

Will upload a picture of my mods setup as I think some other mod might be conflicting with the dynamic mod but which one!. This only started happening since I installed the dynamic mod.

Edit: heres the list - I can't go on patrol until I figure whats the problem (well I still can but its a mission trying to keep the boat on course lol)
http://i56.tinypic.com/34zwroz.jpg

stoianm
06-05-11, 11:33 PM
I think the problem is from the sim file.... try to install this mod from here:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3208 (does not matter wich version) and try to see if you have this problem again.... i did not used .sim files in my mod so i am almoust sure is not from this mod... so installl that mod at the end of your mod list and tell me if you still have that problem:up:

I haven't read the whole thread so this bug if its a bug might be solved - when ever I hit amid ships it goes back to zero but the boat slowly moves to the left or right depend on what I was doing - if I was turning right then hit amid ships, boat will go to zero & then start moving to the right even though the arrow is on the 0. When in high time compression the boat moves left & right - zig zagging

Will upload a picture of my mods setup as I think some other mod might be conflicting with the dynamic mod but which one!. This only started happening since I installed the dynamic mod.

Edit: heres the list - I can't go on patrol until I figure whats the problem (well I still can but its a mission trying to keep the boat on course lol)
http://i56.tinypic.com/34zwroz.jpg

kiwi_2005
06-06-11, 12:09 AM
I think the problem is from the sim file.... try to install this mod from here:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3208 (does not matter wich version) and try to see if you have this problem again.... i did not used .sim files in my mod so i am almoust sure is not from this mod... so installl that mod at the end of your mod list and tell me if you still have that problem:up:

:salute: That mod fixed the problem, thanks very much stoianm :yeah:

stoianm
06-06-11, 12:24 AM
:salute: That mod fixed the problem, thanks very much stoianm :yeah:wlk:up:

Sepp von Ch.
06-29-11, 07:05 AM
Hello stoianm,

I use your mod since the publication, tested it for a long time and in the different places (Atlantik, Mediterranean Sea) and in my opinion would be good to change the underwater visibility. My U-boot is below the surface clearly visible even at depths of several meters. OK is it still in Mediteranean Sea, but in Atlantik? I've sailed 2 x in the Atlantic in reality and I have ever seen such clear /transparent/ water.

Otherwise your mod really great! Many thanks!:up:

stoianm
06-29-11, 07:23 AM
it is because of the optional dynamic shallow water... disable that one and see if you like more
Hello stoianm,

I use your mod since the publication, tested it for a long time and in the different places (Atlantik, Mediterranean Sea) and in my opinion would be good to change the underwater visibility. My U-boot is below the surface clearly visible even at depths of several meters. OK is it still in Mediteranean Sea, but in Atlantik? I've sailed 2 x in the Atlantic in reality and I have ever seen such clear /transparent/ water.

Otherwise your mod really great! Many thanks!:up:

Sepp von Ch.
06-29-11, 08:10 AM
I canīt disable this optional shallow water mod! I like this too much!:D








I will test it. But could you do a optional mod with underwater (bad) visibility please for all your Dynamic Env. mods?:yep:

stoianm
06-29-11, 09:05 AM
then you ansewer allone at the question... you like the underwater visibility aslo:D
I canīt disable this optional shallow water mod! I like this too much!:D








I will test it. But could you do a optional mod with underwater (bad) visibility please for all your Dynamic Env. mods?:yep:

Sepp von Ch.
06-29-11, 10:34 AM
then you ansewer allone at the question... you like the underwater visibility aslo:D

:har:

tonschk
06-29-11, 10:52 AM
In my opinion the settings for the water transparency implemented by W_Clear look a bit more realistic

http://i194.photobucket.com/albums/z58/tonschk/SH5Img2011-06-05_165658-1.jpg
http://i194.photobucket.com/albums/z58/tonschk/SH5Img2011-06-05_180159-1.jpg

stoianm
06-29-11, 11:50 AM
is the same if you not install the dynamic shallow water... i like w_clear mod also:up:

Kumando
06-30-11, 10:21 AM
Stoianm i ve installed the shallow waters mod but im not getting the effect like the pictures (the wayter is not transaprent) any idea why? My gfx is a nvidia 8800 gtx.

