View Full Version : [WIP] Dynamic Environment SH5
stoianm
04-09-11, 02:13 PM
http://i1124.photobucket.com/albums/l568/stoianm/DynamicEnvironmentv2_1banner.jpg
§ Description: Dynamic Environment SH5 v 2.1
§ Authors: stoianm & gap
§ About this mod: The weather randomly generated by Silent Hunter 5, as it is out of the box, tends to be quite static. This mod addresses the problem, aiming to enhance the game experience. Not only it offers better looking and immersive environments that push game's graphical engine to its limits, it also affects the general playability, by adding in SH5's world several new climatic zones, each with its characteristic colors, seasons, and dynamic weather conditions. For doing so, real data on ocean's main temperatures and turbidity, season's alternations, weather variability, wind speeds, etc, were collected and combined, resulting in an highly variable environment. From now on, planning carefully your patrols based on seasons and locations will be a key factor for succeeding in the campaign, making the difference between the newbie and the experienced U-boot kaulein!
§ Main mod features:
· main mod available in 3 versions with different underwater visibility, impurity, fog, color correction and filter parameters: light version (for very high underwater transparency, low fog density, etc.), realistic version (for the lovers of simulative gaming style) and normal version (intermediate settings);
· all versions: added 9 new environment color zones, bringing the total to 12 (stock game features only 3 env_coloros configuration files), each with completely new colors, matching the real ones as close as possible according to footage and pictures available on internet and/or beta testers reports;
· all versions: added 9 new climate zones for a total amount of 15 (stock game features only 6 climate zones), each representing realistic seasonal alternations for polar, sub polar, cold temperate, warm temperate, hot temperate, dry tropical and wet tropical climate (for both northern and southern hemisphere), plus equatorial climate (symmetrical);
· all versions: added 84 new weather type configuration files for a total amount of 87 (stock game features only 3 climate zones), each with realistic weather variation intervals, and wind speed ranges changing based on climatic zones and seasons;
· all versions: ClimateZones.tga completely reworked for representing as precisely as possible on the global map 183 different combinations of the featured color, climate and weather zones; no more ''fixed'' combinations are given, as it was in stock game.
· all versions: replaced stock caustics with better HD ones;
· many other graphical improvements, 3D textures and effects, etc.
§ Optional mods features:
· Dynamic Environment SH5 - Nights: changes nights brightness; it comes in two versions: brighter nights and darker nights. Intermediate settings are used for the main mod. Whichever version you will use, night time visibility will be affected by time and atmospheric conditions (moon phase, cloud cover, etc);
· Dynamic Environment SH5 - Colors: it changes the dominant colors. It comes in two versions: vivid colors (increased saturation for blue component) and realistic colors (balanced saturation);
· Dynamic Environment Shallow Waters: it changes the water pixel shader allowing to see seafloor and underwater parts of recently imported .dat units when viewed from above water
· Dynamic Environment SH5 - Sleet for Winter Campaigns: changes rain into sleet-like precipitations;
· Dynamic Environment SH5 - Sounds: it changes stock environment sounds (wind, wakes, thunders, etc.) with better ones;
· Dynamic Environment SH5 - Waves: it changes wave mechanics. It comes in three versions: normal version (better waves than stock game, recommended for low spec systems), realistic version (high waves) and hurricane version (very realistic high waves, but it got small side-effects in sea color and pitch and roll. Also it is heavy on PC performances, so its use is recommended only on high spec computers);
· Dynamic Environment SH5 - Floor: replaces stock seabed textures with better HD ones (installation suggested on high spec systems);
· Dynamic Environment SH5 - Undersea: replaces stock sea plants and rock textures with new HD ones. It is available in 3 versions, for representing different undersea ecosystems (installation suggested on high spec systems);
§ Change log:
· 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.
· Dynamic Environment SH5 v 2.0 (beta):
- increased the number of weather type zones .cfg files from 15 to 87, in order to reflect detailed information on real annual and seasonal wind speed averages measured in different areas of the planet;
- reworked ClimateZones.tga map, in order to include the new wind information; increased number of different combination of color, climate and weather types represented on it, from 36 to 183;
- included Dynamic Environment SH5 (realistic version) patch into realistic version of the main mod, in order to have more realistic visibility, fog distances and sky saturation;
- new water pixel shaders by TheDarkWraith included as optional mod.
· Dynamic Environment SH5 (realistic version) patch:
- changed underwater visibility, fog distances and sky saturation for realistic version of the main mod;
· Dynamic Environment SH5 (first release):
- main mod made in 3 versions with different underwater visibility, fog, filter, etc. settings;
- changed vanilla settings to have new environment colors zones for a total amount of 12;
- changed vanilla settings to have new climate zones for a total amount of 15;
- changed vanilla settings to have new weather type zones for a total amount of 15;
- replaced vanilla ClimateZones.tga with a new map featuring 36 different combinations of color, climate and weather types.
- replaced vanilla caustics effect.
- included other effects, textures, etc.
- optional mods included: Nights (2 versions), Colors (2 versions), Sleet for Winter Campaigns, Sounds, Waves (3 versions), Floor, Undersea (2 versions).
§ Compatibility:
· this mod is compatible with any version of Silent Hunter 5;
· installing other environmental mods or, more in general, enabling any conflicting mod on the top of this one, may cause CTD's or other weird effects. Don't do it, unless you know exactly what you are doing!
§ Known bugs and limits:
· during beta testing no CTD or other major problems have been reported;
· due to game limits it was not possible to implement many features, like snow, caustics on rocks and see plants, etc. If possible some of these features will be included in the next releases;
· due to the complexity of this mod, the authors cannot exclude minor problems with its use, especially related to game balance and playability during bad weather. Users are invited to report any relevant issue for further fine tuning .
§ Installation:
· look into your main <Silent Hunter 5> installation folder for a subfolder called <MODS> and create it if is not there;
· unzip this mod everywhere on your hard drive and go to the <Dynamic Environment SH5/MODS> folder;
· depending on the base mod that you want to use, pick one of the subfolders contained in the previous path and drop it in <Silent Hunter 5/MODS> folder;
· enable the mod after any other environmental mod (in case you use any) by using JoneSoft Generic Mod Enabler:
http://www.users.on.net/~jscones/software/products-jsgme.html (http://www.users.on.net/~jscones/software/products-jsgme.html);
· follow the same steps for installing optional mods contained in <Dynamic Environment SH5/OPTIONAL MODS> path;
· you can install both main mod and any of the optional mods anytime during your patrols or in the bunker;
· N.B: starting with version 2.0 of the mod, you don---8217;t need any more Dynamic Environment SH5 (realistic version) patch;
· N.B: we strongly suggest you to put this mod and its optional mods on the end of your JGSME enabled mods list!
§ Acknowledgements:
· Authors wish to thank the following subsim.com members for their valuable contributions:
- Sobers
- W_clear
- Entheberge
- TheDarkWraith
- Paris_England
- Stormfly
- AilantD
- Yano1966
· We wish to thank also the whole SH5 modding community for support and suggestions and especially beta tester whose reports helped us greatly in improving this mod.
§ Disclaimer:
· this package is not related to or supported by UBISOFT© nor it is intended for any commercial use;
· the authors of this package take no responsibility for any damage occurred to the data in your computer due to its use.
· feel free to redistribute this package for free as long as you do not alter it in any part, including this readme;
· feel free to use this package -as a whole or in part- for your own freely distributed mod, as far as you get explicit consent by the original authors (including the authors of stuff that this mod is based on) and you give them credits for their work.
Because i used the long names for folders you need to use 7zip to uncompres the mod.... download from here===> Link (http://www.7-zip.org/)
DOWNLOAD Dynamic Environment SH5 - V2.1===> Link (http://www.gamefront.com/files/20342745/Dynamic+Environment+SH5-V2.1.rar) or Link (http://www.4shared.com/rar/Xkjw2ket/Dynamic_Environment_SH5-V21.html)
Download Dynamic Environment SH5 Shallow Waters V2.1 Patch===> Link (http://www.gamefront.com/files/22172672/Dynamic+Environment+SH5+Shallow+Waters+V2.1+Patch. rar)
or download from here:
http://www.mediafire.com/?c97khltzoi598ef
Dynamic Environment SH5 v 2.1 - Fixes pack (http://www.mediafire.com/?hhe0aghnoim7ew9)
Download from.. where? :06:
stoianm
04-09-11, 02:43 PM
Download from.. where? :06:
will be available soon...:03:
StarTrekMike
04-09-11, 02:56 PM
will this replace your other enviroment mods?
Mike
stoianm
04-09-11, 03:07 PM
will this replace your other enviroment mods?
Mike
I putted all them togheter ... and i added the underwater... if you use this one no need the blue color or the env nights... yhey are included
stoianm
04-09-11, 03:21 PM
Screenshoots from stoianm Env SH5 comp Real Environment - Revision_2 (for movie) version
Polar
http://img857.imageshack.us/img857/3852/sh5img20110409152921.png
Temperate
http://img684.imageshack.us/img684/7441/mixp.jpg
Tropical
http://img97.imageshack.us/img97/2452/sh5img20110409153203.png
I will release the mod after i will finish to upload the movie videos presentation for all 4 versions
Looks good. Can't wait to try it. Should I be in port to install?
stoianm
04-09-11, 04:33 PM
Looks good. Can't wait to try it. Should I be in port to install?
not matter
jwilliams
04-09-11, 04:36 PM
Wow, looks very interesting..... I like the different types of water. :yeah:
Not static!!!. :o :rock:
My only concern is the nights part..... I like it dark, feels more realistic. I beleave its very dark out at sea with no artificial light and without the moon. Although this is based on no actual experiance.
And having an option of different versions, great idea. :up:
Think I'm torn between the normal and high. :yep:
:salute:
not matter
Looks really nice! The options are excellent too.......
And its AilantD for correct spelling ;)
stoianm
04-09-11, 04:38 PM
Wow, looks very interesting..... I like the different types of water. :yeah:
Not static!!!. :o :rock:
My only concern is the nights part..... I like it dark, feels more realistic. I beleave its very dark out at sea with no artificial light and without the moon. Although this is based on no actual experiance.
And having an option of different versions, great idea. :up:
Think I'm torn between the normal and high. :yep:
:salute:
the nights are not dark... after a while when i will see what version is more often used from the 4 versions i will make diferent version for night visibility... this one is brighter... i like the night bright to not destroy my eyes looking in the monitor:)
stoianm
04-09-11, 04:41 PM
Looks really nice! The options are excellent too.......
And its AilantD for correct spelling ;)
LOL... you should told me sooner.. i already made 2 videos and i wrotted Ailand... ups... it is complicate here with 2 languages.. i make big misteakes in english and in french... maybe i sould move in Toronto:oops:
LOL... you should told me sooner.. i already made 2 videos and i wrotted Ailand... ups... it is complicate here with 2 languages.. i make big misteakes in english and in french... maybe i sould move in Toronto:oops:
No worries, I find your name hard to spell too, does the m go before the n, I dont know..... Added your name to my dictionary LOL :03:
stoianm
04-09-11, 06:10 PM
Wow, looks very interesting..... I like the different types of water. :yeah:
Not static!!!. :o :rock:
My only concern is the nights part..... I like it dark, feels more realistic. I beleave its very dark out at sea with no artificial light and without the moon. Although this is based on no actual experiance.
And having an option of different versions, great idea. :up:
Think I'm torn between the normal and high. :yep:
:salute:
Added another 4 version for people that like darker nights: stoianm Env SH5 comp Real Environment - Revision_2 (for movie - dark nights), stoianm Env SH5 comp Real Environment - Revision_2 (light - dark nights), stoianm Env SH5 comp Real Environment - Revision_2 (normal - dark nights), stoianm Env SH5 comp Real Environment - Revision_2 (high - dark nights).
jwilliams
04-09-11, 06:23 PM
Added another 4 version for people that like darker nights: stoianm Env SH5 comp Real Environment - Revision_2 (for movie - dark nights), stoianm Env SH5 comp Real Environment - Revision_2 (light - dark nights), stoianm Env SH5 comp Real Environment - Revision_2 (normal - dark nights), stoianm Env SH5 comp Real Environment - Revision_2 (high - dark nights).
Awesome. Thank-you very much. :yeah:
Looking forward to the release of this. :salute:
stoianm
04-10-11, 05:51 AM
It will take more time that i supoused before release the mod... i had new ideea and i rework some files with ddrgn... we will improuve the mod for more eye kandy views and more immersivity:)
See here what i made untill now:
VIDEO-version1 (http://www.youtube.com/watch?v=AQQfGjReNKk)
VIDEO-version2 (http://www.youtube.com/watch?v=BmpFpufuGpk)
VIDEO-version3 (http://www.youtube.com/watch?v=jmw9KNH1tfY)
VIDEO-version4 (http://www.youtube.com/watch?v=rVd2hI8Vx00)
pascal4541
04-10-11, 06:17 AM
:up:
I am always eager to discover your excellents mods
Thank you Stoianm
arnahud2
04-10-11, 06:59 AM
Great !!!
Stoianm, you are qualified enough to become "Modder of the Year 2011"
stoianm
04-10-11, 07:06 AM
Great !!!
Stoianm, you are qualified enough to become "Modder of the Year 2011"
In my opinion the only persons that can called moders are TDW, w_clear, ddrgn, zedi, reaper7, sober and so one.... the one that deserve that and the one that made SH5 a playable game is TDW
Thanks for your words but i am more an tester than a moder.... maybe in future i will drop my truck driver job and i will return back to school to learn programing:)
SashaKA001
04-10-11, 07:24 AM
first video is blocked:timeout::timeout::timeout:
stoianm
04-10-11, 07:25 AM
first video is :timeout::timeout::timeout:
That means is blocked in your country -
EDIT: yes... i saw it.. sorry... because of the background music.. for others i fixed the problem
stoianm
04-10-11, 04:18 PM
Added weather in the mod:
WEATHER
The weather random factor interval time change is decreased to have less fog days in game and to make the weather unstatic
Polar - in winter, spring and autum the time interval is max 12 hours - in summer is 48 hours
Temperate - in winter, spring and autum the time interval is max 12 hours - in summer is 48 hours
Tropical - here is only summer time - we have time intyerval max 96 hours
This way in the seasons that we have fog the weather will change often and we will have better chances to not have manny fog days in row - if i put the time interval change 12 hours that is not mean the weather type will change at every 12 hours.... you can have the same weather type few days in row but only the wind speed will change
the work is still in progress
Hi Stoianm,
I watched your video previews. They look really stunning and highly realistic as far as I can see from real footage available in internet. Look for instance at these pictures, relative to polar underwater:
http://www.google.it/images?q=polar+underwater&um=1&ie=UTF-8&source=og&sa=N&hl=it&tab=wi&biw=1366&bih=607
Yet, I wish to add some comments on one of your statements:
Tropical - here is only summer time - we have time intyerval max 96 hours
I lived several years in a subequatorial country, between the equator and the tropic of capricorn, but closer to the equator than to the tropic. Depending on the season (yes, there were seasons!), namely from November to May, the weather could change from sunny to stormy and viceversa in a matter of half an hour. This happened in Tanzania, East Africa, whose climate is dominated by monsoon, but I think that as general rule in subequatorial countries (especially the ones close to the oceans) the hot season corresponds to high weather variability, due to the high rate of evaporation.
Of course there's a narrow band around the equator where the climate in costantly hot-wet during most of the year.
I hope this information can help you with your great work! :DL
stoianm
04-10-11, 05:41 PM
Hi Stoianm,
I watched your video previews. They look really stunning and highly realistic as far as I can see from real footage available in internet. Look for instance at these pictures, relative to polar underwater:
http://www.google.it/images?q=polar+underwater&um=1&ie=UTF-8&source=og&sa=N&hl=it&tab=wi&biw=1366&bih=607
I see that the blue color is close with that i made... also i see that the underwater is green in some pictures... i can not control the underwater color in polar for example related to the seasons.. i can mix to have blue in morning and afternoon or when the sea is not calm and to add green when is calm sea or in middle day:hmmm:... dunno... when the underwater at polar is green?
Yet, I wish to add some comments on one of your statements:
I lived several years in a subequatorial country, between the equator and the tropic of capricorn, but closer to the equator than to the tropic. Depending on the season (yes, there were seasons!), namely from November to May, the weather could change from sunny to stormy and viceversa in a matter of half an hour. This happened in Tanzania, East Africa, whose climate is dominated by monsoon, but I think that as general rule in subequatorial countries (especially the ones close to the oceans) the hot season corresponds to high weather variability, due to the high rate of evaporation.
Of course there's a narrow band around the equator where the climate in costantly hot-wet during most of the year.
I hope this information can help you with your great work! :DL
yes... god ideea here... i will decrease the time interval to tropics also... this way we will have the mix between storms and calm weather more often - like you said - good point:up:
read in yellow pls
stoianm
04-10-11, 05:50 PM
Changed the time interval for tropical wheater at max 12 hours:up:
stoianm
04-10-11, 06:36 PM
TEXTURES
Reworked the sea bird texture to be more realistic sea birds and added in mod:DL
stoianm
04-10-11, 06:40 PM
I have the sober permision to use all his env mods in my mod and to ajust if i need this:rock:... things become more interesting:cool:
fredl109
04-10-11, 07:14 PM
Merci Stoianm pour cette belle réalisation.
Fred:DL:DL:DL:DL:DL
I see that the blue color is close with that i made... also i see that the underwater is green in some pictures... i can not control the underwater color in polar for example related to the seasons.. i can mix to have blue in morning and afternoon or when the sea is not calm and to add green when is calm sea or in middle day... dunno... when the underwater at polar is green?
No idea about your question, sorry. Though, I may be wrong but I seem to remember that TheBeast used to live near the Polar Circle, so maybe he can provide some help about the weather conditions/times of day determinig different colors. Nevertheless from the google link I posted before, I think we have 4 or so main shades of blue:
http://www.8screensavers.com/screensavers/preview/p/o/polar-bear-underwater-animal-1-screensaver.jpg turquoise / tiffany blue / bondi blue (light to dark)
http://www.alaska-in-pictures.com/data/media/2/underwater-polar-bear_2925.jpg midnight blue / prussian blue
http://www.divephotoguide.com/images/news/uploaded/article_4736/793769581.jpg tufts blue / han blue / denim
http://cache2.allpostersimages.com/p/LRG/27/2751/CM3TD00Z/posters/newman-mark-polar-bear-swimming-underwater-in-alaska-zoo-usa.jpg azure / cobalt blue
Yeye, I got out turning this post into a National Geographic special about polar bear! :D
Follow this wikipedia link for color reference (if you click on color names you can get their RGB coordinates):
http://en.wikipedia.org/wiki/Category:Shades_of_blue
yes... god ideea here... i will decrease the time interval to tropics also... this way we will have the mix between storms and calm weather more often - like you said - good point
Ok, we got two different tropical areas (tropical, for equatorial and subequatorial climate and tropical_A, for tropical and subtropical climate, or viceversa, I can't remember now) I think you can keep or decrease slightly the max value of equatorial climate, and lower by a bigger amount the min value (I think the minimum min value is 2 hours; 2-3 hours shall be okay). As for tropical climate, we got four seasons, so you can apply the same changes only to the hot seasons and keep the stock values for the rest of the year. How do you see it?
Stormfly
04-10-11, 08:07 PM
i like the idea of shorter weather intevalls very much :DL :yeah:
...can we get optional versions with even shorter intervalls (i would like to have 3 hours intervalls) ?
...maybe there is also a chance to eleminate a bug after loading a saved game...
Problem:
after loading a savegame, the weather is different regarding fog or visability and or the wave state (hight) isnt loaded / setted correctly but windspeed is. after a weatherchange then, the according wavehight for the current windspeed is rendered correctly.
Possible solution:
changing the weather instandly after loading a savegame using minimal changes like wind from 12 to 11 m/s, but maybe we need also here some special dll / code :03:
stoianm
04-10-11, 08:12 PM
i like the idea of shorter weather intevalls very much :DL :yeah:
...can we get optional versions with even shorter intervalls (i would like to have 3 hours intervalls) ?
...maybe there is also a chance to eleminate a bug after loading a saved game...
Problem:
after loading a savegame, the weather is different regarding fog or visability and or the wave state (hight) isnt loaded / setted correctly but windspeed is. after a weatherchange then, the according wavehight for the current windspeed is rendered correctly.
Possible solution:
changing the weather instandly after loading a savegame using minimal changes like wind from 12 to 11 m/s, but maybe we need also here some special dll / code :03:
nope... we can not fix from there... this bug can be fixed only by tdw from sh5.exe i think:hmmm:... or if is about dll i have not skills for that... i know that hsie fixed that for sh3 but i can not convince him to make something for sh5 (unfortunatelly he do not play sh5)... i can make for you 3 hours intervall:03:.. but as i told you .. you can have the same weather tipe few days in row and only the wind speed change... the random factor from wheater alocation type from game give the same wheater type few times in row... somethime
stoianm
04-10-11, 09:19 PM
No idea about your question, sorry. Though, I may be wrong but I seem to remember that TheBeast used to live near the Polar Circle, so maybe he can provide some help about the weather conditions/times of day determinig different colors. Nevertheless from the google link I posted before, I think we have 4 or so main shades of blue:
http://www.8screensavers.com/screensavers/preview/p/o/polar-bear-underwater-animal-1-screensaver.jpg turquoise / tiffany blue / bondi blue (light to dark)
http://www.alaska-in-pictures.com/data/media/2/underwater-polar-bear_2925.jpg midnight blue / prussian blue
http://www.divephotoguide.com/images/news/uploaded/article_4736/793769581.jpg tufts blue / han blue / denim
http://cache2.allpostersimages.com/p/LRG/27/2751/CM3TD00Z/posters/newman-mark-polar-bear-swimming-underwater-in-alaska-zoo-usa.jpg azure / cobalt blue
Yeye, I got out turning this post into a National Geographic special about polar bear! :D
Follow this wikipedia link for color reference (if you click on color names you can get their RGB coordinates):
http://en.wikipedia.org/wiki/Category:Shades_of_blue
Ok, we got two different tropical areas (tropical, for equatorial and subequatorial climate and tropical_A, for tropical and subtropical climate, or viceversa, I can't remember now) I think you can keep or decrease slightly the max value of equatorial climate, and lower by a bigger amount the min value (I think the minimum min value is 2 hours; 2-3 hours shall be okay). As for tropical climate, we got four seasons, so you can apply the same changes only to the hot seasons and keep the stock values for the rest of the year. How do you see it?
I think i will leave the weather like blue cold for pollar... is better like this
Now about the weather... yes we have for tropical and for subeq we have type _A... now i use only the summer season for both... the min value of time is 3 hours... i think you are wright... but i need you to be more explicite... i will add all the season for type tropical and subtropical
now... tel me what you think should be better:
tropical:
summer: min max
spring: min max
autumn: min ... max
winter: min ... max
you can use min 3 max 96 hours
sub tropical:
summer: min max
spring: min max
autumn: min ... max
winter: min ... max
you can use min 3 max 96 hours
complete these filds with the numbers that you think will make the weather to react like in the place that you lived
TheBeast
04-10-11, 10:04 PM
No idea about your question, sorry. Though, I may be wrong but I seem to remember that TheBeast used to live near the Polar Circle, so maybe he can provide some help about the weather conditions/times of day determinig different colors. Nevertheless from the google link I posted before, I think we have 4 or so main shades of blue:
http://www.8screensavers.com/screensavers/preview/p/o/polar-bear-underwater-animal-1-screensaver.jpg turquoise / tiffany blue / bondi blue (light to dark)
http://www.alaska-in-pictures.com/data/media/2/underwater-polar-bear_2925.jpg midnight blue / prussian blue
http://www.divephotoguide.com/images/news/uploaded/article_4736/793769581.jpg tufts blue / han blue / denim
http://cache2.allpostersimages.com/p/LRG/27/2751/CM3TD00Z/posters/newman-mark-polar-bear-swimming-underwater-in-alaska-zoo-usa.jpg azure / cobalt blue
Yeye, I got out turning this post into a National Geographic special about polar bear! :D
Follow this wikipedia link for color reference (if you click on color names you can get their RGB coordinates):
http://en.wikipedia.org/wiki/Category:Shades_of_blue
Ok, we got two different tropical areas (tropical, for equatorial and subequatorial climate and tropical_A, for tropical and subtropical climate, or viceversa, I can't remember now) I think you can keep or decrease slightly the max value of equatorial climate, and lower by a bigger amount the min value (I think the minimum min value is 2 hours; 2-3 hours shall be okay). As for tropical climate, we got four seasons, so you can apply the same changes only to the hot seasons and keep the stock values for the rest of the year. How do you see it?
Yes, I lived in Alaska for 15 years but I spent most of my time in the Mountain Wilderness area of my families Homestead at the base of Mt. Illiamna.
I think these pictures are from the Zoo enclosure.
Seeing that the Polar Bear is the only animal that actively hunts humans. I really don't think any diver would be dumb enough to get in to the water with one and become a Polar Bear Snack in rubber wrapping.
Yes there are many animals that will eat humans but most are oppertunistic when it comes to eating humans but a Polar Bear will track you down if it finds your scent. If you walk up to a lion, it will most likely eat you. If you keep a long distance away they will watch you but not attack but I have read recently that some lion's in Africa have begun hunting humans because so many people have been escaping other dangers and they have nothing for protection. The Lions have learned they are easy prey.
jwilliams
04-11-11, 12:15 AM
Added weather in the mod:
WEATHER
The weather random factor interval time change is decreased to have less fog days in game and to make the weather unstatic
:yeah:
Always hated having the same weather for what seemed like weeks. Didn't seem realistic at all .
Thanks for fixing this.
Looking forward to the release.
:salute:
stoianm
04-11-11, 04:40 AM
new addition:
TEXTURES
Reworked the sea bird texture to be more realistic sea birds
Real trees -this makes the trees to look more real - sober
Water droplets and streaks - reduced the size of the water droplets and streaks on screen - sober
water impurity - diferent impurity to make underwater more immersive - Ailantd
stoianm
04-11-11, 04:59 AM
new addition:
SOUNDS
adds some life to the conning crew by giving them some whispering conversation in german - sober
tonschk
04-11-11, 05:19 AM
Thank you Stoianm :yeah:
pascal4541
04-11-11, 05:43 AM
A large mod is seeing the day ...Very good Stoianm
A big thank you to AilantD, Sober, Trevally and Stoianm :salute:
SashaKA001
04-11-11, 08:07 AM
and where you can download it?:timeout::timeout::timeout:
stoianm
04-11-11, 08:08 AM
and where you can download it?:timeout::timeout::timeout:
it is still WIP
SashaKA001
04-11-11, 08:17 AM
it is still WIP
realized thanks
stoianm
04-11-11, 08:24 AM
new addition:
SUBMARINE
Adds a nice addition - heavy weather deck spray over the conning tower - sober
No FPS killer - the FPS are the same:cool:
Magic1111
04-11-11, 08:30 AM
new addition:
SUBMARINE
Adds a nice addition - heavy weather deck spray over the conning tower - sober
No FPS killer - the FPS are the same:cool:
...better and better...:yeah: :rock::rock: :yeah:
stoianm
04-11-11, 09:33 AM
new additions:
SKY
Added a partial fix for the sky banding problem - sober
WAVES
Added a nice fix that enhances the waves in SH5 to be more realistic - sober
CLIMAT ZONES
Added ClimateZones from ACSoft to eliminate posibile CTDs - ACSoft
Now about the weather... yes we have for tropical and for subeq we have type _A... now i use only the summer season for both... the min value of time is 3 hours... i think you are wright... but i need you to be more explicite... i will add all the season for type tropical and subtropical
now... tel me what you think should be better
What ClimateZones.tga are you basing on for your mod? I use ACSoft's zones map, because I find it bug free and fairly accurate (taking in consideration not only latitude, but also aerial and oceanic streams). Nevertheless, I've modifies its ClimateZones.cfg in oder to have one Tropical Climate area, for equatorial climate, and two Tropical_A areas (respectively Northern and Southern):
[Climate Zones]
DefaultClimateZone=0
Color00=PolarClimateNorthern
Color20=Polar_AClimateNorthern
Color40=TemperateClimateNorthern
Color60=Temperate_AClimateNorthern
Color80=Tropical_AClimateNorthern
Color100=TropicalClimateNorthern
Color120=Tropical_AClimateSouthern
Color140=Temperate_AClimateSouthern
Color160=TemperateClimateSouthern
Color180=Polar_AClimateSouthern
Color200=PolarClimateSouthern
[Climate Weather Types]
Color00=Weather_Polar.cfg
Color20=Weather_Polar_A.cfg
Color40=Weather_Temperate.cfg
Color60=Weather_Temperate_A.cfg
Color80=Weather_Tropical_A.cfg
Color100=Weather_Tropical.cfg
Color120=Weather_Tropical_A.cfg
Color140=Weather_Temperate_A.cfg
Color160=Weather_Temperate.cfg
Color180=Weather_Polar_A.cfg
Color200=Weather_Polar.cfg
[Climate Environment Colors]
Color00=EnvColors_Polar.cfg
Color20=EnvColors_Polar_A.cfg
Color40=EnvColors_Temperate.cfg
Color60=EnvColors_Temperate_A.cfg
Color80=EnvColors_Tropical_A.cfg
Color100=EnvColors_Tropical.cfg
Color120=EnvColors_Tropical_A.cfg
Color140=EnvColors_Temperate_A.cfg
Color160=EnvColors_Temperate.cfg
Color180=EnvColors_Polar_A.cfg
Color200=EnvColors_Polar.cfg
given these conditions, the settings for Weather_Tropical.cfg could be:
[Season 0]
SeasonName=summer
MinWeatherChangeInterval=2 ; [minHours, maxHours], interval in which to trigger a random weather change
MaxWeatherChangeInterval=48 ; [minHours, maxHours], interval in which to trigger a random weather change
MinWindSpeed=1 ;
MaxWindSpeed=15 ;
(stock values for Min and Max weather change interval respectively 5 and 96 h).
As for Tropical_A areas, by checking more carefully the above mentioned ClimateZones.tga I noticed that they extend up and down to hot dry teamperate areas (like South Mediterranean, North Western Africa, Yucatan Peninsula and Gulf of Mexico, South Africa, Southern Australia, etc.). No way the climate of these regions can be considered equatorial, so your normal settings should apply to Weather_Tropical_A.cfg (higher variability during winter and intermediate seasons).
I hope I made myself clear. :DL
I think these pictures are from the Zoo enclosure. Seeing that the Polar Bear is the only animal that actively hunts humans. I really don't think any diver would be dumb enough to get in to the water with one and become a Polar Bear Snack in rubber wrapping.Yes there are many animals that will eat humans but most are oppertunistic when it comes to eating humans but a Polar Bear will track you down if it finds your scent.
That is probably correct... My bad, I didn't think about it. :doh: Maybe Stoianm should call his mod real zoo environment, in order to be able to use those pictures as reference... :D
Still, there are documentarists making crazy things, like filming sharks and hippos by staying inside cages, or with the sole protection of "armoured" wet suits, but indeed we don't know if this is the case.
If you walk up to a lion, it will most likely eat you. If you keep a long distance away they will watch you but not attack but I have read recently that some lion's in Africa have begun hunting humans because so many people have been escaping other dangers and they have nothing for protection. The Lions have learned they are easy prey.
I've observed several times lions as far as 2-3 meters (!) from my car. They didn't care at all about my presence. This happened inside or close to the boundaries of national parks and game reserves, where they are used to the presence of human beings. Though I am not sure how they would react seeing unprotected humans, but they would most probably attack.
Yes, there are occasional reports of lone, nomad lions, too old to hold their own pride and pushed by starvation to kill cattle and sometimes even persons, because they are easy prays. Once they get used to this kind of behaviour it is difficult to dissuade them from this diet, and normally they have to be shoot down. Nevertheless as I said before, these eveniences are really uncommons, and humans aren't normally considered as prays by them.
Quite surprisingly, in subeqautorial Africa the most dangerous animals are not predators, but big herbivores: the record of attacks against humans is held by far by hippos, followed by elephants and buffaloes. They are irritable animals, and they can easily injure or kill people, especially when they think that their offspring is endangered by them.
stoianm
04-11-11, 10:01 AM
What ClimateZones.tga are you basing on for your mod? I use ACSoft's zones map, because I find it bug free and fairly accurate (taking in consideration not only latitude, but also aerial and oceanic streams). Nevertheless, I've modifies its ClimateZones.cfg in oder to have one Tropical Climate area, for equatorial climate, and two Tropical_A areas (respectively Northern and Southern):
[Climate Zones]
DefaultClimateZone=0
Color00=PolarClimateNorthern
Color20=Polar_AClimateNorthern
Color40=TemperateClimateNorthern
Color60=Temperate_AClimateNorthern
Color80=Tropical_AClimateNorthern
Color100=TropicalClimateNorthern
Color120=Tropical_AClimateSouthern
Color140=Temperate_AClimateSouthern
Color160=TemperateClimateSouthern
Color180=Polar_AClimateSouthern
Color200=PolarClimateSouthern
[Climate Weather Types]
Color00=Weather_Polar.cfg
Color20=Weather_Polar_A.cfg
Color40=Weather_Temperate.cfg
Color60=Weather_Temperate_A.cfg
Color80=Weather_Tropical_A.cfg
Color100=Weather_Tropical.cfg
Color120=Weather_Tropical_A.cfg
Color140=Weather_Temperate_A.cfg
Color160=Weather_Temperate.cfg
Color180=Weather_Polar_A.cfg
Color200=Weather_Polar.cfg
[Climate Environment Colors]
Color00=EnvColors_Polar.cfg
Color20=EnvColors_Polar_A.cfg
Color40=EnvColors_Temperate.cfg
Color60=EnvColors_Temperate_A.cfg
Color80=EnvColors_Tropical_A.cfg
Color100=EnvColors_Tropical.cfg
Color120=EnvColors_Tropical_A.cfg
Color140=EnvColors_Temperate_A.cfg
Color160=EnvColors_Temperate.cfg
Color180=EnvColors_Polar_A.cfg
Color200=EnvColors_Polar.cfg
given these conditions, the settings for Weather_Tropical.cfg could be:
[Season 0]
SeasonName=summer
MinWeatherChangeInterval=2 ; [minHours, maxHours], interval in which to trigger a random weather change
MaxWeatherChangeInterval=48 ; [minHours, maxHours], interval in which to trigger a random weather change
MinWindSpeed=1 ;
MaxWindSpeed=15 ;
(stock values for Min and Max weather change interval respectively 5 and 96 h).