stoianm
06-30-11, 10:53 AM
Stoianm i ve installed the shallow waters mod but im not getting the effect like the pictures (the wayter is not transaprent) any idea why? My gfx is a nvidia 8800 gtx.
in shallow water you will see the botom

Kumando
06-30-11, 12:05 PM
in shallow water you will see the botom

Thats what im saying i tried in the same harbour of your demo, and the water is not transparent, but i can see the algae on the bottom when i zoom in with the camera, but the water itelf its not transaparent. :damn:

stoianm
06-30-11, 12:46 PM
Thats what im saying i tried in the same harbour of your demo, and the water is not transparent, but i can see the algae on the bottom when i zoom in with the camera, but the water itelf its not transaparent. :damn:
put the optional shallow water mod after the base one... it is imposible if you do like this to not work... now maybe you overited that file... and be sure that mod is not overited by another mod

THE_MASK
06-30-11, 03:16 PM
Maybe its an ingame graphics option unchecked .

Silent Steel
07-01-11, 12:08 PM
Thats what im saying i tried in the same harbour of your demo, and the water is not transparent, but i can see the algae on the bottom when i zoom in with the camera, but the water itelf its not transaparent. :damn:

Hi
Let's try this;

- You're running an nVidia 8800 gtx right? If your using nHancer, turn it off.
- Have a look at the ingame Options/ Graphics settings and see if the 'Caustics' and the 'High Water Quality' are checked. If not tick them and see what happens.

I had an nVidia before and in some games even turning V-Sync off could do the trick.

/ :salute:

Sepp von Ch.
07-02-11, 07:11 AM
My sub is in 45 m depth in the middle Atlantic...

http://s3.postimage.org/1skk88dj8/SH5_Img_2011_07_01_13_04_53.jpg (http://postimage.org/image/1skk88dj8/)
http://s3.postimage.org/1sknjb2is/SH5_Img_2011_07_01_13_05_00.jpg (http://postimage.org/image/1sknjb2is/)

stoianm
07-02-11, 08:48 AM
this is a know side efect of shallow waters... tdw said that is not posible to decrease or to fix this... the shallow waters had 2 side efects... 1 was solved by Pintea but this one... we did not find a way to fix itMy sub is in 45 m depth in the middle Atlantic...

http://s3.postimage.org/1skk88dj8/SH5_Img_2011_07_01_13_04_53.jpg (http://postimage.org/image/1skk88dj8/)
http://s3.postimage.org/1sknjb2is/SH5_Img_2011_07_01_13_05_00.jpg (http://postimage.org/image/1sknjb2is/)

Sepp von Ch.
07-02-11, 12:08 PM
OK, thank you for reply stoianm;)

skyhawkz
07-24-11, 05:14 PM
In my opinion the settings for the water transparency implemented by W_Clear look a bit more realistic

http://i194.photobucket.com/albums/z58/tonschk/SH5Img2011-06-05_165658-1.jpg
http://i194.photobucket.com/albums/z58/tonschk/SH5Img2011-06-05_180159-1.jpg

Are you using the stock shadows? because my shadows dont look anything like that. =(

tonschk
07-26-11, 05:45 PM
Are you using the stock shadows? because my shadows dont look anything like that. =(

I modified those settings of the dynamic shadows to fit my own taste :salute:,also I increased the resolution for the shadows

Magic1111
07-27-11, 06:53 AM
I modified those settings of the dynamic shadows to fit my own taste :salute:,also I increased the resolution for the shadows

Hi tonschk !

Is it possible that you upload the needed files to test your personal-version please ?:D

Best regards,
Magic:salute:

tonschk
08-06-11, 06:53 AM
Hi tonschk !

Is it possible that you upload the needed files to test your personal-version please ?:D

Best regards,
Magic:salute:

I am sorry for the late answer :oops:, I am still studing how to control the SH5 Dynamic shadows settings, there are many of those shadows settings and I cannot yet understand and therefore control properly all of them (more research is needed), probably the first adjustment is to increase the " HighResolution=1536 " to somewhere below a top maximum of " 5000 " (if your video card is powerful enough to afford such increased resolution), this will reduce the exagerated blurred Dynamic shadows of SH5, I was messing around also with the " Split " and " FilterSizeSplit " settings but apparently I made a mistake because I review/reconsidered the stock original SH5 Split and FilterSizeSplit and after a few more research I have found that were not too bad. I am almost sure is necessary to reduce the [Bridge] " DepthBias=0.002 " to 0.00002