As for Tropical_A areas, by checking more carefully the above mentioned ClimateZones.tga I noticed that they extend up and down to hot dry teamperate areas (like South Mediterranean, North Western Africa, Yucatan Peninsula and Gulf of Mexico, South Africa, Southern Australia, etc.). No way the climate of these regions can be considered equatorial, so your normal settings should apply to Weather_Tropical_A.cfg (higher variability during winter and intermediate seasons).
I hope I made myself clear. :DL
That is probably correct... My bad, I didn't think about it. :doh: Maybe Stoianm should call his mod real zoo environment, in order to be able to use those pictures as reference... :D
Still, there are documentarists making crazy things, like filming sharks and hippos by staying inside cages, or with the sole protection of "armoured" wet suits, but indeed we don't know if this is the case.
I've observed several times lions as far as 2-3 meters (!) from my car. They didn't care at all about my presence. This happened inside or close to the boundaries of national parks and game reserves, where they are used to the presence of human beings. Though I am not sure how they would react seeing unprotected humans, but they would most probably attack.
Yes, there are occasional reports of lone, nomad lions, too old to hold their own pride and pushed by starvation to kill cattle and sometimes even persons, because they are easy prays. Once they get used to this kind of behaviour it is difficult to dissuade them from this diet, and normally they have to be shoot down. Nevertheless as I said before, these eveniences are really uncommons, and humans aren't normally considered as prays by them.
Quite surprisingly, in subeqautorial Africa the most dangerous animals are not predators, but big herbivores: the record of attacks against humans is held by far by hippos, followed by elephants and buffaloes. They are irritable animals, and they can easily injure or kill people, especially when they think that their offspring is endangered by them.
I used the same tgs from acsoft because is very stable... the climatezones.cfg i do not use.. will be the one from w_clear .... i will change that to have like a subtemperate zone but i need long test to be sure it is stable ... untill than i will not usw the Temperate_A ... only i will create the color file ... and i will add him later
i will use for tropical weather min 5 and max 48 and for sub tropical weather min 3 and max 12 ... will be a nice combination:03:
stoianm
04-11-11, 11:38 AM
Added:
FOG
Changed fog to have more immersive fog in normal and high versions.... in light and movie versions the fog is not so heavy
I must to rework the clouds and the mod is ready
I used the same tgs from acsoft because is very stable... the climatezones.cfg i do not use.. will be the one from w_clear .... i will change that to have like a subtemperate zone but i need long test to be sure it is stable ... untill than i will not usw the Temperate_A ... only i will create the color file ... and i will add him later
i will use for tropical weather min 5 and max 48 and for sub tropical weather min 3 and max 12 ... will be a nice combination:03:
Well, I think that if you want to use ACSoft ClimatZones.tga with W_Clear Real Environment you should take in consideration a general rework of the latter.
Reason is ACSoft .tga introduces new climatezones, generally narrower and not equally distributed around latitude compared to vanilla SH5 or real environment climatezones.tga. These changes should be reflected in ClimateZones.cfg. Existing Weather and EnvColors .cfg files should be renamed accordingly, in order to correct the change in latitude due to the two different CliamateZones.tga, and of course new ones should be created.
Not doing so would bring to the following problems (look at the chart for better understanding):
1) missing climate definitions for some areas existing in tga file as separate red values (question marks in the picture). I don't know how the game engine is going to manage them (possible CTD's?)
2) uncorrect climate for some areas. For instance a big part of Northern Atlantic Ocean (around UK) would be treated like a subpolar (polar_A) area, while in reality it got a temperate climate due to the Gulf Stream or Southern Mediterranean would be a tropical area whereas it isn't.
3) abrupt transition between different climate areas, due to the lack of intermediate zones.
http://img189.imageshack.us/img189/2198/climatezones1.jpg (http://img189.imageshack.us/i/climatezones1.jpg/)
In the next image I show the distribution of climate with the use of the same ClimateZones.tga and ClimateZones.cfg from the same mod (ACSoft) with some slight modifiction done by me (see my previous post):
http://img600.imageshack.us/img600/7530/climatezones2.jpg (http://img600.imageshack.us/i/climatezones2.jpg/)
As you can see, Climate Zones are now at their correct place:
- Polar (Northern and Southern) for polar climate. Two seasons;
- Polar_A (Northern and Southern) for subpolar climate around the polar circles and Scandinavian Peninsula;
- Temperate (Northern and Southern) for cold temperate climate (most of Northern Atlantic below the polar circle and North of Iberian Peninsula);
- Temperate_A (Northern and Southern) for middle temperate climate (mostly Atlantic Ocean off Iberian Peninsula and Northern Mediterranean Sea)
- Tropical_A (Northern and Southern) for hot-dry temperate and subtropical climate (Southern Mediterranean Sea and Atlantic Ocean between Gulf of Mexico and North Western Africa);
- Tropical Northern (actually not northern, as it lays on both sides of the equator) for equatorial hot wet climate (Atlentic Ocean between Caribbean Islands, Brazil, and Gulf of Guinea).
If you decide to apply these changes, I'm ready to support you with further information or in any other way compatibly with my modest modding skills. :salute:
stoianm
04-11-11, 01:19 PM
Well, I think that if you want to use ACSoft ClimatZones.tga with W_Clear Real Environment you should take in consideration a general rework of the latter.
Reason is ACSoft .tga introduces new climatezones, generally narrower and not equally distributed around latitude compared to vanilla SH5 or real environment climatezones.tga. These changes should be reflected in ClimateZones.cfg. Existing Weather and EnvColors .cfg files should be renamed accordingly, in order to correct the change in latitude due to the two different CliamateZones.tga, and of course new ones should be created.
Not doing so would bring to the following problems (look at the chart for better understanding):
1) missing climate definitions for some areas existing in tga file as separate red values (question marks in the picture). I don't know how the game engine is going to manage them (possible CTD's?)
2) uncorrect climate for some areas. For instance a big part of Northern Atlantic Ocean (around UK) would be treated like a subpolar (polar_A) area, while in reality it got a temperate climate due to the Gulf Stream or Southern Mediterranean would be a tropical area whereas it isn't.
3) abrupt transition between different climate areas, due to the lack of intermediate zones.
In the next image I show the distribution of climate with the use of the same ClimateZones.tga and ClimateZones.cfg from the same mod (ACSoft) with some slight modifiction done by me (see my previous post):
As you can see, Climate Zones are now at their correct place:
- Polar (Northern and Southern) for polar climate. Two seasons;
- Polar_A (Northern and Southern) for subpolar climate around the polar circles and Scandinavian Peninsula;
- Temperate (Northern and Southern) for cold temperate climate (most of Northern Atlantic below the polar circle and North of Iberian Peninsula);
- Temperate_A (Northern and Southern) for middle temperate climate (mostly Atlantic Ocean off Iberian Peninsula and Northern Mediterranean Sea)
- Tropical_A (Northern and Southern) for hot-dry temperate and subtropical climate (Southern Mediterranean Sea and Atlantic Ocean between Gulf of Mexico and North Western Africa);
- Tropical Northern (actually not northern, as it lays on both sides of the equator) for equatorial hot wet climate (Atlentic Ocean between Caribbean Islands, Brazil, and Gulf of Guinea).
If you decide to apply these changes, I'm ready to support you with further information or in any other way compatibly with my modest modding skills. :salute:
Good point... i was trying to corelate the transition... i made so manny version that is a very big task to test all by myself... so you are welcome to work a bit with me the climate zone cfg file... this way i try to make the mod very stable... i want to use all the sub climate zones .... the acsoft tga use all the climate and subclimate zones... that means 6 files... and he use only 3 wheater type for the wheater... i will send you the mod and you can start to rework the climatezones.cfg ... to corelate withh all the 6 files envcolors that i use in my mod... the weather type it is up to you... you can leave in climatezones.cfg only 3 files... or if you want you can add alll the 6 files and make a proper transition.. i build for that 6 files for the weather type...
check your PM:up:
After that i will rework the sub climates zones the files with _A for colors and we can have a very unstatic and immersive water and underwater... right now i used only 3 ARGB colors as base... but i can use 6 ARGB colors as base... the things become more and more interesting:cool:
stoianm
04-11-11, 03:45 PM
I will use now 6 diferent ARGB base colors for underwater... the new underwater color will change between this in game:
Polar
http://img607.imageshack.us/img607/7396/polar.png
Sub Polar
http://img33.imageshack.us/img33/64/polaraf.jpg
Temperate
http://img197.imageshack.us/img197/9914/temperate.jpg
Sub Temperate
http://img684.imageshack.us/img684/6316/temperatea.jpg
Tropical
http://img251.imageshack.us/img251/3010/tropicale.png
Sub Tropical
http://img849.imageshack.us/img849/1350/tropicala.jpg
I hope i can make the mod very stable:cool:
astradeus
04-11-11, 06:33 PM
I notice that you use my work on "climate zones".http://www.subsim.com/radioroom/showthread.php?p=1411954#post1411954 (http://www.subsim.com/radioroom/showthread.php?p=1411954#post1411954)
You made a good choice. I added new climate zones it is possible to create new modder climatic environment. If you have any questions, I'm available. good job.:up:
stoianm
04-11-11, 06:40 PM
I notice that you use my work on "climate zones".http://www.subsim.com/radioroom/showthread.php?p=1411954#post1411954 (http://www.subsim.com/radioroom/showthread.php?p=1411954#post1411954)
You made a good choice. I added new climate zones it is possible to create new modder climatic environment. If you have any questions, I'm available. good job.:up:
Nope... i did not used your work in the climate zone... it is first time when i see your post... i used only the ACSoft tga and even that one will be reworked by Gap and the the rest of the files are from other old mods of mine combined and reworked... what files you think i used from you? ...but i am happy if you want to help.... what are your sugestions?
The conection between climatezones. tga and the climateszones.cfg was the Gap that explained me how it work in game and he will do this part and he can confirm this also... so to be honest i did not used anny of your files... but you are wolcomed if you want to help
astradeus
04-11-11, 07:07 PM
Nope... i did not used your work in the climate zone... it is first time when i see your post... i used only the ACSoft tga and even that one will be reworked by Gap and the the rest of the files are from other old mods of mine combined and reworked... what files you think i used from you? ...but i am happy if you want to help.... what are your sugestions?
there 's no problem. you can use however you like my work. the important thing is that all players benefit.
And I encourage you to continue your very good job of modding.
Gap understands the usefulness of new climatic zones. His new climatic zones "realists" (temperate_A Southem, tropical_A Southem, Northem temperate_A) offers you the possibility to create new colors and types of climates and oceans that has not n'exitaient the original games SH5.
stoianm
04-11-11, 07:14 PM
Gap understands the usefulness of new climatic zones. His new climatic zones "realists" (temperate_A Southem, tropical_A Southem, Northem temperate_A) offers you the possibility to create new colors and types of climates and oceans that has not n'exitaient the original games SH5.
We will rework the tgs because we want to eliminate the posibile CTDs... the colors from envcolors.cfg has nothing to do with the tga file... i can put in envcolors.cfg the water pink or red if i want and the game will have not problems... we rework the tga file to match with the climateszones.cfg files and to not have ctds... also froem there we can split the zones in manny parts and we can create in tropical for example a zone where we can add the winter whetaer to have in that zone more rain in game... the same thing we can do with the temperate zone to eliminate in some part of that zone the fogy days.... but we will ad this in a new version after we will do long test and we be sure that is stable... until then we only make sure that tga is very acurate and match the climatezones.cfg
I just readed your old post... i have a proposition for you... you want to take care for the part with underwater ground... i mean i want to have the botom of the see clear as you made in your mod... the underwater plants, rocks etc... what do you say?
astradeus
04-11-11, 07:38 PM
I just readed your old post... i have a proposition for you... you want to take care for the part with underwater ground... i mean i want to have the botom of the see clear as you made in your mod... the underwater plants, rocks etc... what do you say?
Unfortunately, as time passed, I lost all my previous work on the flora and seabed.
I prefer to work independently. if courage and time will allow me, I would resume my work can be.
stoianm
04-11-11, 07:41 PM
Unfortunately, as time passed, I lost all my previous work on the flora and seabed.
I prefer to work independently. if courage and time allow me I would look is that I just do.
I can do myself the work if you explain me what files you reworked ... if you can comunicate easy in french i speak french better than english too... check your PM pls:up:
fredl109
04-12-11, 05:52 AM
Bonjour Stoianm, j'utilise votre mod et pour l'instant je n'ai que du bien a en dire, les changements de couleurs sont spectaculaires et du plus bel effet. Merci pour votre travail et a mon avis nous devrions faire un concours de prises de vues, cela le mérite.
Fred:DL:DL:DL:DL
stoianm
04-12-11, 06:02 AM
Bonjour Stoianm, j'utilise votre mod et pour l'instant je n'ai que du bien a en dire, les changements de couleurs sont spectaculaires et du plus bel effet. Merci pour votre travail et a mon avis nous devrions faire un concours de prises de vues, cela le mérite.
Fred:DL:DL:DL:DL
Bonjour Fred - ce que tu racontes? vous parlez de Atlantic blue water mod?
stoianm
04-12-11, 09:31 AM
reworked the clouds... now in heavy fog night time you can not see anymore the clouds... immersive
the problem that we can see tha stars in heavy fog night time i can not fix it
credit - ddrgn
stoianm
04-13-11, 06:48 AM
SOUNDS
Added an optional sound mod - stoianm ENVSH5 sound collection comp MO and Stormys DAS BOOT sound mod - sober, w_clear, stoianm
stoianm
04-13-11, 10:39 AM
SUBMARINE
Adds a nice addition - heavy weather deck spray over the conning tower - sober
No FPS killer - the FPS are the same
Added an immersive pitch&roll - thanks to ddrgn for his support
Reworked and increased the left - right balance for the uboats
This mod includes Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
Immersive-Roll&Pitch-part1 (http://www.youtube.com/watch?v=LkJGEHP60oE)
Immersive-Roll&Pitch-part2 (http://www.youtube.com/watch?v=AOmZkTylBaI)
SUBMARINE
Adds a nice addition - heavy weather deck spray over the conning tower - sober
No FPS killer - the FPS are the same
Added an immersive pitch&roll - thanks to ddrgn for his support
Reworked and increased the left - right balance for the uboats
The mod is compatible with Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith:cool:
Immersive-Roll&Pitch-part1 (http://www.youtube.com/watch?v=LkJGEHP60oE)
Immersive-Roll&Pitch-part2 (http://www.youtube.com/watch?v=AOmZkTylBaI)
Hi Stoiamn,
This mod "includes" Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith would be more accurate
It is not compatible as it would overwrite the .sim files...
stoianm
04-13-11, 03:35 PM
Hi Stoiamn,
This mod "includes" Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith would be more accurate
It is not compatible as it would overwrite the .sim files...
Ok... thanks... i changed this:up:... my english again:):oops:
Rickster1
04-14-11, 10:36 AM
Er, is this released yet?
stoianm
04-14-11, 11:00 AM
Er, is this released yet?
Nope... will be ASAP
Rickster1
04-14-11, 11:03 AM
Thanks
stoianm
04-14-11, 11:08 AM
Ok... here is my plan.... i am working at 2 diferents mods... i will release a mod asap where i will use 6 climate zones
My friend Gap has an briliant ideea... he broked the climatzones.tga in manny parts... i must to create now another 3 or 6 cfg files for this new tga file... what we want to do:
1) we want to be as close as posible to the real earth zones - especial with the weather condition
2) we want to make the game more unstatic and more immersive.... like this the wheater, sun, clouds, water, underwater ... will change more often related where you travel with your uboat
3) we try to eliminate the game bug with the to manny fog... we will broke the temperate for example in 3... and the temperate zone near the tropical we will pretend that is like tropical... so the game will give a random weather like in summer days... and in summer are not to manny fog days:D
This beta version we will release for test ... we do not know exactly how the game will react... if the game can work with so manny cfg files... if the divided tga file will be ok and no ctds... because of that we will release as beta version
The simple version is stable.... i try to create an optional mod to have sleet in the winter campaigns ionstead of rain... adn also maybe i will succed to make a more eye candy seabeds
So i have a lot work to do... maybe the mod will be ready next week
jwilliams
04-14-11, 11:14 AM
Ok... here is my plan....
:rock:
Hope you can get it to work as you intend. Sounds Awesome.
Good luck.
:salute:
stoianm
04-14-11, 11:15 AM
:rock:
Hope you can get it to work as you intend. Sounds Awesome.
Good luck.
:salute:
until now is working:03:... i will upload soon a video ... pascal4541 posed a beta version for test and he can confirm
Not sure why you put [REL] on this. A good mod will need [WIP] and a lot of testing before REL and I advice to take your time and go for "its done when its done" (© Blizzard) philosophy. Never follow the UBI & EA fail path.. "release now, patch it later".
stoianm
04-14-11, 11:39 AM
Not sure why you put [REL] on this. A good mod will need [WIP] and a lot of testing before REL and I advice to take your time and go for "its done when its done" (© Blizzard) philosophy. Never follow the UBI & EA fail path.. "release now, patch it later".
I made a misteake... first i wanted to release a small mod.. after that i had the ideea to build this mod... and i can not change the title from [REL] in [WIP].... maybe CCIP can do that.
stoianm
04-14-11, 01:47 PM
Reworked again the water and underwater color... now is change often and realistic (i hope) by overcast:
OVERCAST (http://www.youtube.com/watch?v=TqgEYzr74Ek)
and by night and day time:
NIGHT-AND-DAY-TIME (http://www.youtube.com/watch?v=pvoNhwhjSXs)
StarTrekMike
04-14-11, 06:52 PM
This mod looks like it is shaping up to be fantastic!
This is good timing as I am trying to find a non megamod mix of mods that will offer the functionality I want but without the instability.
You are one of the major players in the Sh5 Mod community and this mod proves it in spades!
Keep up your amazing work!
Mike
pascal4541
04-15-11, 04:30 AM
until now is working:03:... i will upload soon a video ... pascal4541 posed a beta version for test and he can confirm
Yes absolutely!!!
The Different tests have gone very well :yep:
Never CTD...
The effects are really realistic...The movements of the waves and the submarine are extraordinary, additional sounds are also realistic and the colors are changing in real time :up:
I am sure everyone will fall in love with this mod
It is a great honor and pleasure for me to test...Thank you stoianm ;)
stoianm
04-15-11, 05:33 AM
I rework now the underwater plants .... until now sober did a nice dds for sea plants but we still rework this again... ddrgn helped me to import some nice effects from undersea roks to undersea plants via gr2... now i have a nice and better view of the underwater... what i will need ... some extra help form somebody that can understand waypoints... i am suposing that paris_england in his movie added some waypoints for underwater plants like he did for crew - not know for sure... it is just a gues... i will realy apreciate if someone can help me with this ... will be a nice addition to the game
Hey Stoianm,
Do we need to have Real Environments loaded for your mod to work?
Also, does this change visual ranges in fog? I found sometimes that environment mods that change fog distances mess up the visual ranges. For example, an AI escort might be able to see you long before you see it because the fog graphics were changed but the sensor files were not changed to correspond with it.
stoianm
04-15-11, 07:34 AM
Hey Stoianm,
Do we need to have Real Environments loaded for your mod to work?
Also, does this change visual ranges in fog? I found sometimes that environment mods that change fog distances mess up the visual ranges. For example, an AI escort might be able to see you long before you see it because the fog graphics were changed but the sensor files were not changed to correspond with it.
I will build this mod now as an stand allone mod... no absolutly need another env mod in front of my mod
About the fog range you have right... the problem is that i have like 8 diferents versions of the mod... and i use like 4 diferent versions for the fog distances... so will be a nice ideea to keep a good balance with the AI:up:... in all versions i used as base the sober&stoianm fog mod v16 and i reworked a bit... as i know so far in that version is a good balance between AI and visual fog distance... but i will consult sober in this problem and i will make new adjustments if is necesary... sober is better than me in this things between fog and AI:03:
stoianm
04-15-11, 11:44 AM
This mod changed from [REL] to [WIP]... we want to create a ENV mod for sh5 not for eye candy only but also to be as close as posible to the weather and oceanic conditions all around the EARTH...so it is a huge amount of work to do... we will release the mod after we will make long tests to be sure is stable... untill then i will inform you about the things that we done and the things that we work on it
WATER, UNDERWATER COLORS AND VISIBILITY
We work to add the Upwelling phenomenon:
Upwelling is an oceanographic (http://www.subsim.com/wiki/Physical_oceanography) phenomenon that involves wind (http://www.subsim.com/wiki/Wind)-driven motion of dense, cooler, and usually nutrient (http://www.subsim.com/wiki/Nutrient)-rich water towards the ocean (http://www.subsim.com/wiki/Ocean) surface, replacing the warmer, usually nutrient-depleted surface water. The increased availability in upwelling regions results in high levels of primary productivity (http://www.subsim.com/wiki/Primary_productivity) and thus fishery (http://www.subsim.com/wiki/Fishery) production. Approximately 25% of the total global marine fish (http://www.subsim.com/wiki/Marine_fish) catches come from five upwellings that occupy only 5% of the total ocean area. Upwellings that are driven by coastal currents (http://www.subsim.com/wiki/Ocean_current) or diverging open ocean have the greatest impact on nutrient-enriched waters and global fishery yields.
See this map the we working on it:
http://i1124.photobucket.com/albums/l568/stoianm/upelling.jpg
If you are looking for example at the red zones near UK... this is one of the areas where we will add the Upwelling phenomenon - i create a new envcolors.cfg for those zones where the water will be murky green and the underwater less visibility
We splited for r example the Temperate area in 3 zones.... to have a more dinamic weather and also a more dinamic water, underwater, sun etc color changes like in reality... look at this map on the Temperate zone for example:
http://i1124.photobucket.com/albums/l568/stoianm/mix.jpg
As you can see there is a red color zone, a yellow color zone and a zone where the red alternate with yellow at each pixel: When you will be with your Uboat in red zone you will have in game the Temperate cfg ... in the yellow zone you will have the Temperate_A cfg... and when you will be in the color where yelllow is mihed with read at each diferent pixel ... the water, underwater etc... will change related to where you move in that zone.. so will be very unstatic... and you will experience nice changing colors that are close to reality
The same thing we want to do for Polar and Tropical
WEATHER
We try to make the weather colse that how the weather is on the earth... for example take a look here:
http://i1124.photobucket.com/albums/l568/stoianm/weather.jpg
In the picture you can observe in the Tropical zone that are 2 horizontal lines: one is gray and one is white.
In the gray zone we will put only the summer time... is very hot and is not much rain... so there we will use a weather tropical.cfg with only the summer season on it
In the white zone we will put only tropical winter time... is almost raining all the time... like this we will use for that an weather tropical _A.cfg with only the winter time on it... so you will travel on a zone where you will not have rain... and to a zone where is rain all the time almoust:) - like in reality
WIND
We try also to control the wind strenght to be as close as posible to the reality... for this we use thd wind scale from here:
http://i1124.photobucket.com/albums/l568/stoianm/WINDSCALE.jpg
And from here we inspire about wind strenght distribution on the climat zones:
http://i1124.photobucket.com/albums/l568/stoianm/wind.jpg
How we do that... very simple... so lets pic up a zone... lets say a zone colored in yellow... in that zone we will use an weather temperate.cfg and inside this one on the summer season we will have an min and max for wind strenght... and if we look at wind scale the wind in summer must be aroun 6-7 m/s ... tha we will put in that cfg min limit 1 and max limit 7 ... when you will be in that area in summer time you will not have wind more than 7 m/s ... and so one for each zone... for example in polar in winter time we will put the wind at min 10 max 15
TEMPERATURE
Also we try to follow the water temperature... but here we did not choosed yet how we can mix this with the other parameters:hmmm:
http://i1124.photobucket.com/albums/l568/stoianm/temperature.jpg
I dunno for sure if we will use this one:hmmm:
So, as you can see there is a huge amount of work.. i think that maybe we will have like 200 colors combinations and we must to pay attention because from these files we can have CTDs in game if an area is not well matched in cfg files from tga file... I am not 100% sure that we can make the mod so realistic and so complex... but i already almoust finished a mod that is nice and stable but not so complex... is this one after we will test is not stable than i will release the one wich is a little bit mor simple.
UNDERWATER
I spoked with Vanilla and he promised me that maybe he will add layers to undersea plants like he try to do for crew... like this we will have also a very nice underwater sea:DL
Wow! That's a lot of information. This all sounds very interesting, thank you for your efforts already and take your time finishing the mod :yeah:
What about the compatibility with W_Clear's Enviroment mod? I really like the most recent version of W_Clears's work, especially the new "transparent" clouds, sometimes the view is almost breathtaking. So can we have both mods working together? I would really like to have the enviroment graphics from W_Clear and enviromental functionality from your mod, is it possible? Of course somethings will be overwritten, but "best of both worlds" situation would be great.
I sendet to w_clear an PM... i will make a stand allone mod and also i like some dds files from w_clear and some parameters... if he will agree that i can use these files in my stand allone mod i will use... if not i will use diferent textures... and also i will make a version compatible with the w_clear mod also:up:Thanks, sounds perfect! :woot:
stoianm
04-15-11, 12:49 PM
Wow! That's a lot of information. This all sounds very interesting, thank you for your efforts already and take your time finishing the mod :yeah:
What about the compatibility with W_Clear's Enviroment mod? I really like the most recent version of W_Clears's work, especially the new "transparent" clouds, sometimes the view is almost breathtaking. So can we have both mods working together? I would really like to have the enviroment graphics from W_Clear and enviromental functionality from your mod, is it possible? Of course somethings will be overwritten, but "best of both worlds" situation would be great.
I sendet to w_clear an PM... i will make a stand allone mod and also i like some dds files from w_clear and some parameters... if he will agree that i can use these files in my stand allone mod ... if not i will use diferent textures... and also i will make a version compatible with the w_clear mod also:up:
EDIT: BTW... i need your help also... i know you are good with sound files... what do you say about to create some nice wav sounds for the environement... like for example thunder, wind, rain, etc... i have all the sounds in my mind... what do you say?
EDIT: BTW... i need your help also... i know you are good with sound files... what do you say about to create some nice wav sounds for the environement... like for example thunder, wind, rain, etc... i have all the sounds in my mind... what do you say? Now I'm :oops:! Well it would be nice to contribute! Right now I have an awful flu :cry: and can't work but if I have time next week I think I could help if its not too big task. You could PM me all the details and I see what I could do. Maybe you could send me later also the beta version of the mod, so I can test the sounds in action.
stoianm
04-15-11, 01:05 PM
Now I'm :oops:! Well it would be nice to contribute! Right now I have an awful flu :cry: and can't work but if I have time next week I think I could help if its not too big task. You could PM me all the details and I see what I could do. Maybe you could send me later also the beta version of the mod, so I can test the sounds in action.
Sounds great:up:
stoianm
04-16-11, 02:38 AM
I took out the submarine sim files as UHS has updated these already for the pitch and roll mechanic......
stoianm
04-16-11, 12:31 PM
UNDERSEA
I imported some nice effects from undersea roks to undersea plants via gr2... now i have a nice and better view of the underwater.... and sober reworked a bit the texture for undersea plants - this is where you can see how is BEFORE and AFTER:
UNDERSEA-MOVIE (http://www.youtube.com/watch?v=Qwbwc-d6fZ8)
To have a better undersea in our SH5 game i need the help of a good 2D artist that can make a dds like 2048x256 or maybe 4096x512 and to really use the resolution of the texture in game. It is only 1 dds file that must to be reworked called seabed01.dds.... maybe we can add some extra little fish (few not to many), some diferents plants (smaller and bigers) and some shells ... etc
So maybe the modders that have skills in photoshop like Naights, Church subsim, Bowfinss287, Ilyustrator ... maybe one of you can help me with this dds file please.
best regards
Thx for working on the underwater flora, my friend!
As a sportsdiver, the look of the underwater world of SH5 has always been a shock.
It's still a far way to look at least a little bit realistic but the better resolution is already a good start.
Is it possible to stop the wabbeling for some of the plants?
regards
MiTon
stoianm
04-16-11, 03:29 PM
Thx for working on the underwater flora, my friend!
As a sportsdiver, the look of the underwater world of SH5 has always been a shock.
It's still a far way to look at least a little bit realistic but the better resolution is already a good start.
Is it possible to stop the wabbeling for some of the plants?
regards
MiTon
what means wabbeling... i do not know what means... if you explain me maybe i can fix this
tonschk
04-16-11, 03:45 PM
Thank you Stoianm :yeah: , the underwater have now much better look :up:
sirbum69
04-16-11, 03:47 PM
what means wabbeling... i do not know what means... if you explain me maybe i can fix this
Moving from side to side...The sway that some plants do in the water. Which actully is caused by the current of the water, but some plants may be heavier then others and shouldnt sway as much...
As well as small plants close to the sea floor...
stoianm
04-16-11, 03:52 PM
Moving from side to side...The sway that some plants do in the water. Which actully is caused by the current of the water, but some plants may be heavier then others and shouldnt sway as much...
As well as small plants close to the sea floor...
i need a new gr2 for that i think... maybe when vanilla will make a better ideea i can stock the plants to the ground... until now i did not suceded to make this... there are some parameters in undersea.sim... i played with these parameters - but i can not see changes in the game
stoianm
04-16-11, 05:33 PM
Thank you Stoianm :yeah: , the underwater have now much better look :up:
will be much better than in that video... the undersea job is not finished yet:up:
stoianm
04-17-11, 11:50 AM
RAIN AND SLEET
Reworked a bit the rain.. to reduce the tail of drops
Added an optional mod stoianm EnvSH5 sleet for winter campaign.... this mod can be installed when you play winter campaigns in Temperate and Polar area and you will have sleet instead of rain... increase a bit the immersivity of the game
VIDEO-SLEET (http://www.youtube.com/watch?v=t-P_ve_M8E8)
pascal4541
04-17-11, 12:49 PM
I dreamed
Thank you Stoianm
stoianm
04-17-11, 12:54 PM
I dreamed
Thank you Stoianm
I made this long time ago... i wanted to create snow from rain... but the parameters are very restrictive there... so the best i can do is to make the rain look as the sleet.... so this mod will be like an optional mod in the stoianm EnvSH5 and you can install anytime (bunker or patrol)... but only in winter campaigns... because if you will use in summer you will have sleet instead of rain at +40 celsius degree... and this will be not realistic:DL... this is the max i can do... to make snow is hard coded in game... maybe the moders that have skills will make snow one day... i hope will be soon that day
stoianm
04-18-11, 09:06 AM
Good news:
So far the mod seems to be stable:
1) i used only compresed dds files to not have lags in any sistem
2) the fx files that i reworked are not killing your fps rate:)
3) i added all the env mods that sober made until now because i apreciate a lot his work, i reworked some just a bit to make comp with the whole env package... so will be simple now... you not need any more env mods installed after this mod
4) I do not care about credits and i did not want to force you to use my mod or w_clear mod... some files from w_clear mod are excelent and i can not do better than him on these files... so i have the w_clear permision to use his clouds, moon, sun and his excelents env sounds:DL.... now the mod will be a stand allone mod... and you can think at this mod as a tweak between the best env mods from subsim... and i added a lot of changes and new work on it also... this is not my mod... the name mod will be Dynamic Environment SH5 and is a compilation of the best env mods made by manny good moders
5) Also i want to cover almoust all the people taste around here... choice it is always better... so i made this mod in 8 versions... the people that like eye candy will find a version that they will like more... the people that like o play hard core and realism have 2 version to choose and the people that like to have a balance between eye candy and realism have also some version to suit theyr taste
6) The mod will combine 12 diferent cfg files for envcolors on the game... i made 6 untill now and i must to create the other 6 that i want to use.... now you will have in the game 6 extra climate zones (the zones near the lands) where the water will be murky and green, the underwater will be green ... saturate with minerals and plants ... and because of that the underwater visibility will be very low... i know the eye candy lover do not like that but is very realistic... it was the Gap ideaa... he is an biologist specialist in weather and climate zones around the world and with his help i did a very dinamic and realistic mod... so if you will not like the green murky water around the lands and also from the english channel it is not my fault... it is Gap fault... i am disponible to give you his e-mail, his phone and his addres:D... who will not like that aspect of the mod can pay him visits anytime... maybe in middle on the night is better and tell him your opinion... but take care... he is sicilian and i do not know yet if he is not in Cosa Nostra:hmmm: - just jocking... he was a great help for me
7) the dinamic wind distributions will be not to complex in this mod... we will try to improuve that in the future because we do not know if the game engine can take so manny new cfg files (around 200 or maybe more:D)
8) i stil need a good dds file for seabed.... this is not finish yet... so the 2D artist are welcomed if they can help me... it is only a file:O:
See here what i did until now:
Dynamic-Environment-SH5-MOVIE (http://www.youtube.com/watch?v=mzXiwRxQKBs)
Wow, sound's great!
Will test asap, thx!
One noob-question for the start:D
Should I drop the yellow ones or are some of these mods needed as base for Dynamic-Environment-SH5?
Magnum_Opus_v0_0_1 (ink. Patch)
NewUIs_TDC_6_4_0_ByTheDarkWraith
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
AirTorpedoes
A Fistful of Emblems v1.51
AOB slide ruller for TDW UIs and MO by stoianm (german)
Black_Skin_albrecht
Church's Compass Dials Mod v2.2 - Option Four (Dark Comp. Light Rud)
Chart Colour Scheme 1
Critical hits 1.1 Torpedos
Enhanced FunelSmoke1.2_by HanSolo78
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
Icebergs v2.4
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
Lite Campaign with Ice
nVidia missing lights
Officers skin by Naights
Old Style Explosions V1.1
NewUIs_TDC_6_x_x_Progress Bar_by_Torpedo v2
SD_MapCourseLine_tiny_arrows_ocred
SD_MapLocationNameFix_v1_1
Shadow Improvement Mod
SOAN - ship data
SteelViking's Sky Banding Mod
Real Environment - Revision_2
stoianm blue water and EnvNights compatible Real Environment - Revision_2
stoianm EnvWeather V1 SH5
sobers & stoianm base fog mechanics V16 SH5
sobers base sky mechanics V1
sobers 3D deck spray mod V7
sobers base wave mechanics V16 SH5
sobers real trees
SUB SIM FOR====Depth_Keeping_Problem_UHS_patch_HB_1_0_0_Th eDarkWraith
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
TDCDials-Naights
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Naights Submarine Textures (internal) V1.1
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
stoianm upgrade available mod compatible a fistfull of emblems
Environment Sounds
Bowfin_Seabed_V1.0
Magnum_Opus_V0_0_1_DEUTSCHMOD_0.2A
MightyFine Crew Mod 1.2.1 Stock faces
Menu - Das Boot Departure Theme
no torp bubbles - fx mod compatable- wamphyri
Pascal-sh5-Crew-Uniforms
Sobers 3D waves
VIIA-Balanced Loadout
VIIB-Balanced Loadout
VIIC41-Experimental Loadout
VIIC-Experimental Loadout
NewUIs_TDC_6_4_0_Real_Navigation
1 degree bearing RibAr
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
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 orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 HOTFIX 3
sobers talking conning crew mod
NewUIs_TDC_6_4_0_Real_Navigation
Speech Recognition_MiTons_NewUI_Editon_v0.3_deutsch (testing)
Thanks in advance
MiTon
stoianm
04-18-11, 11:03 AM
Wow, sound's great!
Will test asap, thx!
One noob-question for the start:D
Should I drop the yellow ones or are some of these mods needed as base for Dynamic-Environment-SH5?
Magnum_Opus_v0_0_1 (ink. Patch)
NewUIs_TDC_6_4_0_ByTheDarkWraith
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
AirTorpedoes
A Fistful of Emblems v1.51
AOB slide ruller for TDW UIs and MO by stoianm (german)
Black_Skin_albrecht
Church's Compass Dials Mod v2.2 - Option Four (Dark Comp. Light Rud)
Chart Colour Scheme 1
Critical hits 1.1 Torpedos
Enhanced FunelSmoke1.2_by HanSolo78
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
Icebergs v2.4
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
Lite Campaign with Ice
nVidia missing lights
Officers skin by Naights
Old Style Explosions V1.1
NewUIs_TDC_6_x_x_Progress Bar_by_Torpedo v2
SD_MapCourseLine_tiny_arrows_ocred
SD_MapLocationNameFix_v1_1
Shadow Improvement Mod
SOAN - ship data
SteelViking's Sky Banding Mod
Window_Lights_Redone_V1
Real Environment - Revision_2
stoianm blue water and EnvNights compatible Real Environment - Revision_2
stoianm EnvWeather V1 SH5
sobers & stoianm base fog mechanics V16 SH5
sobers base sky mechanics V1
sobers 3D deck spray mod V7
sobers base wave mechanics V16 SH5
sobers real trees
SUB SIM FOR====Depth_Keeping_Problem_UHS_patch_HB_1_0_0_Th eDarkWraith
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
TDCDials-Naights
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Naights Submarine Textures (internal) V1.1
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
stoianm upgrade available mod compatible a fistfull of emblems
Environment Sounds
Bowfin_Seabed_V1.0
Magnum_Opus_V0_0_1_DEUTSCHMOD_0.2A
MightyFine Crew Mod 1.2.1 Stock faces
Menu - Das Boot Departure Theme
no torp bubbles - fx mod compatable- wamphyri
Pascal-sh5-Crew-Uniforms
Sobers 3D waves
VIIA-Balanced Loadout
VIIB-Balanced Loadout
VIIC41-Experimental Loadout
VIIC-Experimental Loadout
NewUIs_TDC_6_4_0_Real_Navigation
1 degree bearing RibAr
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
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 orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 HOTFIX 3
sobers talking conning crew mod
NewUIs_TDC_6_4_0_Real_Navigation
Speech Recognition_MiTons_NewUI_Editon_v0.3_deutsch (testing)
Thanks in advance
MiTon
the ones in green you will not need anymore
Thx my friend!
Will give feedback asap!
stoianm
04-18-11, 11:07 AM
Thx my friend!
Will give feedback asap!
Not posible ASAP.. i did not released yet the mod:)
Not posible ASAP.. i did not released yet the mod:)
Ooops, thought the Big Blue link was a downloadlink! If I only could read:DL
stoianm
04-18-11, 11:26 AM
Ooops, thought the Big Blue link was a downloadlink! If I only could read:DL I changed... i added movie at the end... it was my fault... i was not to clear:up:
Looks good stoianm. Can't wait to try it. :up:
One question. I've heard that changing settings in the sim.cfg file can mess up visual spotting ranges. For example, some environment mods will make changes to fog rendering distances and as a consequence the AI can see you way before you can see them in the fog or your watchmen are calling out targets that shouldn't be visible through the fog or not seeing targets that are visible to you. Does your mod make any changes to this file?
stoianm
04-18-11, 01:46 PM
Looks good stoianm. Can't wait to try it. :up:
One question. I've heard that changing settings in the sim.cfg file can mess up visual spotting ranges. For example, some environment mods will make changes to fog rendering distances and as a consequence the AI can see you way before you can see them in the fog or your watchmen are calling out targets that shouldn't be visible through the fog or not seeing targets that are visible to you. Does your mod make any changes to this file?
I do not have changed sim files in last version... i tooked out the sim files... i changed only fx files
I do not have changed sim files in last version... i tooked out the sim files... i changed only fx files
:up:
sirbum69
04-18-11, 04:50 PM
very nice man, love what you have done so far, just watched the movie...I love the sleet...
Oh and be nice to your crew lol...tell them to shut up...:O:
stoianm
04-18-11, 04:57 PM
very nice man, love what you have done so far, just watched the movie...I love the sleet...
Oh and be nice to your crew lol...tell them to shut up...:O:
ithey must to learn discipline.. when the captain is speaking everibody must be quiet:DL
reaper7
04-18-11, 05:02 PM
Looking great Stoiamn, polar water sure looks cold :arrgh!:
stoianm
04-18-11, 05:08 PM
Looking great Stoiamn, polar water sure looks cold :arrgh!:
tnx... this i wanted to create .. a mod realistic and dynamic... all the colors are changing about al the factors.. overcast, zone on the earth, day time , etc
Stormfly
04-18-11, 05:17 PM
just saw the video and realy like what you guys are working on :rock:
...next challenge could be fog banks, or local rain areas ? :D (just kidding)
stoianm
04-18-11, 10:37 PM
just saw the video and realy like what you guys are working on :rock:
...next challenge could be fog banks, or local rain areas ? :D (just kidding)
I just told you that Gap is sicilian... you forgot?:D
Stormfly
04-18-11, 11:13 PM
I just told you that Gap is sicilian... you forgot?:D
seams i have culture gap here :hmmm:
stoianm
04-18-11, 11:18 PM
just saw the video and realy like what you guys are working on :rock:
...next challenge could be fog banks, or local rain areas ? :D (just kidding)
But local rain and fog areas we can make that Stormy.... it is the next project... is for real ...maybe is posible to work... see here:
http://i1124.photobucket.com/albums/l568/stoianm/weather.jpg
You see the gray line... there for example is tropical where is all time hot... now wind... so in that area will we force the game to put no wind... and to use only summer time...
In the white area... we try to force the game to think that there is only tropical winter... so is a big posibility to have manny rain days in that area...
We try to add new 200 cfg files and to control the games area related to overcast... so for example if in some Temperate areas i will use only temperate winter ... maybe the game will put on those area manny fog days... dis is very complicvate and because of that will be not in this first release of mod.. we need to make long test and to see if is really work these cfg mixes in game:03:
Silent Steel
04-19-11, 12:59 AM
Is this a link to download anywhere yet?
I can't find any...
//
stoianm
04-19-11, 01:02 AM
Is this a link to download anywhere yet?
I can't find any...
//
It is still WIP
Silent Steel
04-19-11, 01:05 AM
It is still WIP
OK, I'm just a bit impatient. Looks SOOO good. :yeah:
BTW will this one affect Stormy's DBSM?
stoianm
04-19-11, 01:06 AM
seams i have culture gap here :hmmm:
Gap is a ''padrino'' on the Cosa Nostra... pay attention on him... is very dangerous:DL
stoianm
04-19-11, 01:16 AM
OK, I'm just a bit impatient. Looks SOOO good. :yeah:
BTW will this one affect Stormy's DBSM?
yes... but is an optional mod... is called Dynamic Environmental SH5 sounds... is in the optional package mod... this will overitte some waves from stormy's mod... it does not affect the sh file... so if you like more the ones from stormy you can not install the optional one... i told you.. i do not want to force people to choose... so because that i create choices:up:... you can install only the base mod and that is it:03:
jwilliams
04-19-11, 01:44 AM
See here what i did until now:
Dynamic-Environment-SH5-MOVIE (http://www.youtube.com/watch?v=mzXiwRxQKBs)
Looking Good. :yeah:
Sleet. :rock:
:salute:
stoianm
04-19-11, 01:50 AM
Looking Good. :yeah:
Sleet. :rock:
:salute:
The sleet can not be controled related to season or climat zone... so because of that i made sleet as an optional mod... when you are playing winter campaigns you can installl the optional sleet mod (anytime patrol or bunker) and the rain will become sleet:up:
stoianm
04-19-11, 03:07 AM
Undersea project: Dynamic Environmental SH5 undersea optional mod:
1) Etheberge reworked the seabed01.dds... we have now nice undersea plants and corals... but is a smal problem... the corals are moving because of the underwater curents... to make the unstatics i think i should must to rework the rocks dds... i have no ideea wat is the name of this file... have somebody an ideea what dds the game use to display the rocks underwater?
2) The new dds is large... between 2 and 4 mega.. maybe in slow pc this will be a problem so i will add this as an optional mod... i will use maybe 2-3 diferents dds for the undersea plants... so you will choose wich one you like most
3) I spoked with Paris_england and he will send me his work that he have donw untill now on the undersea... maybe we can add anymation and we can make new gr2 to import dolphins, sharks or whales... here i need a lot of help because i have not to manny skills for that
Here is mi WIP for undersea:
Dynamic-Environment-SH5-undersea-optional-MOVIE (http://www.youtube.com/watch?v=hycfxVNZOf0)
Very nice!
Looks way better now! Won't be optional for me.
Thank you once again!
stoianm
04-19-11, 12:25 PM
Hi,
I have a beta version for test... who have time to make long and hard test can pm me and i will send the link... tnx... i can not release untill i will not be sure that is stable
stoianm
04-20-11, 01:15 PM
We had a problem with the upwelling phenomen not showing around Kiel area:nope:... but we found the problem... the Climatezones.tga has not link for Kiel chanel... so we changed the color of the land in that map with water color...(cyan with red)... and now is working:rock:
Also i had some problem reported about the waves... the waves in the stad allone mod are too bigs... and we have foam even we have wind 3 m/s (thanks to Zedi that obeserved this)... also Stromy obeserved that this big waves can slow down slower pc.. so i will make the waves like optional mod: Dynamic Environmental SH5 big waves and Dynamic Environmental SH5 normal waves
Also seems that the clouds colors are to redish in polar near the night time.. and i changed the colors a bit.... i will like also to put more gray color in the clouds from Tropical zone in stormy weather to icrease feeling of the ugly storms in that area
mr.artur_96
04-20-11, 04:25 PM
Sounds perfect ! Great job Stoianm :yeah:
stoianm
04-20-11, 09:33 PM
Dynamic Envirnment SH5 beta2 is ready:
1) fixed the problem with tga that not worked the upwelling phenomen in the Kiel area
2) fixed some colors in night time when is full moon or exterior lights for water in temperate and subtemperate
3) fixed the sky problem with to much sun in temperate
4) the waves are not anymore in the base mod... added 2 optional mods:
Dynamic Envirnment SH5 waves (normal) - for slower pc
Dynamic Environment SH5 waves (high) - for performant pc - here you will have more foam in game also
5) Added an optional undersea mod:
Dynamic Envirnment SH5 undersea (tropical) - the sea plants are close to tropics
Dynamic Environment SH5 undersea (temperate and polar) - the sea plants from the seabead01.dds are from those areas
6) Reworked some sounds from the Dynamic Environmental sounds - Stormfly
7) changed the clouds color in the afternoon in the polar zone
Who have time to make long test can PM me and i will send the link... the mod will be released after i will correct all the posibile bugs... the stability is OK... no CTDs reported until now... so will be only minors adjjustments on the cgf files from colors
Stormfly
04-20-11, 10:43 PM
:up: testing
Silent Steel
04-20-11, 11:34 PM
Testing
//
stoianm
04-20-11, 11:38 PM
If you found problems... please note:
1) the exact area where you were... polar, subpolar, etc... i use now 12 diferents climates zones... so i will apreciat an exact position in lat and long if is posible:)
2) the time of the day or night when you had a posibile bug
3) the season
4) the overcast (fog, wind, clouds etc)
tnx
stoianm
04-20-11, 11:43 PM
I found the dds that is used by game to create the undersea rocks.... i will try to change the texture to imitate corals for tropical and i will chose something realistic for temperate and polar.... i will see what we can make... but i hope will be a nice adition for undersea... the rock have a very nice texture in game... so i hope the corals will be very realistic:cool:
Stormfly
04-21-11, 01:53 AM
lucky day in campaign... just sunk a 90% of medium sized convoy who had no protection while medium fog support me using the deck gun in Mai43, later also torpedos...
no problems so far all nice and smoth...
...iam after two escaped Middleton Attack Transports now, one of them managed to fool my T5(V) Zaunkönig, he was escaping with high speed, about 13 knots, as the torp came closer, the transport stopped his engines long enough to get out of the search head area and missed him...:o
stoianm
04-21-11, 03:35 AM
lucky day in campaign... just sunk a 90% of medium sized convoy who had no protection while medium fog support me using the deck gun in Mai43, later also torpedos...
no problems so far all nice and smoth...
...iam after two escaped Middleton Attack Transports now, one of them managed to fool my T5(V) Zaunkönig, he was escaping with high speed, about 13 knots, as the torp came closer, the transport stopped his engines long enough to get out of the search head area and missed him...:o
wow... are you sure he stoped his engine?... maybe your hydro is not working good:hmmm:
Stormfly
04-21-11, 04:27 AM
wow... are you sure he stoped his engine?... maybe your hydro is not working good:hmmm:
this campaign run in testing mode for The Beast`s new radar and sensor toys, so i had external view enabled and watched his screw... it was stopped !
stoianm
04-21-11, 04:30 AM
this campaign run in testing mode for The Beast`s new radar and sensor toys, so i had external view enabled and watched his screw... it was stopped !
he he he..... the Evil IRAI v30 returned and hit again:o :timeout: i gues:hmmm:
EDIT - how do you like the Upwelling phenomen... did you noticed the ugly water and underwater color for the zones near land... the underwater is more saturate also
When is morning and close to evening the water is a green saturate mixed with murky... when the sun is strong the surface of water is shaining because the water is very rich in minerals and give you the impresion of the silver water... there are 6 upwelling efects diferents depends in what zone you are in game
Did you observed the speed for wind for example... now is not random anymore... is strict controled depends by the zone where you are and by the season... also you should have zones where is fog and zones where is rain etc.... like in reality
Silent Steel
04-21-11, 05:23 AM
If you found problems... please note:
1) the exact area where you were... polar, subpolar, etc... i use now 12 diferents climates zones... so i will apreciat an exact position in lat and long if is posible:)
2) the time of the day or night when you had a posibile bug
3) the season
4) the overcast (fog, wind, clouds etc)
tnx
Yes Sir, will do!
So far no problems. :salute:
//
tonschk
04-21-11, 08:06 AM
:DL Thank you Stoianm :yeah:
the other day I was working on one of the seabed textures coming with this mod, so I had a closer look to stock dds. Do you want to know what did I discover? :rotfl2:
Seaplant textures used in vanilla game are actually cold water aquarium plants. Here you can see an image I prepared comparing some of the plants used in stock game and pictures of their aquarium counterparts:
http://img651.imageshack.us/img651/9110/seabed01.jpg (http://img651.imageshack.us/i/seabed01.jpg/)
As you can see by yourself, there's no space for any doubt about what I am stating.
Now, I know that complaining about the state of the game as it was out of the box has become lately a sort of national sport in this forum. This attitude by gamer and modders who bought the game is understandable, but we have to be positive. Having said so, I don't want to keep going at the devs, after all this is not the worst blunder by them, but the least we can say is that these guys had to be in a serious hurry for releasing the game, and probably someone/something forced them to do it before the planned release date.
Testing! Looks really good :DL.
Only thing that I have noticed so far (but I'm not sure if it's some mod soup problem) that during midday, the sun seems to shine a bit too brightly. It's definetely more brighter than in W_clears enviroment mod. The sky is almost white in many occasions. One the other hand, it's kind of cool and realistic. I'm now in up north in Norway. I was just curious is it ment to be so, or am I having some compatability issue. I have installed this mod last, but I also have W_clear's latest mod installed.
Anyway, I'm going to report more later, thanks! :yeah:
stoianm
04-21-11, 12:47 PM
the other day I was working on one of the seabed textures coming with this mod, so I had a closer look to stock dds. Do you want to know what did I discover? :rotfl2:
Seaplant textures used in vanilla game are actually cold water aquarium plants. Here you can see an image I prepared comparing some of the plants used in stock game and pictures of their aquarium counterparts:
http://img651.imageshack.us/img651/9110/seabed01.jpg (http://img651.imageshack.us/i/seabed01.jpg/)
As you can see by yourself, there's no space for any doubt about what I am stating.
Now, I know that complaining about the state of the game as it was out of the box has become lately a sort of national sport in this forum. This attitude by gamer and modders who bought the game is understandable, but we have to be positive. Having said so, I don't want to keep going at the devs, after all this is not the worst blunder by them, but the least we can say is that these guys had to be in a serious hurry for releasing the game, and probably someone/something forced them to do it before the planned release date.
Yes i agree... but this is history... me with my frriends (i have etherbege and Gap that they are helping me with this mod - you know Gap... is a mafioso siciliano... very dangeros...pay attention at him)... we changed this... just watch my next video with our WIP;):DL
stoianm
04-21-11, 12:53 PM
I finished the Undersea plants and rocks.
Added 2 optional mods with manny version for each one:
A) Dynamic Environment SH5 Optional Undersea Plants:
1) Dynamic Environment SH5 Optional Undersea Plants (temperate and polar)
2) Dynamic Environment SH5 Optional Undersea Plants (tropical)
B) Dynamic Environment SH5 Optional Undersea Rocks:
1) Dynamic Environment SH5 Optional Undersea Rocks (temperate and polar)
2) Dynamic Environment SH5 Optional Undersea Rocks (tropical_1)
3) Dynamic Environment SH5 Optional Undersea Rocks (tropical_2)
4) Dynamic Environment SH5 Optional Undersea Rocks (tropical_3)
5) Dynamic Environment SH5 Optional Undersea Rocks (tropical_4)
6) Dynamic Environment SH5 Optional Undersea Rocks (tropical_5)
7) Dynamic Environment SH5 Optional Undersea Rocks (tropical_6)
NEW-DYNAMIC-ENVIRONMENT-UNDERSEA-VIDEO (http://www.youtube.com/watch?v=X4MMNkEHNgc)
Special thanks to Etheberge and to Gap... Gap is a real help for me.. he is working each night same time with me at this project - but is very tired ... he is geting old and he is complaining all the time that he is tired... i do not know if all italians are like him:hmmm:... just jocking... in fact we are only 2 peoples that we work at this mod... me and Gap... and last days Etheberge joined us:salute:
stoianm
04-21-11, 01:04 PM
Testing! Looks really good :DL.
Only thing that I have noticed so far (but I'm not sure if it's some mod soup problem) that during midday, the sun seems to shine a bit too brightly. It's definetely more brighter than in W_clears enviroment mod. The sky is almost white in many occasions. One the other hand, it's kind of cool and realistic. I'm now in up north in Norway. I was just curious is it ment to be so, or am I having some compatability issue. I have installed this mod last, but I also have W_clear's latest mod installed.
Anyway, I'm going to report more later, thanks! :yeah:
Take out all the env mods... anyway do not install other mods after... if you have installed another mod that is changing the light.cfg ... the sun can be from there... i puted the sun bright in diferent ocasion... in real life you can not look on the sun direction... and the white sky is ok in some areas... somethime when you use TC also the clouds disapear but they must to be diplayed again after a while... also depends wich version of the mod you use... there are 8 diferent versions
If you want to put more vivid color in game install after the stoianm colored mod blue - low version.... i will keep the stand alone mod as close as posible to be realistic... you told me you are in norway... did you noticed the underwater?... did you obeserved that the wind is not random and unrealistic anymore... if you are in winter in that area the wind sould be an average around 7 m/s
Take out all the env mods... anyway do not install other mods after... if you have installed another mod that is changing the light.cfg ... the sun can be from there... i puted the sun bright in diferent ocasion... in real life you can not look on the sun direction... and the white sky is ok in some areas... somethime when you use TC also the clouds disapear but they must to be diplayed again after a while... also depends wich version of the mod you use... there are 8 diferent versions
Yep, it's ok. I have only tested it for a short time, can't say anything final yet. I used before your "more color"-mod, but now I'm liking these gray, more realistic colors.
By the way, I just had to abort my test. I crashed into an iceberg and the sub was lost! Whole crew lost! My first contact with iceberg! Aarghh! Was there a fix of some sort to get alerts form icebergs? It's not thing that should be discussed in this thread, I know, but this wasn't nice....:88)
stoianm
04-21-11, 01:48 PM
Yep, it's ok. I have only tested it for a short time, can't say anything final yet. I used before your "more color"-mod, but now I'm liking these gray, more realistic colors.
By the way, I just had to abort my test. I crashed into an iceberg and the sub was lost! Whole crew lost! My first contact with iceberg! Aarghh! Was there a fix of some sort to get alerts form icebergs? It's not thing that should be discussed in this thread, I know, but this wasn't nice....:88)
TDW will make the the Icebergs to be detected by hydro.... the best already did that to apear in hydro...but the hydro sound it is not working yet and tdw said he will fix this... but the icebergs can not be spoted by crew watch
tonschk
04-21-11, 08:10 PM
Testing! Looks really good :DL.
Only thing that I have noticed so far (but I'm not sure if it's some mod soup problem) that during midday, the sun seems to shine a bit too brightly. It's definetely more brighter than in W_clears enviroment mod. The sky is almost white in many occasions. One the other hand, it's kind of cool and realistic.
Anyway, I'm going to report more later, thanks! :yeah:
I also agree with a brighter daylight :up:
stoianm
04-22-11, 01:22 AM
No ctds reported untill now:)... so the mod is stable... now i need only to make a better undersea and i will release the mod soon... in the future i will work to improuve the weather... and when paris england or Vanilla will help me maybe i will add fish, dolphins etc... maybe somebody else can help me on this also... if not i will quit for the moment the project to add marine life in game
stoianm
04-22-11, 12:09 PM
1) Fixed the bug with the white color of sky... now i found a good balance between the blue and white... in some area the sky will be more bluish... in some will be more white... DEPENDS BY CLIMATES ZONES
http://i1124.photobucket.com/albums/l568/stoianm/sky.jpg
http://i1124.photobucket.com/albums/l568/stoianm/sky2.jpg
2) Fixed the bug with the sun to bright in midle of the day
http://i1124.photobucket.com/albums/l568/stoianm/sun.jpg
For people that like the vivid colors i added an optional mod Dynamic Environmental SH5 Optional Vivid Colors
For people that like more realistic colors i added an optional mod Dynamic Environmental SH5 Optional Realistic Colors
Please the people that use my beta2 version for test download this patch and install after the mod:
SKY CORRECTION: DOWNLOAD (http://www.mediafire.com/?gtzalypx7hjym1p)
Please when you will have fog days try to observe if the navigator will report to you the real wheater... i noticed that sometime i had fog and the navigator reported like no fog.... i do not know yet if is a game bug or not... i saved the game and i reloaded the save... after that the navigator reported the corect wheater that was in game... i noticed that was in an zone with the Upwelling (near land)
I wait your feedbacks pls
regards
I made a quick test with the sun brightness fix and it seems that you got it just right! It really looks good, I just witnessed some amazing graphics, it seems the world looks different everytime you check what's going on. I really like how the color of sea changes, you did it man! :yeah:
One thing that bothers me now is that the night graphics can't compare with the daytime graphics. I guess it's hard coded, but the stars bug me. When there is fog, the stars still shine brighty. Night-time storm atmosphere suffers because of this. Well, it's not a this mods problem, it's a problem with the games engine.
I had a small problem with the rain sounds (I like all the other additional enviromental sounds!). Somehow it sounded too local, too detailed if you know what I mean. And I couldn't hear the rain if I used free camera and went away from the boat. I need to test this more, could be my own mess.
By the way, I remember reading that somebody (maybe Sober?) made a fix to the skipping wave animations. Could it be included in this mod? Or do I remember wrong?
Keep it up, this is great! :up:
stoianm
04-22-11, 01:10 PM
I made a quick test with the sun brightness fix and it seems that you got it just right! It really looks good, I just witnessed some amazing graphics, it seems the world looks different everytime you check what's going on. I really like how the color of sea changes, you did it man! :yeah:
Check the underwater colors also.. you will be very surpised:DL
One thing that bothers me now is that the night graphics can't compare with the daytime graphics. I guess it's hard coded, but the stars bug me. When there is fog, the stars still shine brighty. Night-time storm atmosphere suffers because of this. Well, it's not a this mods problem, it's a problem with the games engine.
This is a game bug... i noticed that when we have heavy fog we have in the same time heavy clouds... i will try to put very down the clouds in night time... maybe like this the clouds will cover the stars and the moon... i dunno if will work
I had a small problem with the rain sounds (I like all the other additional enviromental sounds!). Somehow it sounded too local, too detailed if you know what I mean. And I couldn't hear the rain if I used free camera and went away from the boat. I need to test this more, could be my own mess.
Here you and stormy are the specialists... you feel free to adjust all the env sounds that you not like it and i will put in the mod:up:
By the way, I remember reading that somebody (maybe Sober?) made a fix to the skipping wave animations. Could it be included in this mod? Or do I remember wrong?
It is already in the mod:up:
Keep it up, this is great! :up:
read in yellow pls
Stormfly
04-22-11, 02:01 PM
I had a small problem with the rain sounds (I like all the other additional enviromental sounds!). Somehow it sounded too local, too detailed if you know what I mean. And I couldn't hear the rain if I used free camera and went away from the boat. I need to test this more, could be my own mess.
Here you and stormy are the specialists... you feel free to adjust all the env sounds that you not like it and i will put in the mod:up:
iam very sorry, but i deliver already a working rain sound in SDBSM, which is working as it should. ;)
stoianm
04-22-11, 02:03 PM
iam very sorry, but i deliver already a working rain sound in SDBSM, which is working as it should. ;)
So tell me the name of the wrong wave and i will take ot from my mod pls... i do not want that i overitte something wich is worst over your mod
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Goofy.gif
stoianm
04-22-11, 04:23 PM
And here some small steps for me but big steps for the project:haha::
http://i1124.photobucket.com/albums/l568/stoianm/botom1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/botom2.jpg
Now i know how the game use the dds for bottom of the sea... paris sendet to me also his dds files from underwater love... so with the help of Etherberge and Gap i will finish soon the undersea project.... what do you think... look kind of realistic to me... and will be not static... the botom of the sea will change related to the climate zones and to the seasons:woot:
VWFKamikaze
04-22-11, 05:39 PM
Dude, what?!
Oh, man. I need this mod for my Let's Play. :D
stoianm
04-22-11, 05:39 PM
Dude, what?!
Oh, man. I need this mod for my Let's Play. :D
soon:up:
Torpedo
04-23-11, 01:58 AM
Hi stoianm!!!!!
your seabed01 is fantastic and very realistic.
I do not know what I tried to understand how marine plants were distributed, so the seabed01 had become a nightmare :wah:.
I'm very happy for your outstanding work!
Torpedo
stoianm
04-23-11, 02:05 AM
Hi stoianm!!!!!
your seabed01 is fantastic and very realistic.
I do not know what I tried to understand how marine plants were distributed, so the seabed01 had become a nightmare :wah:.
I'm very happy for your outstanding work!
Torpedo
Hi Torpedo... the seabed01.dds and rock.dds are used all over the place in game... so because of that we can not put to have tropical plants and corals in tropics and temperate plants and rocks in temperate... i create diferents dds optional.. so people can choose what they like in game... but if you choose corals and plants for tropics they will be in the temperate too:DL... a bit unrealistic but this how the game is build... it is a midle solution... when you play tropical campaigns you can use corals and tropical plants... when you will be in polar or temperate campaigns is very easy to unninstall the optional mod for corals and tropical plants and to install the one for temperate and polar zones... they can be installed anytime... either in bunker or patrol.
For the bottom of the sea here is a bit more realistic... the game use 32 diferent dds for each zone and each season... so here i will make only a mod... and the bottom of the sea will change in a very realistic way depends were you are on the climate zones and in what season you will be:up:
stoianm
04-23-11, 02:31 AM
Here some screenshoots from the Temperate zone:
http://i1124.photobucket.com/albums/l568/stoianm/b1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/b2.jpg
http://i1124.photobucket.com/albums/l568/stoianm/b3.jpg
http://i1124.photobucket.com/albums/l568/stoianm/g2.jpg
http://i1124.photobucket.com/albums/l568/stoianm/g3.jpg
http://i1124.photobucket.com/albums/l568/stoianm/g4.jpg
http://i1124.photobucket.com/albums/l568/stoianm/g5.jpg
Stormfly
04-23-11, 02:43 AM
hmmm looks delicious :DL
stoianm
04-23-11, 02:50 AM
hmmm looks delicious :DL
yep... i like it very much also... paris england made very nice dds for the bottom undersea... we will rework some a bit (we want to add sand in tropical) and the undersea is finished... we need some fish and sharks in this undewater to be perfect:DL
Silent Steel
04-23-11, 02:57 AM
Everything running without any remarks.
Also running the Sky Correction - just excellent! :up:
The only disadvantage so far is that I might be spending too much time on the bridge now. Enjoying the scenery and forgetting about the rest of the crew... :03:
//
stoianm
04-23-11, 03:01 AM
Everything running without any remarks.
Also running the Sky Correction - just excellent! :up:
The only disadvantage so far is that I might be spending too much time on the bridge now. Enjoying the scenery and forgetting about the rest of the crew... :03:
//
tnx for the feedback... when you will be in fog weather try to observe if the navigator will report you the corect weather type... pls
stoianm
04-23-11, 07:13 AM
One thing that bothers me now is that the night graphics can't compare with the daytime graphics. I guess it's hard coded, but the stars bug me. When there is fog, the stars still shine brighty. Night-time storm atmosphere suffers because of this. Well, it's not a this mods problem, it's a problem with the games engine.
I tryied to put the clouds down... i tryied to put the clouds near your face in game... did not worked... i do not have any more ideeas how i can fix the game bug with seeing stars and moon in night time in heavy fog:damn:... i supouse is hard coded in game and maybe TDW can fix that one day:D
I tryied to put the clouds down... i tryied to put the clouds near your face in game... did not worked... i do not have any more ideeas how i can fix the game bug with seeing stars and moon in night time in heavy fog:damn:... i supouse is hard coded in game and maybe TDW can fix that one day:DThanks anyway for your efforts! Yes, let's hope that someday the stars won't shine anymore... :DL. At least when we all know and agree that there is a problem, it's more possible that somebody will fix it.
Seabed and all the plants look great judging from your screenshots! Can't test more in few days, but it nice to see how it's improving all the time! :yeah:
pascal4541
04-23-11, 12:11 PM
Everything running without any remarks.
Also running the Sky Correction - just excellent! :up:
The only disadvantage so far is that I might be spending too much time on the bridge now. Enjoying the scenery and forgetting about the rest of the crew... :03:
//
:haha:I've also forgotten :03:
very good work Stoianm :up:
stoianm
04-23-11, 07:14 PM
I had critics about the underwater color in Tropical, Sub Tropical and Sub Temperate.... so Gap and Frederic force me to rework the underwater colors in those areas:timeout:
I will apreciate if peoples from those area will came with sugestions about the real underwater colors from those climates zones
I think that i will use an underwater blue color base all around the world... the underwater green will be more in the zones near the lands... but the base blue will be very diferent from each climate... i will start lika a blue cold from nord and i will decrease the saturation to soud:hmmm:
I had critics about the underwater color in Tropical, Sub Tropical and Sub Temperate.... so Gap and Frederic force me to rework the underwater colors in those areas:timeout:
I will apreciate if peoples from those area will came with sugestions about the real underwater colors from those climates zones
I think that i will use an underwater blue color base all around the world... the underwater green will be more in the zones near the lands... but the base blue will be very diferent from each climate... i will start lika a blue cold from nord and i will decrease the saturation to soud:hmmm:
Stoianm, I wouldn't spend too much time on the underwater parts. Many don't even look there because we play with external cam off. But if you do anything, make the water near land and in shallow water more murky and green and water "out to sea" more blue and clear. That's my 2 cents. :salute:
Silent Steel
04-24-11, 12:27 AM
tnx for the feedback... when you will be in fog weather try to observe if the navigator will report you the corect weather type... pls
Yes Sir :salute:
stoianm
04-24-11, 03:00 AM
Like here we want to reproduce the sand in some areas:
http://i1124.photobucket.com/albums/l568/stoianm/sand1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/sand2.jpg
We will use diferents colors for textures related to areas and seasons... what do you think?... it look like sand or we will should rework more?:hmmm:
pascal4541
04-24-11, 03:05 AM
The sand is very good...Nice
Stormfly
04-24-11, 03:12 AM
yes, i realy like it !
stoianm
04-24-11, 04:08 AM
:DLStoianm, I wouldn't spend too much time on the underwater parts. Many don't even look there because we play with external cam off. But if you do anything, make the water near land and in shallow water more murky and green and water "out to sea" more blue and clear. That's my 2 cents. :salute:
Yes.. i will use only blue like base on the opean sea for underwater... but my opinion is that only 2 players from 10 play without external camera.. so i want to make the underwater as much as realistic that the game parameters allow me... i have some errors reported from example.. i puted the upwelling phenomen in some areas around meditarenean... frederic observed this and it is not realistic.... so i will take the murky water from those areas even is close to lands... also i am testing now the new climateszones.tga reworked by Gap... i have some areas where the zones are changing very often ... like at each pixel (aroud 40 km game distance)... so i want to see that we will not have like for 40 km fog... after 40 rain... after 40 km sun etc:DL... will be an ugly efect... i dunno for sure if the game cange color code on tga also change the weather type very drastic... if will be ok than the new climatezones.tga will be very complex and you will be never bored when you will play:DL
Silent Steel
04-24-11, 04:21 AM
Found this today. Is this weather really "klar"?
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4117
:o
/
stoianm
04-24-11, 04:23 AM
Found this today. Is this weather really "klar"?
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=4117
:o
/
seems that is medium clouds... it is a game bug... save in that position... exit in my menu... reload the save... se if the navigator will say easy clouds or something like this
Silent Steel
04-24-11, 04:29 AM
seems that is medium clouds... it is a game bug... save in that position... exit in my menu... reload the save... se if the navigator will say easy clouds or something like this
Will do! :salute:
Edit: BTW, "exit in my menu..." meaning Main Menu or?
//
stoianm
04-24-11, 06:23 AM
Will do! :salute:
Edit: BTW, "exit in my menu..." meaning Main Menu or?
//
:DL... yes main menu... sorry... typing error
stoianm
04-24-11, 06:25 AM
i like more this sand::hmmm:
http://i1124.photobucket.com/albums/l568/stoianm/sab1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/sab2.jpg
http://i1124.photobucket.com/albums/l568/stoianm/sab3.jpg
Silent Steel
04-24-11, 06:32 AM
i like more this sand::hmmm:
Me too :up:
//
pascal4541
04-24-11, 06:56 AM
I love it also But that difficult to judge from pictures...
We need more variety ... you do not work enough :haha:
is obviously a joke ;)
stoianm
04-24-11, 06:59 AM
I love it also But that difficult to judge from pictures...
We need more variety ... you do not work enough :haha:
is obviously a joke ;)
this is the base only... will be diferents colors.. depends by regions and seasons:up:
pascal4541
04-24-11, 07:19 AM
:yep: I trust the good result...the results are excellent from the beginning ... Just a few minor adjustments...
thank you Stoianm and all participants in the adventure :up:
7thSeal
04-24-11, 06:11 PM
stoianm your work is very precise and looking forward to the release of this. :yep:
tonschk
04-24-11, 06:17 PM
i like more this sand::hmmm:
Both sands are OK ,:up:
naights
04-24-11, 06:57 PM
Hi:
maybe this sand textures help:
http://tinypic.com/view.php?pic=1z65ytk&s=7
http://tinypic.com/view.php?pic=s4sacz&s=7
http://tinypic.com/view.php?pic=2ypdyxg&s=7
Bye !!
stoianm
04-24-11, 07:04 PM
Hi:
maybe this sand textures help:
http://tinypic.com/view.php?pic=1z65ytk&s=7
http://tinypic.com/view.php?pic=s4sacz&s=7
http://tinypic.com/view.php?pic=2ypdyxg&s=7
Bye !!
thank you
stoianm
04-24-11, 09:03 PM
http://i1124.photobucket.com/albums/l568/stoianm/sable.jpg
marleymen
04-24-11, 09:53 PM
You´re a machine Mihai.:arrgh!:
Keep with the good work.
From the two you showed second is better than first.
This one from naights looks superb for me, I would like to see in your screenshoots:
http://tinypic.com/view.php?pic=2ypdyxg&s=7
Chevelless
04-24-11, 11:05 PM
Fantastic work!!
The sand look quite realistic and with those plants underwater, it make me feel like diving =):up:
But a small doubt that if the new textures will require a higher performance graphic card?
stoianm
04-25-11, 03:11 AM
Fantastic work!!
The sand look quite realistic and with those plants underwater, it make me feel like diving =):up:
But a small doubt that if the new textures will require a higher performance graphic card?
The new textures can slow down some PC... because of that the mod for texture will be optional:up:
stoianm
04-25-11, 03:34 AM
You´re a machine Mihai.:arrgh!:
Keep with the good work.
From the two you showed second is better than first.
This one from naights looks superb for me, I would like to see in your screenshoots:
http://tinypic.com/view.php?pic=2ypdyxg&s=7
I am not allone Perico on these textures... i have a big help from Etheberge and from Gap
We will try... even if we will use the same texture from there do not means in game will be the same... the bigest problem is that the game use same 32 dds textures from sand for the botom of the sea and for the sand from the beaches from exterior.. because of that we can not put on them for example in tropical coral, cochilias or marine plants... will apear also on exterior of the game and will be very wired... so we must to keep a good balance on these textures:DL
stoianm
04-26-11, 11:33 AM
Reworked all the underwater colors and saturation.... i was helped by the sugestions of an retired sailor long race... seems very realistic now... the underwater color is a blue base... green underwater is only near lands... and in the zones with upwelling phenomen... i like very much the new realistics underwater colors... and they are very dynamic also:DL
marleymen
04-26-11, 05:45 PM
Release a beta !!!!!! :rotfl2::arrgh!:
stoianm
04-26-11, 05:48 PM
Release a beta !!!!!! :rotfl2::arrgh!:
Soon... i am very hapy with the results... today i was very inspired:D... another retired sea man and profesional photographer tested the game on all mediteraneea sea (the place where he live)... and i just received a PM... he said it is exactly like in reality:shucks:
marleymen
04-26-11, 05:50 PM
Good news about that. If it´s not perfect colour I´ll use it too. :|\\
stoianm
04-26-11, 07:52 PM
I have made 2 upwelling base... 1 very realstic and other realistic with a good eye candy balance ... and i got an ideea:cool:.... i will use 6 diferents upwelling zones.. the game will be very very unstatic... depends wich land you will be close the colors will be diferent... the light luminosity also in night time - tropical more luminosity... polar less luminosity and temperate a balanced luminosity... it is awsome:rock:... now i am going back to work... i must to do a lot of changes:timeout:
stoianm
04-26-11, 08:31 PM
Polar underwater:
A picture from net:
http://i1124.photobucket.com/albums/l568/stoianm/bear.jpg
A picture from dynamic env SH5 in polar area:
http://i1124.photobucket.com/albums/l568/stoianm/polar1.jpg
Another picture from net:
http://i1124.photobucket.com/albums/l568/stoianm/bear2.jpg
And another picture from dynamic env SH5 in same polar area:
http://i1124.photobucket.com/albums/l568/stoianm/polar2.jpg
I like it.... maybe to vivid but i like it:hmmm:
Now this is looks nice :up:
Dagoland
04-26-11, 09:45 PM
The MOD are doing Stoianm going to be awesome, almost every day we're showing as it is becoming, is the pictures are excellent as well as the videos in youtube, we are all eager to see the Dynamic Environmental.:salute:
Waiting patiently while we all eager to see it.
Greetings:yeah:
stoianm
04-26-11, 10:10 PM
Dynamic Env SH5 Underwater in Tropical close to Sub Temperate area:
http://i1124.photobucket.com/albums/l568/stoianm/tropical1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/tropical2.jpg
stoianm
04-26-11, 10:11 PM
Dynamic Env SH5 Underwater in zones near lands where is upwelling:
http://i1124.photobucket.com/albums/l568/stoianm/up1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/up2.jpg
stoianm
04-26-11, 10:15 PM
Dynamic Env SH5 diferent upwellings areas in morning with big waves:
http://i1124.photobucket.com/albums/l568/stoianm/e2.jpg
http://i1124.photobucket.com/albums/l568/stoianm/e3-1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/e4.jpg
http://i1124.photobucket.com/albums/l568/stoianm/e5.jpg
http://i1124.photobucket.com/albums/l568/stoianm/eclouds.jpg
stoianm
04-26-11, 10:18 PM
Dynamic Env SH5 upwelling areaa in very bad stormy weather:
http://i1124.photobucket.com/albums/l568/stoianm/e1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/estorm1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/estorm2.jpg
You will never get bored:DL.... now Gap is focusing to make around 200 new cfg files for weather... we will make a very realistic weather... you will travel in areas with fog, area with rain, with wind ... etc.. like in reality.... still a lot of work to do left
stoianm
04-26-11, 10:45 PM
Dynamic Env SH5 - winter - spring season.... 10:00 GMT time..... weather: easy clouds... wind 15/s ... big waves... in al the pictures.... but the areas are diferent... try to observe the water and horizont colors specified to each area in the exacte same conditions:
Polar:
http://i1124.photobucket.com/albums/l568/stoianm/wp.jpg
Temperate:
http://i1124.photobucket.com/albums/l568/stoianm/wt.jpg
Sub Temperate:
http://i1124.photobucket.com/albums/l568/stoianm/wst.jpg
Tropical:
http://i1124.photobucket.com/albums/l568/stoianm/wtrop.jpg
Temperate upwelling areas:
http://i1124.photobucket.com/albums/l568/stoianm/wup1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/wup2.jpg
:)
Dagoland
04-26-11, 11:48 PM
Wooowwww, great pics.
I think it will be worth waiting for this mod, these new pictures are really very impressive. I have a question, there will be waves of this size?
http://img860.imageshack.us/i/sh52011032203291070.jpg/
http://img860.imageshack.us/i/sh52011032203291070.jpg/
I have a set so the seaparameters.cfg, for winds of 15m / s the waves cover the submarine, I think is very realistic so the size of the waves at sea, but what is not very realistic that if I am in a port or a place where the waves are not very big, just have waves of that size to 15m / s.
It may fix the waves according to the zone are very large and not in others, such as a port or bay?:hmmm:
My English is not very good, I hope you understand what I say.:damn:
Greetings and continuing the excellent work:salute:
stoianm
04-26-11, 11:58 PM
Wooowwww, great pics.
I think it will be worth waiting for this mod, these new pictures are really very impressive. I have a question, there will be waves of this size?
http://img860.imageshack.us/i/sh52011032203291070.jpg/
http://img860.imageshack.us/i/sh52011032203291070.jpg/
I have a set so the seaparameters.cfg, for winds of 15m / s the waves cover the submarine, I think is very realistic so the size of the waves at sea, but what is not very realistic that if I am in a port or a place where the waves are not very big, just have waves of that size to 15m / s.
It may fix the waves according to the zone are very large and not in others, such as a port or bay?:hmmm:
waves are the same all over the zone... can not be related on the tga... is a parameter that aplies all over the game
My English is not very good, I hope you understand what I say.:damn:
i am understand ... your english is ok
Greetings and continuing the excellent work:salute:
The problem with waves is that if you increase to much you lose the wake or you will have foam at wind of 3 m/s and is not realistic... so increasing the waves has side efects.... also that will slow down some pc... because of that i made the waves like a optional mod... i have:
1) Dynamic Env SH5 waves (normal)
2) Dynamic Env SH5 waves (high)
Sober is specialist in wave.... so i use for hig his wave mod v15 and for normal a wave mod made by me.... it will be place in the mod for everybody preferences:up:... read in yellow also pls
Dagoland
04-27-11, 12:39 AM
Now I understood well, thank you very much.
I'll miss the really big waves. :wah:
But you are right, always distorts the wake of the sub.:up:
Greetings:salute:
urfisch
04-27-11, 02:57 AM
nice work!!!
binzy62
04-27-11, 04:15 AM
This is excellent work ... and going to be well worth the wait .
Stormfly
04-27-11, 05:24 AM
those many different weather cfg files are very important for the game, nice pictures :up:
stoianm
04-27-11, 05:29 AM
those many different weather cfg files are very important for the game, nice pictures :up:
yes very important... from there we can control the weather:yep:
TheDarkWraith
04-27-11, 06:54 AM
Now I understood well, thank you very much.
I'll miss the really big waves. :wah:
But you are right, always distorts the wake of the sub.:up:
Greetings:salute:
You can make the wakes stay. You just have to edit the controllers responsible for the wakes and set the min altitude lower, say like -3 or -4. IIRC they are currently at -2.
stoianm
04-27-11, 07:01 AM
You can make the wakes stay. You just have to edit the controllers responsible for the wakes and set the min altitude lower, say like -3 or -4. IIRC they are currently at -2.
This is a good information... so to not have side efects what is the max parameter that i can use there?:hmmm:... anyway i will make tests and i will make a very bigs and scary waves:D
TheDarkWraith
04-27-11, 07:04 AM
This is a good information... so to not have side efects what is the max parameter that i can use there?:hmmm:... anyway i will make tests and i will make a very bigs and scary waves:D
The max parameter will be defined by:
- calm seas
- running ahead flank
- diving the sub and seeing if the wake disappearing time is ok (which is dependent upon the sub's depth)
stoianm
04-27-11, 07:06 AM
The max parameter will be defined by:
- calm seas
- running ahead flank
- diving the sub and seeing if the wake disappearing time is ok (which is dependent upon the sub's depth)
tnx:salute:
stoianm
04-27-11, 08:15 AM
We just got an ideea after Dagoland pop up his question about waves... so i need some advices... we want to put near big ports area in game not so big waves like in open sea... this will increase the immersivity of the game:rock:... so i need some suggestions... what you think should be the highest wind speed in areas near big ports?
Good point Dagoland:up:
Also if you have another sugestion about weather to increase the immersivity of the game and if is posible to do that your sugestions are more than welcomed...
So please give me a maxim number for the wind near ports areas
regards
EDIT: just go in hystoric mission... go near port area... put wind 15 and see if is wired... and lower the wind until you will catch the right value... i can not to do that because i was never in a port and i never saw how big waves are in ports
Depends on location. You will never have waves like in Hawaii in LaSpezia etc. Is not just about wind power, but also the shore geology. I dont think this a good idea because pushing things beyond the game limits will cause side effects. Enviro mod had some nice rogue waves tho...
http://farm5.static.flickr.com/4086/5109954974_fa98dc9899_b.jpg
If the waves are just too high a sub would dive anyway is pointless to ride a hurricane.
stoianm
04-27-11, 09:15 AM
Depends on location. You will never have waves like in Hawaii in LaSpezia etc. Is not just about wind power, but also the shore geology. I dont think this a good idea because pushing things beyond the game limits will cause side effects. How is now in stock is just ok, I even had meet a rogue wave once ..
http://farm5.static.flickr.com/4086/5109954974_fa98dc9899_b.jpg
If the waves are just too high a sub would dive anyway is pointless to ride a hurricane.
It is easy for us... we already tested those zones in tga and we already have the cfg made for them... we need t know wich will be the max limit realistic and we will just change some numbers in some cfg files... will take less than 5 minutes... we do not push the game more... we just make some limitations on those areas
SteelViking
04-27-11, 02:49 PM
Hey stoianm in taking a look at the GR2 and .sim for the undersea objects, there are always 3 controllers lost upon loading up the .sim in Goblin. Why is that, do you know? And, where is the GR2 that has nodes for the controller which gives the sea floor caustics?
Stevepine
04-27-11, 04:46 PM
one of the things about storms until now in SH5 for me is that you have thunder, lightning and heavy rain but the waves are just not storm size. (sigh)
I really.... really... will love your mod if you can produce really large storm waves. :up:
SteelViking
04-27-11, 05:22 PM
Calling Privateer, or TDW. I think we have a GR2 mystery here to solve. I really cannot figure out where the extra caustic controllers found in the undersea.sim file are supposed to go. I would guess they are for the sea floor, but I cannot find the GR2 that contains the proper nodes for that. I even looked into the hex and I can't figure enough out to track down the missing nodes.
Protected Ports, as in mostly surrounded by land/barrier islands, should never have more than a two foot chop/waves unless VERY extreme weather.
Coastline Ports.... Anyones guess depending on geography and wind direction, tides , ect.
One thing that would be intresting....
Sand Bars/Shallows.
When approaching port a Captain scans the surface for "Turbulent water" which indicates depth changes.... as in there will be small waves over a shallow sand bar on calm days.
You can find the channel on a swift moving tide this way as well.
If there was a way to "simulate" this with waves, color change in water, maybe some "foam" over extreme shallows when calm ?
That would be awsome !
Hard to do I guess tho... as it would be for relatively small "Zones", and the transition may be rough... if its even possible at all.
Short of that....
How about some channel markers ?
Every Port I've been in has them.... Some are lit, some radar reflectors, some mere wood poles !
Had a Skipper once that would beat this old phrase into you when driving home, as we took shifts at the wheel...... "Red on Right when Returning.".
Lord pitty the fool that ran aground.... as Every Skipper in Port would be sure to hear about it, and the jokes never cease !
Anywyas......
stoianm
04-27-11, 07:00 PM
Hey stoianm in taking a look at the GR2 and .sim for the undersea objects, there are always 3 controllers lost upon loading up the .sim in Goblin. Why is that, do you know? And, where is the GR2 that has nodes for the controller which gives the sea floor caustics?
Hi,
There are 3 granny caustics controlr for rocks... the one for plants gived me errors and i added... so finnaly i had 3 for rock and 3 for grass.... i supouse the parameter is the ''STRENGHT'''.... but even if i change and globin show me chages, in game i du not see caustics on rocks or plants:hmmm:
http://i1124.photobucket.com/albums/l568/stoianm/grany.jpg
stoianm
04-27-11, 07:17 PM
Protected Ports, as in mostly surrounded by land/barrier islands, should never have more than a two foot chop/waves unless VERY extreme weather.
Coastline Ports.... Anyones guess depending on geography and wind direction, tides , ect.
One thing that would be intresting....
Sand Bars/Shallows.
When approaching port a Captain scans the surface for "Turbulent water" which indicates depth changes.... as in there will be small waves over a shallow sand bar on calm days.
You can find the channel on a swift moving tide this way as well.
If there was a way to "simulate" this with waves, color change in water, maybe some "foam" over extreme shallows when calm ?
That would be awsome !
Hard to do I guess tho... as it would be for relatively small "Zones", and the transition may be rough... if its even possible at all.
Short of that....
How about some channel markers ?
Every Port I've been in has them.... Some are lit, some radar reflectors, some mere wood poles !
Had a Skipper once that would beat this old phrase into you when driving home, as we took shifts at the wheel...... "Red on Right when Returning.".
Lord pitty the fool that ran aground.... as Every Skipper in Port would be sure to hear about it, and the jokes never cease !
Anywyas......
.... channel markers... to complicate for me... sorry
More of a thought than a request...Lol !
Looking forward to your efforts !
Be Well............
:)
Dagoland
04-27-11, 10:29 PM
We just got an ideea after Dagoland pop up his question about waves... so i need some advices... we want to put near big ports area in game not so big waves like in open sea... this will increase the immersivity of the game:rock:... so i need some suggestions... what you think should be the highest wind speed in areas near big ports?
Good point Dagoland:up:
Also if you have another sugestion about weather to increase the immersivity of the game and if is posible to do that your sugestions are more than welcomed...
So please give me a maxim number for the wind near ports areas
regards
EDIT: just go in hystoric mission... go near port area... put wind 15 and see if is wired... and lower the wind until you will catch the right value... i can not to do that because i was never in a port and i never saw how big waves are in ports
Well try to help even a little, because my knowledge in what you do is limited, at least I can do is give some suggestions, and put some small idea.
You guys are doing the SH5, something completely different than it was, no wonder that at some point, use the engine of SH5 and experience in the MODs created a simulator, entirely new someday.:woot:
The last image you uploaded, that's the kind of waves that one expects to find in the Atlantic Ocean. Now however, the biggest waves seen in the English Channel, was a few days before the proposed date of D-Day, and after D-Day, there was another major storm that destroyed the artificial harbors that were created with shipwrecks.
The waves that gets screwed the landing bridges and piers, were of the order of 2 to 3 mtrs high, although this is a less common, in my opinion I think the really big waves should be alone at sea.
I enjoyed the image of the wave, bigger than the sub, excellent wallpaper.
I think a good idea of the waves, which can be seen at sea, is where you see in DAS BOOT, now that's a rough sea.:rock:
Greetings:salute:
stoianm
04-27-11, 11:44 PM
I enjoyed the image of the wave, bigger than the sub, excellent wallpaper.
I think a good idea of the waves, which can be seen at sea, is where you see in DAS BOOT, now that's a rough sea.:rock:
Greetings:salute:
You know... i like a lot Das Boot... but, sometime me and Gap, we have a word... that movie is our worst enemy sometime... because he spoiled some things ...people think that everything from that movie was true... well not everything is true... the underwater in Atlantic were they were pretended to be is blue not green ... and so on... about the waves i do not know if they exagerate in that movie... but i tell you for sure not everything that you saw in Das Boot is realistic (same thing for interior of submarine.... i saw some images and pictures and seems that in reality was not so dark inside):DL
Silent Steel
04-28-11, 12:57 AM
Ahoy Stoianm
Now I've tested all various versions of the beta2 with and without the Sky Correction and in as many locations I could think of. Surfaced and submerged. In all kinds of weather.
I can say here on my rig the mods have worked without any whatsoever issues! :up:
Maybe a tiny FPS drop when travelling in port or close to land.
My only problem still is that the beauty of the scenery still makes me stay on the bridge for too long and forgetting to take care of my crew. :oops:
The ongoing progress I see here in the forum is promising and I'm excited to get the released version. Can't wait.
The impression of the differences in places in the world where I've been diving myself is spectacular. (The Caribbean/Thailand/Philippines and the Baltic)
The light, visibility in bad/fair/good weather both under and on the surface are very good.
Surprising is that even in the Baltic I can say is good, maybe just a tiny bit too bright and too greenish.
And I miss a bit the pretty high waves when riding the waves in very bad weather.
But as I see here in the forum this matter is being discussed as I write.
(As maybe some of you know until recently all young men had to do about one year compulsory military service at the age of approx. 18 - 20 years.
I joined the navy and did my service on one of the few swedish subs for 16 months. I stayed for 3 more years.
We were offered to take courses in diving and that's an offer you can't decline. So the Baltic I think I know pretty well :03:)
Greetings from an impressed sailor, grateful to be part of the testing team. :salute:
BTW, works flawlessly with the DBSM by Stormy (reqires Venatore's German U-Boat Crew Language Pack). Haven't found any conflicts.
/
stoianm
04-28-11, 01:06 AM
Ahoy Stoianm
Now I've tested all various versions of the beta2 with and without the Sky Correction and in as many locations I could think of. Surfaced and submerged. In all kinds of weather.
I can say here on my rig the mods have worked without any whatsoever issues! :up:
Maybe a tiny FPS drop when travelling in port or close to land.
My only problem still is that the beauty of the scenery still makes me stay on the bridge for too long and forgetting to take care of my crew. :oops:
The impression of the differences in places in the world where I've been diving myself is spectacular. (The Caribbean/Thailand/Philippines and the Baltic)
The light, visibility in bad/fair/good weather both under and on the surface are very good.
Surprising is that even in the Baltic I can say is good, maybe just a tiny bit too bright and too greenish.
And I miss a bit the pretty high waves when riding the waves in very bad weather.
Greetings from an impressed sailor, grateful to be part of the testing team.
:salute:
/
Tnx....
The new version has changed a lot underwater visibility and bright.... now is more close to realism
The problem with big waves i hope i will find a solution... i am working on it (i am waiting sober also.... he is the guru of the waves:))
In baltic and over manny places i fixed the greenish problem... i reworked a lot all the colors near lands... we will have a bit to greenish water somethime (in trpics and temperate near tropics somethime)... but not so ugly like before... the greenish vivid color will popu-up only between 8 and 9:30 in the mornig and between 16 and 17 in the evening (i can not do better than this because i will lose some other very nice colors in those areas... so we will still have to greenish in some areas near land at those hours in day but it is far better than the version you are testing now).
Tnx for your feedback:salute:
SteelViking
04-28-11, 07:34 AM
Hi,
There are 3 granny caustics controlr for rocks... the one for plants gived me errors and i added... so finnaly i had 3 for rock and 3 for grass.... i supouse the parameter is the ''STRENGHT'''.... but even if i change and globin show me chages, in game i du not see caustics on rocks or plants:hmmm:
http://i1124.photobucket.com/albums/l568/stoianm/grany.jpg
Yes, I tried this also, and got the same result. I looked in game, and I am not even seeing caustics on the rocks! Perhaps the game is not even loading the .sim upon startup?
stoianm
04-28-11, 08:01 AM
Yes, I tried this also, and got the same result. I looked in game, and I am not even seeing caustics on the rocks! Perhaps the game is not even loading the .sim upon startup?
have no ideea wy:hmmm:.... can you try make the best caustic dds in the world?:DL... i mean can you rework the caustics_anim1.dds with that software from last night?... or maybe the one from your underwater mod?... i never tryied?... what do you think?
If TDW or somebody else can not find a solution to put caustic on plants or roks i will abandon this ideea
stoianm
04-28-11, 08:54 AM
Some screenshots:
http://i1124.photobucket.com/albums/l568/stoianm/ter1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/ter2.jpg
I finished all the dds for bottom of the sea:rock:.... in some areas i puted redish sand, in other i puted yellow sand, in oher white sand - al of them close to tropical, subtemperate and subtropical
In others will be rocks etc... the game will be very realistic and unstatic regarding the bottom of the sea
Thans for helping me to Gap and Etheberge and thanks to Paris England that he sendet to me some texture that i used in some areas and seasons.... will be a really joy now to make scuba diving when you will be close to land or in shallows waters:DL
Magic1111
04-28-11, 11:34 AM
Some screenshots:
http://i1124.photobucket.com/albums/l568/stoianm/ter1.jpg
http://i1124.photobucket.com/albums/l568/stoianm/ter2.jpg
I finished all the dds for bottom of the sea:rock:.... in some areas i puted redish sand, in other i puted yellow sand, in oher white sand - al of them close to tropical, subtemperate and subtropical
In others will be rocks etc... the game will be very realistic and unstatic regarding the bottom of the sea
Thans for helping me to Gap and Etheberge and thanks to Paris England that he sendet to me some texture that i used in some areas and seasons.... will be a really joy now to make scuba diving when you will be close to land or in shallows waters:DL
WOW :o, the screens looks very, very nice !!! :yeah:
Wonderful work !!! :up:
Best regards,
Magic:salute:
Stormfly
04-28-11, 01:45 PM
:o
http://th876.photobucket.com/albums/ab330/stopoverbreeding/th_captaing.gif
........................and where the hell are those shells and lugworms gone ? ...damn duck-billed platypuses !
:D ...Jokes a side, looks awesome, can`t wait :up:
stoianm
04-28-11, 01:54 PM
:o
http://th876.photobucket.com/albums/ab330/stopoverbreeding/th_captaing.gif
........................and where the hell are those shells and lugworms gone ? ...damn duck-billed platypuses !
:D ...Joeks a side, looks awesome, can`t wait :up:
The mod is ready... i waith for sober to see if we can rework the waves... but anyway i do not think is a good ideea to increase a lot because:
1) will kill fps
2)i understood tha we can have problems ... a big convoy can be decimate by those big waves... so if i will rework the waves will be like an optional mod.... now i am travelling from north pol to south poll to see if i can catch some eventual bugs
also i will like to put caustics on sea plants and roks... if is not posible is not so big deal... i will do maybe in the new version... niw the weather is on our control... it is not the game anymore that control it:D... not so in big proportion anyway... and the colors are:o
stoianm
04-28-11, 04:08 PM
Finally i tooked out that ugly green saturate water from the morning... near lands:rock:.... i obtained exact the color that i was looking for that area... a combination betwee green, gray and cold blue:
http://i1124.photobucket.com/albums/l568/stoianm/up.jpg
stoianm
04-28-11, 04:36 PM
Here is the white sand in shalow waters-upwelling area - screenshot take from the water exterior:):
http://i1124.photobucket.com/albums/l568/stoianm/sand.jpg
stoianm
04-28-11, 11:41 PM
Very nice :yeah:
Tested the mod for 12 hours in row:
1) no ctds
2) because we made the zlimatezones.tga to switch in some areaa at each pixel ... the game change very often the wind speed.... this is very realistic and i am happy was worked like we suposed and the game can take this very easy:)
3)the zones where we puted fog..... i noticed that the medium fog is predominant... but the wind is changing often... 4) the colors change variation is ok... not ugly efects between changes because the color transition used in the cfg files was good
5) no anny lags... the dds for ocean floor are very big.... around 16 mb each... so for people with so and so pc i suggest to test with these textures and is they have lags to unninstall
6) the base mod is now in 3 versions and i made like 7 another optional mods: like brighter night, darker nights, etc
7)i think i will release soon.. i have only the waves to test and some minors adjustements
regards
Silent Steel
04-29-11, 12:11 AM
Tested the mod for 12 hours in row:
5) no anny lags... the dds for ocean floor are very big.... around 16 mb each... so for people with so and so pc i suggest to test with these textures and is they have lags to unninstall
You ARE a wizard and an absolute artist! :rock:
Absolutely awesome, for instance when I see how you have made the transparency and the white sand in shallow water. :o
As for lags - have you tested it with the D3D Anti lag mod? How does it run if you set FPS to about 35-36 and render 2?
Can't wait.
Are you sure you don't need some more assistance testing the mods? :03:
Respect!
//
stoianm
04-29-11, 12:28 AM
You ARE a wizard and an absolute artist! :rock:
Absolutely awesome, for instance when I see how you have made the transparency and the white sand in shallow water. :o
As for lags - have you tested it with the D3D Anti lag mod? How does it run if you set FPS to about 35-36 and render 2?
Can't wait.
Are you sure you don't need some more assistance testing the mods? :03:
Respect!
//
i am just a mod twiker:)... and i am not alone:)... i know about antilag... but i do not want to use it... i was speaking about other computers ... mine is ok
i have not the mod paked... is in manny pieces... on my desktop.... no need for beta ... soon will be released
stoianm
04-29-11, 01:41 AM
Another type of sand... in shalow waters... in another area... this one is a bit redish:
http://i1124.photobucket.com/albums/l568/stoianm/sandy.jpg
http://i1124.photobucket.com/albums/l568/stoianm/sandyellow.jpg
We can easy observe that is diferent from the white one:):
http://i1124.photobucket.com/albums/l568/stoianm/sand.jpg
Silent Steel
04-29-11, 01:50 AM
Another type of sand... in shalow waters... in another area... this one is a bit redish:
We can easy observe that is diferent from the white one:):
Can't take any more of this (hehe :D)
Getting desperate.
Release it, pleeease. :yep:
//
Sbygneus
04-29-11, 05:44 AM
Stoianm, the things you do are outstanding!
I like your youtube guides, too. Keep your exellent work,
SH5 community needs you! :salute:
urfisch
04-29-11, 07:04 AM
very nice and realistic colors!!!
:salute:
Great job mate!:woot: Just waiting the release to start a new career. :yeah:
Silent Steel
04-29-11, 08:33 AM
Great job mate!:woot: Just waiting the release to start a new career. :yeah:
As I've been testing the Dynamic Environment mod I can say that it works perfectly even if activated during a career and campaign. :yeah:
//
As I've been testing the Dynamic Environment mod I can say that it works perfectly even if activated during a career and campaign. :yeah:
//
Most wonderfull news. I´ve tested the beta 1 version in the middle of my former career but was afraid new versions would require a new campaign. Thanks! :up:
Just one question, would icebergs work on this mod?
pascal4541
04-29-11, 09:48 AM
As I've been testing the Dynamic Environment mod I can say that it works perfectly even if activated during a career and campaign. :yeah:
//
and even with a modest configuration...
Nice job stoianm :up:
Another type of sand... in shalow waters... in another area... this one is a bit redish:
http://i1124.photobucket.com/albums/l568/stoianm/sandy.jpg
:o :hmmm: who teached you to park your submarine like this?
Mate, if it was on me I would confiscate your sailing license! ;)
stoianm
04-29-11, 09:54 AM
:o :hmmm: who teached you to park your submarine like this?
Mate, if it was on me I would confiscate your sailing license! ;)
Why... i was parking in shalow waters to make scuba diving:DL
pascal4541
04-29-11, 09:54 AM
:haha:
Why... i was parking in shalow waters to make scuba diving:DL
Then I would thrash even your diving license! :D
Sepp von Ch.
04-29-11, 10:05 AM
Depends on location. You will never have waves like in Hawaii in LaSpezia etc. Is not just about wind power, but also the shore geology. I dont think this a good idea because pushing things beyond the game limits will cause side effects. Enviro mod had some nice rogue waves tho...
http://farm5.static.flickr.com/4086/5109954974_fa98dc9899_b.jpg
If the waves are just too high a sub would dive anyway is pointless to ride a hurricane.
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.
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