As you can see is a matter of try test and research if you want the shadows settings I currently use I can send you if you want but those settings are not perfect yet and depend a lot of which graphic card you use :salute:


[Shadows]
NumCascades=3
LowResolution=1024
HighResolution=1536

[Interior]
FarPlane=1.0
ExtrudeCamera=5.0
DepthBias=0.0005
DepthSlopeBias=1.0
Split0=0.07
Split1=0.27
Split2=1.0
FilterSizeSplit0=1
FilterSizeSplit1=1
FilterSizeSplit2=1

[Bridge]
FarPlane=15.0
ExtrudeCamera=12.0
DepthBias=0.002
DepthSlopeBias=2.0
Split0=0.07
Split1=0.3
Split2=1.0
FilterSizeSplit0=2
FilterSizeSplit1=1
FilterSizeSplit2=1

[Exterior]
FarPlane=160.0
ExtrudeCamera=50.0
DepthBias=0.0015
DepthSlopeBias=1.0
Split0=0.1
Split1=0.33
Split2=1.0
FilterSizeSplit0=2
FilterSizeSplit1=1
FilterSizeSplit2=1

0rpheus
08-08-11, 03:33 PM
Just started using Hurricane Waves along with Stoianm's pitch & roll, which is absolutely awesome... but just wanted to ask if it was normal to get this sort of polarised effect on very dark areas of water:

http://imageshack.us/photo/my-images/14/sh52011080819283487.jpg/

cheers! :salute:

0rpheus
08-11-11, 04:38 PM
Hurricane waves is amazing but I've stopped using it as the sub comes so far out of the water, looking like it's flying... quite a bit and it's immersion jarring. Is there any way to fix it, or to reduce the hurricane level so the boat doesn't leave the water quite so much?

Normal looks great too but in high storms in the North sea doesn't quite cut it after you've seen the amazing titanic waves of the hurricane version.. how easy is it to modify it so the normal mod has huge hurricane like waves only in heavy storms/winds? I guess both questions will yield similar results.. but interested to know. Thanks for an excellent mod!

:salute:

Poacher886
08-19-11, 05:55 AM
Does this mod work with W_Clears Environmental mod?? and which to install first??

Thanks

stoianm
08-19-11, 06:32 AM
it is a stand allone mod... use one or other... both are good:)

Silent Steel
08-19-11, 09:22 AM
Does this mod work with W_Clears Environmental mod?? and which to install first??

Thanks

I recommend the Dynamic Environment by Stoianm & Gap.
IMO the best one around here.

:up:

pascal4541
08-20-11, 07:48 AM
Absolutely Silent Steel

Poacher886
08-21-11, 07:03 AM
So far this mod seems excellent....the clouds look as real as i've seen in any game anywhere!!...my only question, is that im still making my way out to the north sea (near Norway) and the water colour is the normal green looking colour in the day.

Why have you chosen not to use you more blue water colour?

stoianm
08-21-11, 07:27 AM
Must to be the 'upweeling'' efect that is near lands in general:03:... gap choice to be acurate like in reality
So far this mod seems excellent....the clouds look as real as i've seen in any game anywhere!!...my only question, is that im still making my way out to the north sea (near Norway) and the water colour is the normal green looking colour in the day.

Why have you chosen not to use you more blue water colour?

Poacher886
08-21-11, 10:50 AM
Must to be the 'upweeling'' efect that is near lands in general:03:... gap choice to be acurate like in reality

Perhaps i spoke to soon, it has now changed to a blue coming nearer to England.....excellent this is really impressive!!

Thanks

Admiral Von Gerlach
08-24-11, 10:51 PM
Thank you very much for this remarkable work..

can you tell me please which cfg the shadow settings go to? is it in the Environment folder?

tonschk
08-25-11, 02:52 AM
Ubisoft/Silent Hunter 5/data/Cfg/Shadows

Obelix
10-11-11, 06:22 AM
Hi guys!
In the process of building a unified mod of a few mods faced with the fact that water in the north of Scandinavia has now a color: (this is a mission of "PQ17")
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=5003
The search led to this fashion. Installed only Dynamic Environment SH5 Basemod (realistic version) V2.1
Edit hdr_underwater.cfg result does not. In a file you can change the color? I'm not sure that the water in the northern waters is so saturated with color.

Best regards!
Obelix!

stoianm
10-12-11, 03:20 AM
in data/env you have some files like EnvColors_Polar etc - inside you have some parameters that combined results the water and underwater colors and saturation:

UnderwaterUpColor=0099FF0
UnderwaterUpAlpha=0.450000
UnderwaterDownColor=1131600

play with this and look in the ClimateZones.cfg to find the name of the file that the game execute in that area where you have the mission.. i can not help you more atm.. ... sorry
Hi guys!
In the process of building a unified mod of a few mods faced with the fact that water in the north of Scandinavia has now a color: (this is a mission of "PQ17")
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=5003
The search led to this fashion. Installed only Dynamic Environment SH5 Basemod (realistic version) V2.1
Edit hdr_underwater.cfg result does not. In a file you can change the color? I'm not sure that the water in the northern waters is so saturated with color.

Best regards!
Obelix!

Silent Steel
10-12-11, 04:19 AM
UnderwaterUpColor=0099FF0
UnderwaterUpAlpha=0.450000
UnderwaterDownColor=1131600
play with this and look in the ClimateZones.cfg to find the name of the file that the game execute in that area where you have the mission.. i can not help you more atm.. ... sorry

Hi Stoianm,
This is strange, I've not seen this anywhere.
BTW - have you had any time to check my PM from Oct 10th?

Obelix
10-12-11, 05:30 AM
in data/env you have some files like EnvColors_Polar etc - ...

Hi stoianm, thank you!:salute:

kylania
10-13-11, 10:49 PM
I think I might be having trouble with this mod. I don't seem to have any blue skies anymore. Even with no visible clouds the skybox is just a uniform grey slight gradient and there's god rays coming from the sun through light fog, constantly. Sometimes clouds will move in and it looks like a normal storm, but when it's clear the sky is simply grey from horizon to sky top.

Of course my weather reports are "Clouds clear, fog none" and it's still just... gray. Didn't see anything in this thread about it.

If I remove the mod I'm back to blue skies.

This is using this mod loadout:


Generic Mod Enabler - v2.6.0.157
[E:\Ubisoft\Silent Hunter 5\MODS]

antilag
Accurate German Flags
AttackScopeWire1.0
Critical hits 1.1 Torpedos
Critical hits v 1.2
Dooms Decks for VIIABC 1.3
Enhanced FunelSmoke_by HanSolo78
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
SAS special abilities simplified V1 (MCCD) SH5
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
SUB - sumarines caustics NSS_Uboat7a NSS_Uboat7bNSS_Uboat7cNSS_Uboat7c41
NewUIs_TDC_6_8_0_ByTheDarkWraith
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Tutorials - All v0.2 (for TDW UI)
NewUIs_TDC_6_8_0_No_Snorkel_Exhaust_Smoke
OPEN HORIZONS II_full v1.4
OH II Campaign Radio Messages v4
NewUIs_TDC_6_8_0_New_radio_messages_German
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
NewUIs_TDC_6_8_0_Real_Navigation
EQuaTool 01.01 by AvM - Large Style
Church's Compass Dials Mod v2.2 - Option Two
MyPinup_by_kylania
BRF 1.3 full
Reboot's Hot Soup 1.0
SubFlags_0_0_8_byTheDarkWraith
Krauters Automated Scripts (v5_0_0 compatible)
And
Atlantic Floor V2.1
Basemod realistic v2.1
Undersea (temperate and polar)
Waves (realistic v2.1)

Here's a link (http://imageshack.us/photo/my-images/193/greyskies.jpg/) to what it looks like.

Silent Steel
10-14-11, 12:45 AM
I don't seem to have any blue skies anymore. Even with no visible clouds the skybox is just a uniform grey, constantly. Sometimes clouds will move in and it looks like a normal storm, but when it's clear the sky is simply grey from horizon to sky top.
...weather reports are "Clouds clear, fog none" and it's still just... gray.If I remove the mod I'm back to blue skies.


Have you tried this optional one;
Dynamic Environmental SH5 Vivid Colors V2.1
'vivid colors (increased saturation for blue component)'

Give it a try and let's see what result you get.

:hmmm: