Log in

View Full Version : [REL] Dynamic Environment SH5


Pages : 1 2 [3]

THE_MASK
01-08-14, 04:11 PM
Why doesn't someone else have a go at the waves . Its just notepad . Put the game in windows mode and have a smaller resolution size than your monitor . With TDW New Ui mod you can change weather using single missions . Change a parameter in Silent Hunter 5\data\Env\SeaParameters with notepad then save and look at it in the single mission (load a mission after changing a parameter to look at the change then quit the single mission) . Exit back to the main game menu . Change the parameter again and look at it in the single mission again . etc etc . Someone might have some fresh ideas about how the SeaParameters work together .
My last waves mod was done like that to make it harder to use the deck gun , spot things with scopes . In other words to actually make it difficult in rough weather , something of a challenge .

gap
01-08-14, 06:01 PM
Why doesn't someone else have a go at the waves

...

Someone might have some fresh ideas about how the SeaParameters work together .

Yes, good question. Why? :hmmm:

I have on my HD a collection of articles on ocean waves (with formulas) and a simplified spreadsheet for calculating average wave height, length, period and speed as a function of wind speed. There are many more parameters than these in SH%, but the above could be a starting point for simulating realistic waves in game. Due to the poor state of my system I cannot embark myself in long testing sessions, but I would be glad to share my little knowledge-base on the subject.

Similarly, I am sure that te other SH5 modders who have previously dealed with SH waves (sober, Volodya, Fifi), would be happy to help withe their knowledge on wave parameters.


My last waves mod was done like that to make it harder to use the deck gun , spot things with scopes . In other words to actually make it difficult in rough weather , something of a challenge .

I hope you didn't take my remarks in the wrong way, sober. My comments on your waves are only relative to the their visual aspect (or, more precisely, on the excessively glossy aspect of their surface). On the other hand, I think that their physical properties go in the right direction. :up:

On a side note, I have just noticed that there are some wave parameter which might affect AI ship's gun aiming. I am talking about LargeWavesCoef, FarWavesScale and FarWavesStrength. Vdr1981 might be interested into this particular topic, as he is the one who noticed for the first time that close ships have a worst aim than far one.

Vecko, are you there? :)

Raven_2012
01-08-14, 06:06 PM
OK, thanks. I didn't realize normal was the low end wave mechanics.

Don't forget that SHO's physics model is likely much more simplified compared to SH5. Wave motion and vessels' pitch and roll are probably no more than pre-set visual effects in SHO (smoother and nicer, but lesser real), whereas, in SH5, they must be calculated frame by frame and they affect units' performances.



Well, there are some limitations connected with SH5 waves (small units taking damage or getting submerged by big waves, wind speed limited to a maximum of 15 m/s, AI guns still too accuarate in rough seas, etc.), but I also think that there is a lot of space for improvement achievable by us modders :up:

For a start, there are some physical constants regarding wave propagation and bodie's motion in a fluid that we should study before we can model realistic waves :know:



The old 'normal version' is now called 'breeze', the medium version is now 'gale' and hurricane is... hurricane :)

RushTheBus
02-25-14, 09:45 PM
Gap, stupid question. Can you enable Breeze, Gale & Hurricane sub mods to encompass all wind conditions?

GT182
02-28-14, 07:31 PM
Hi Gary,

If you were using Dynamic Environment v 2.1, you can enabled the new version any time :up:

By that I take it you mean I wouldn't have to start a new career? And yes I do have the Dyn Env v2.1 mod installed right now. Just uninstall 2.1 and install 2.9 in the same lines where 2.1 was?

gap
02-28-14, 08:22 PM
Gap, stupid question. Can you enable Breeze, Gale & Hurricane sub mods to encompass all wind conditions?

Hi RushTheBus, sorry for the late reply. :)

The naming of DynEnv's submods have probably misleaded you into thinking that they apply to different wind ranges, and that they can therefore be enabled together. I and stoianm could have actually called them "normal version", "very high waves version" and "high waves with abnormal frequency version". They all, especially the last two, are sort of experimental, as they try to address a limitation of the game engine (which limits the wind speed to max 15 m/s) by increasing dramatically wave strenght leawing wind speeds unaltered. The settings of the three of them are found in the same file, and enabling more than one would mean that only the one enabled last would be applied. On the other hand, their merging into one file, would require a delicate averaging/finetunig of parameters from different version applying to the same wind speeds, rather than a simple copy/paste process.

Waiting for a proper wave mod, I suggest you sticking to one of the following:

- breeze version (as included in DynEnv's package);
- gale version with Fifi's improvements (available as an external download at post #1);
- sobers wave mod (also available from post #1)

By that I take it you mean I wouldn't have to start a new career? And yes I do have the Dyn Env v2.1 mod installed right now. Just uninstall 2.1 and install 2.9 in the same lines where 2.1 was?

yep, v 2.9 is an optimization of v 2.1, but core files are mostly unchanged. More in general, not being saved in save games, environmental parameters can be edited during campaign with relative safety. This is on the pro side, the cons being that on game reload, weather is never the same as when you saved it :shifty: :yep:

R1fl3M4n
03-02-14, 02:58 PM
installed the mod, everything looks ok but underwater i see lots of white textures, what did i miss?!

LE: installed the critical update and everything is fine ! nice graphics ! nice mod! 10/10 !!!!

gap
03-02-14, 04:10 PM
installed the mod, everything looks ok but underwater i see lots of white textures, what did i miss?!

LE: installed the critical update and everything is fine ! nice graphics ! nice mod! 10/10 !!!!

:yeah:

Since you are enjoying the mod so mutch, you might be pleased knowing that it was started as a solo project by a country mate of you. I take the occasion for praising (once more) our friend stoianm and all the subsim buddies who have contributed to it! :up: :)

tonschk
03-02-14, 04:18 PM
A Big Thank you to Stoianm :yeah:

:yeah:

Since you are enjoying the mod so mutch, you might be pleased knowing that it was started as a solo project by a country mate of you. I take the occasion for praising (once more) our friend stoianm and all the subsim buddies who have contributed to it! :up: :)

Silent Steel
03-03-14, 10:47 AM
Stoianm - he is the man! :rock:

R1fl3M4n
03-04-14, 11:52 AM
i bet he is :rock:

Silent Steel
03-04-14, 12:49 PM
Desigur :03:

Nufsed
03-17-14, 08:54 AM
This isn't a MOD!.......It's a legend!!!!:up::salute:

gap
03-18-14, 08:51 AM
This isn't a MOD!.......It's a legend!!!!:up::salute:

I am glad you are enjoying this community... legend :D

scissors
03-22-14, 07:01 PM
Is very good and beautiful now ..

Might i suggest if someone is having FPS issues ,
Dont be afraid to use the low res patch ..
My game looks better than ever with it and antialiasing cranked about 3/4 the way up .. The ocean looks the best ive seen it yet with sobers wave mod and best ever tweaks .. Huge swells that feel like swells .The plastic wrap surface is much better than my last install, but im not sure what differences ive made other than the low res patch ,, if you'r using the reg textures and your water looks a lil wrappy on the surface ,, maybe the low res will fix it ? .. anyways ..

Also .. dig it .. I stepped out on the subs conning tower during a hard rain ..For a split second going up the ladder ,, I actually squinted my eyes to keep the rain out .. Thats good stuff i dont care .,later on At some point i made the comparison to Skyrim , And myself felt a sense of accomplishment , at having made my game look like that .
I never liked teh huge defractions in teh underwater fx mod ..
But stock its way too clear ..
And i didnt like the neon green either .,, so i was pretty picky i guess ..
This last loadup , which is pretty bare, but a bit more adventurous than last
Seems just perfect ,PREFECT i say lol .. , Some refraction , but not overpowering like actually looking underwater with bare eyes . Like with goggles on ..
And the green is more subdued ,, much more believable .. Now i install the sea plants .
Question ... Can i install all three versions of the seaplants? IE the Forests, posodinia , and the Reefs .?. or do i have to pick one ?..
Im done .. thx for the hard work . enjoying it ..

gap
03-22-14, 09:36 PM
Might i suggest if someone is having FPS issues ,
Dont be afraid to use the low res patch ..
My game looks better than ever with it and antialiasing cranked about 3/4 the way up ..

I hope more people will get accustomed to using the low res patches, as the advantages of doing it on most systems exceed by far the small decrease in texture quality :yep:


The ocean looks the best ive seen it yet with sobers wave mod and best ever tweaks .. Huge swells that feel like swells .The plastic wrap surface is much better than my last install, but im not sure what differences ive made other than the low res patch ,, if you'r using the reg textures and your water looks a lil wrappy on the surface ,, maybe the low res will fix it ?

I don't see how the low resolution patches might affect waves' "plastic wrap effect", but I am glad anyway that you have found a good balance :up:


Also .. dig it .. I stepped out on the subs conning tower during a hard rain ..For a split second going up the ladder ,, I actually squinted my eyes to keep the rain out .. Thats good stuff i dont care .,later on At some point i made the comparison to Skyrim , And myself felt a sense of accomplishment , at having made my game look like that .

I don't remember who actually tweaked DynEnv's rain drops. Stoianm probably. I will pass on your compliments to him :)


I never liked teh huge defractions in teh underwater fx mod ..
But stock its way too clear ..
And i didnt like the neon green either .,, so i was pretty picky i guess ..
This last loadup , which is pretty bare, but a bit more adventurous than last
Seems just perfect ,PREFECT i say lol .. , Some refraction , but not overpowering like actually looking underwater with bare eyes . Like with goggles on ..
And the green is more subdued ,, much more believable ..

Are you using any of the high visibility submods?
IIRC, main mod's diffraction fx are little stronger than in stock game; high visibility patch, normal version: as in stock game; high visibility patch, high version: almost no diffraction.

As for the green color, I think you mean water's color around Balctic and North Sea. That was another tweak by stoianm (he spent weeks looking for the right balance, back in the days when we were working together on the mod) and it is also one of my favorite DynEnv's features :sunny:

Unfortunately many players use one of the 'no murky waters' patches, thus giving up the effect...


Now i install the sea plants .
Question ... Can i install all three versions of the seaplants? IE the Forests, posodinia , and the Reefs .?. or do i have to pick one ?..
Im done .. thx for the hard work . enjoying it ..

Unfortunately there is no way to use different seaweed textures at the same time. You must enable one of thosee mods at time, depending on where you are currently sailing. The good thing, is that you can switch among them any time :salute:

scissors
03-23-14, 12:20 AM
You know ,The last time i played vanilla , I was pretty impressed with it . For the particular weather that day the water looked pretty good .

Ive decided for what its worth i like it better with the no murky waters, now that ive done a comparison .
To me , the cloudy makes the green too strong .
Im using the low res patch,clear water surface ,sobers waves ,tweaks,no glaring sunlight because the rays get crazy sometimes,teh moonlight mod v3,and ...ambient settings darker nights , no murky waters .
Plus the high res seafloor and plants . which add a lot IMO ..The green isnt as loud with the more transparent water to my eyes ..
I know nothing of the Atlantic Btw .
One thing , maybe the main thing, Is it allows me to crank my graphics settings up to max with the low res patch , .. And everything still run fairly smoothly .

THE_MASK
04-01-14, 01:50 AM
Here they are adjusting the amount of moonlight in the scene from SH4 . How is this adjusted in SH5 ?
http://www.subsim.com/radioroom/showthread.php?t=196108

gap
04-06-14, 12:05 PM
Here they are adjusting the amount of moonlight in the scene from SH4 . How is this adjusted in SH5 ?
http://www.subsim.com/radioroom/showthread.php?t=196108

To the best of my knowledge, there is no parameter in scene.dat dealing with moon lightness and moonlight color. I suppose that one or more of the EnvColors_*.cfg parameters might control them. If that was true, the effect might be varied by weather and geographical area, but it is just my guess anyway. :hmm2:

THE_MASK
04-22-14, 03:43 PM
[SeaType #]
WindSpeed= the wind speed that each sea type applies to
ScaleX= main wave width. In game units? (1 unit = 10 m)
ScaleY= main wave height
ScaleZ= main wave length
ScaleNormal= ?
BumpScaleU= how many times waves' bump map (which file is that?) is sampled over a square of sea surface (in width) (?)
BumpScaleV= how many times waves' bump map is sampled over a square of sea surface (in length) (?)
NormalSharpness= ?
BumpScale= the size of the sea surface square that the bump map is sampled on (in game units?)
BumpStrength= bump map sharpness?
FarWavesScale= this could be a wave scale (X, Y, and Z) modifier, applied to waves far from player's sub (?)
FarWavesStrength= this could be a wave strength (the force applied to seagoing vessels) modifier, applied to waves far from player's sub (?)
FresnelBias= applies to water reflections (http://viewportshader.com/help/XS2Help/Reflections.htm)
FresnelPower= applies to water reflections (http://viewportshader.com/help/XS2Help/Reflections.htm)
LargeWavesArmonics= max number of large waves travelling in a string (?)
LargeWavesCoef= ?
SeaSpeed= how fast waves are travelling compared to wind speed (?)
WaveChoppinessFactor= self explanatory
ReflectionIntensity= self explanatory
ReflectionDeformation= self explanatory
TransparencyDistance=? Transparent water distance from the players view . Wider or narrower view . When looking over the side of the sub you could make the water transparent 18 mts deep by a few meters wide etc . or 25 mts deep x 100 meters wide view . You will get the same view with external camera . stoianm did a transparent water altering the shaders but that made the entire water transparent .
TransparencyDistanceUnder= ? Transparent water distance from the players view . Depth of transparency .
SpecGlossiness= specular reflections glosiness
SpecIntensity= specular reflections strength
SpecSpread= specular reflections angle of spread (?) shape of specular glossiness http://stevesfsxanalysis.wordpress.com/2012/10/11/the-colour-of-water/
UnderSpecGlossiness= ?
UnderSpecIntensity= ?
ExtraSpecGlossiness= ?
ExtraSpecIntensity= ?
ExtraSpecSpread= ?
HeightColorFactor= ? You can give the trough of waves a darker appearance giving the impression of depth . Too much and it looks terrible

gap
04-23-14, 05:40 AM
Thank you sober. Please keep your comments coming :up:

Nufsed
04-23-14, 01:00 PM
I loved the color of the water in this screenshot!
How to achieve this? :hmmm:

http://i5.pixs.ru/thumbs/7/1/9/1272223586_8993561_8225719.jpg (http://pixs.ru/showimage/1272223586_8993561_8225719.jpg)

http://i5.pixs.ru/thumbs/7/5/4/realwaterj_7298490_8225754.jpg (http://pixs.ru/showimage/realwaterj_7298490_8225754.jpg)

And how to make a dark water in bad weather?

http://i.pixs.ru/thumbs/7/6/2/SH5Img2010_4200091_8225762.jpg (http://pixs.ru/showimage/SH5Img2010_4200091_8225762.jpg)

Beautiful!:yeah:

vdr1981
04-23-14, 01:08 PM
Beautiful!:yeah:
What mod is that anyway?

gap
04-23-14, 01:39 PM
What mod is that anyway?

From the water colour, I am 99% sure that those screenies were taken somewhere around the Baltic/North Sea with DynEnv enabled. Difficult to say what wave mod was used though. :hmm2:

THE_MASK
04-23-14, 04:13 PM
From the water colour, I am 99% sure that those screenies were taken somewhere around the Baltic/North Sea with DynEnv enabled. Difficult to say what wave mod was used though. :hmm2:Actually the middle one was using North Atlantic Green 1.1 mod and gap said don't use it because it breaks the Dynamic environment mod color setup . So I stopped using it long ago :yep: You can see the HeightColorFactor in action giving the trough of the wave some depth by making it darker .

gap
04-24-14, 03:53 PM
Actually the middle one was using North Atlantic Green 1.1 mod and gap said don't use it because it breaks the Dynamic environment mod color setup . So I stopped using it long ago :yep: You can see the HeightColorFactor in action giving the trough of the wave some depth by making it darker .

You cannot enable North Atlantic Green on top of Dynamic Environment, but you can replace DynEnv's color settings with the ones of North Atlantic Green, if you prefer them.
North Atlantic Green should only affect underwater colour anyway :hmm2:

Sjizzle
04-24-14, 05:04 PM
You cannot enable North Atlantic Green on top of Dynamic Environment, but you can replace DynEnv's color settings with the ones of North Atlantic Green, if you prefer them.
North Atlantic Green should only affect underwater colour anyway :hmm2:

i have tested now and change only the underwater color

gap
04-25-14, 11:00 AM
i have tested now and change only the underwater color

Under some circumstances, underwater color can get partly visible through the surface. Anyway, as I said before, I am pretty sure that those screenies were taken with DynEnv enabled. Activate the main mod with neither of the 'no murky water' patches, stay in the Baltic, and towards the sunset you will get about the same colours as seen in the pictures below :up:

I have no idea about the wave mod used though.

vdr1981
04-26-14, 08:59 AM
[SeaType #]
WindSpeed= the wind speed that each sea type applies to
ScaleX= main wave width. In game units? (1 unit = 10 m)
ScaleY= main wave height
ScaleZ= main wave length
ScaleNormal= ?
BumpScaleU= how many times waves' bump map (which file is that?) is sampled over a square of sea surface (in width) (?)
BumpScaleV= how many times waves' bump map is sampled over a square of sea surface (in length) (?)
NormalSharpness= ?
BumpScale= the size of the sea surface square that the bump map is sampled on (in game units?)
BumpStrength= bump map sharpness?
FarWavesScale= this could be a wave scale (X, Y, and Z) modifier, applied to waves far from player's sub (?)
FarWavesStrength= this could be a wave strength (the force applied to seagoing vessels) modifier, applied to waves far from player's sub (?)
FresnelBias= applies to water reflections (http://viewportshader.com/help/XS2Help/Reflections.htm)
FresnelPower= applies to water reflections (http://viewportshader.com/help/XS2Help/Reflections.htm)
LargeWavesArmonics= max number of large waves travelling in a string (?)
LargeWavesCoef= Drag coef. introduced to the vessel when it hits large wave, O-no drag, 1- shiping goes nowhere...
SeaSpeed= how fast waves are travelling compared to wind speed (?)
WaveChoppinessFactor= self explanatory
ReflectionIntensity= self explanatory
ReflectionDeformation= self explanatory
TransparencyDistance=? Transparent water distance from the players view . Wider or narrower view . When looking over the side of the sub you could make the water transparent 18 mts deep by a few meters wide etc . or 25 mts deep x 100 meters wide view . You will get the same view with external camera . stoianm did a transparent water altering the shaders but that made the entire water transparent .
TransparencyDistanceUnder= ? Transparent water distance from the players view . Depth of transparency .
SpecGlossiness= specular reflections glosiness
SpecIntensity= specular reflections strength
SpecSpread= specular reflections angle of spread (?) shape of specular glossiness http://stevesfsxanalysis.wordpress.com/2012/10/11/the-colour-of-water/
UnderSpecGlossiness= ?
UnderSpecIntensity= ?
ExtraSpecGlossiness= ?
ExtraSpecIntensity= ?
ExtraSpecSpread= ?
HeightColorFactor= ? You can give the trough of waves a darker appearance giving the impression of depth . Too much and it looks terrible


Small digression...

Volkier
06-14-14, 05:27 AM
Ok, I have to say that I'm blind. Re-read the main post three times now, and all I see are the 'patches' and add-ons "to be enabled after the main mod", but I can't seem to find that "main mod" anywhere at all. :help:

Defiance
06-14-14, 05:50 AM
http://www.subsim.com/radioroom/downloads.php?do=file&id=3975

From downloads, link should work i hope

:up:

Sokolov
07-12-14, 03:16 PM
Hi, where i can change water colours? and what program i need, pls help me.

Echolot
07-12-14, 04:36 PM
Hi, where i can change water colours? and what program i need, pls help me.data\Env\EnvColors_xxx.cfg

Texteditor like notepad.exe

:salute:
i.e.

WaterLightColor=71ACF500
WaterDarkColor=9141F00
UnderwaterFogColor=1F354000
UnderwaterUpColor=71C2B00
UnderwaterUpAlpha=0.500000
UnderwaterDownColor=1141700
UnderwaterDownAlpha=0.800000
WaterTintColorMulti=C0C9D100
WaterFoamFilmColorMulti=7EAB9700

Sokolov
07-12-14, 07:18 PM
But how i'll know what is colour what?

Echolot
07-13-14, 03:09 AM
But how i'll know what is colour what?

Do a internet search for "color code".

You mean the color code, the region, time of day?

Or this:

WaterLightColor=
WaterDarkColor=
UnderwaterFogColor=
UnderwaterUpColor=
UnderwaterUpAlpha=
UnderwaterDownColor=
UnderwaterDownAlpha=
WaterTintColorMulti=
WaterFoamFilmColorMulti=?

When I would start to experiment with it, I would do that without installed environment mod.

TheBeast
08-12-14, 08:11 PM
I like this MOD with a few exceptions

Contrast is to bright - Used Sobers Contrast to fix
Underwater is to clear - Made new Impurity.dds to fix
Water is way to clear when viewed from above water surface.

@Gap
I made a new Impurity.dds for DynEnv 2.9 with no Artifacts or other junk floating in water.
You can add to MOD no credits required.

What can be done so water surface is not so clear?:confused:

DynEnv v2.9 - Impurity v1 light No Artifacts.rar (https://www.mediafire.com/?n5zsrjy4a76ussq)
Underwater view distance is approximately 300m depending on Weather and Light.

Regards!
TheBeast

mikaelanderlund
08-13-14, 03:45 AM
No Artifacts or other junk floating in water. Thanks! :up:

:salute:

VIIC_Commander
03-28-15, 02:28 AM
Wow this must have been hard work to do this Mod. I have only one problem, when in bad weather every thing is over bright and I cannot even see to walk on my own sub. Everything is grey/green. inside the sub it looks right.

Thanks again for all the hard work that make SH5 a nice sim.

gap
03-31-15, 08:01 AM
Wow this must have been hard work to do this Mod. I have only one problem, when in bad weather every thing is over bright and I cannot even see to walk on my own sub. Everything is grey/green. inside the sub it looks right.

Thanks again for all the hard work that make SH5 a nice sim.

As far as I can remember, you are the first user reporting such a problem. Could be a mod incompatibility, or an incompatibility with your GFX card. :hmm2:

For a start try posting your mod list and a screenie showing the problem. They might help tracking it down. :salute:

Silent Steel
04-01-15, 03:59 AM
Or even uninstall you GPU driver and download a new one
:hmmm:

THE_MASK
07-06-15, 06:37 PM
They definitely look smaller .
http://i58.tinypic.com/13zpc1g.jpg
I am woeful at remembering how I mod stuff . I think I just halved the scale .
http://i62.tinypic.com/264108o.jpg
The edited GR2 scale wont have 0.500000 , it will have 1.000000 when I reload the file with the GR2 editor . But the trees will be half scale of the original . If I mod the modded half scale trees and make the 1.000000 into 0.500000 again they will be half the scale again and be quarter size of the vanilla size maybe . You get the gist of it .

gap
07-06-15, 07:25 PM
They definitely look smaller .

...

I am woeful at remembering how I mod stuff . I think I just halved the scale

:yeah:
During my unsuccessful attempt I had exported tree meshes and resized them. I didn't think about messing with scale factors. That's the good thing about modding communities: you learn from others :subsim:

On a side note: where can I download your mod from?

http://i58.tinypic.com/13zpc1g.jpg

Scapa? :03:

The lighthouse in the foreground reminds me of another feature that with the due time we might work on: if you use google earth you probably have noticed that it is full with lighthouse (and other coastal landmarks for that matter) models which are freely available from the 3dwarehouse/sketchup website (https://3dwarehouse.sketchup.com/). Most european lighthouse were obscured in wartime. Yet, they could be used, and I am sure they were, during daytime for coastal navigation. Having customized lighthouses in the most relevant spots of SH5 map, could also help the ones among us who are using real navigation. Unfortunately, converting from sketchup format requires various degrees of manual touches, but we could add those models one by one. You are the king of terrain editor; if you are on it, you could take care of object placing and land reshaping, when needed, whereas I would deal with the models themlseves...

THE_MASK
07-06-15, 07:28 PM
http://www.subsim.com/radioroom/downloads.php?do=file&id=4710
http://i57.tinypic.com/2lktheo.jpg

gap
07-06-15, 07:35 PM
Got it, thanks! Tomorrow I will put the link among DynEnv's suggested mods

P.S: due to the fact that you didn't change texture size, your reduced trees look much better than the ones by echolot :sunny:

THE_MASK
07-06-15, 10:30 PM
This is a really rough way to do it .
http://i61.tinypic.com/2vsnpjm.jpg

vdr1981
07-10-15, 08:46 AM
Gap, are you familiar with these entries from CampaignMission.mis (gamesave) file?

[Mission]
IsVisible=true
MissionType=0
MissionDataType=0
MultiMissionType=0
IsTutorial=false
Year=1939
Month=9
Day=1
Hour=16
Minute=38
CurrentYear=1939
CurrentMonth=9
CurrentDay=2
CurrentHour=15
CurrentMinute=16
GroupMissionStartDelay=0
IconIndex=0
Fog=2
FogRand=2
Clouds=2
CloudsRand=2
Precip=2
PrecipRand=2
WindHeading=0
WindSpeed=5.000000
WindRand=2
WeatherRndInterval=32
SeaType=0
ActivationAchievements=

It appears that this is the reason why entries from your weather cfg files are ignored in the campaign...:hmmm:
Could it be that the key for weather change intervals is somewhere in OHII/campaign files?

Echolot
07-10-15, 02:34 PM
due to the fact that you didn't change texture size, your reduced trees look much better than the ones by echolot

I agree.

http://www.subsim.com/radioroom/down...o=file&id=4710 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4710)

Thank you, sober.

:up:

Good hunting.

THE_MASK
07-11-15, 01:19 AM
I agree.



Thank you, sober.

:up:

Good hunting. I give a link in my download if people want even smaller trees :up:
http://www.subsim.com/radioroom/downloads.php?do=file&id=4710

gap
07-11-15, 04:11 PM
This is a really rough way to do it .
http://i61.tinypic.com/2vsnpjm.jpg

:up:

I don't see it rough! Is that the stock lighthouse model that you have placed?

Gap, are you familiar with these entries from CampaignMission.mis (gamesave) file?

[Mission]
IsVisible=true
MissionType=0
MissionDataType=0
MultiMissionType=0
IsTutorial=false
Year=1939
Month=9
Day=1
Hour=16
Minute=38
CurrentYear=1939
CurrentMonth=9
CurrentDay=2
CurrentHour=15
CurrentMinute=16
GroupMissionStartDelay=0
IconIndex=0
Fog=2
FogRand=2
Clouds=2
CloudsRand=2
Precip=2
PrecipRand=2
WindHeading=0
WindSpeed=5.000000
WindRand=2
WeatherRndInterval=32
SeaType=0
ActivationAchievements=

It appears that this is the reason why entries from your weather cfg files are ignored in the campaign...:hmmm:
Could it be that the key for weather change intervals is somewhere in OHII/campaign files?

:hmmm:
Dunno. If those parameters were applied, why should weather randomized every time the same savegame is reloaded? Try comparing weather reported before a savegame with the values stored in that same savegame. I wouldn't be surprised that they match entirely. Those values might be the remainders of an unfinished feature for making weather consistent between savegame and reload, At least, this is the one thing making sense to me...

THE_MASK
07-12-15, 02:47 AM
I just loaded the small generic port and made all the scales zero for everything except the lighthouse . So its a 3Mb lighthouse .

gap
07-14-15, 11:50 AM
I just loaded the small generic port and made all the scales zero for everything except the lighthouse . So its a 3Mb lighthouse .

The Düne leading light, buildt in 1936, is located on the southern shore of the omonimous island (Helgoland archipelago), marking the entrance to the port of Helgoland.

http://www.schiffbilder.de/bilder/das-oberfeuer-auf-helgoland-duene-1310.jpg http://www.leuchtturm-web.de/helgolanddlh.jpg

More information to be found at the links below:

https://www.unc.edu/~rowlett/lighthouse/deu2b.htm
https://de.wikipedia.org/wiki/Leuchtturm_Helgoland_D%C3%BCne

My rendition of it:

https://i.imgur.com/2m3waOV.jpg

That's its modern look. It is likely that during the forties the light looked more like this:

http://www.lighthouse-duo.net/lh1/Helgoland/D%C3%BCne.gif

Besides updating the main building as seen in the picture above (rear light), I need to finish modelling the front light:

http://listoflights.org/images/leuchtfeuer/gross/B1326.jpg

For the ones who are interested into how range lights are working, I suggest having a look at the following link:

http://msi.nga.mil/MSISiteContent/StaticFiles/NAV_PUBS/APN/Chapt-05.pdf

Who knows if those lights were operated during WWII?

THE_MASK
07-14-15, 04:44 PM
I intend to put the lighthouses in axis territory only .

THE_MASK
07-14-15, 06:30 PM
Trevally has said from the get go that shallow water is the problem with DDs being stuck . I think I will deepen the area in Scapa and upload a new version of sobers mega mod_ObyShipwrecks_OH 2 Terrain mod .
Lets clear the water out so I can see what I am doing .
http://i57.tinypic.com/dwyo15.jpg
Scapa deepened
http://i62.tinypic.com/5ldli0.jpg
Uploaded the new terrain mod now with deepened Scapa.
http://www.subsim.com/radioroom//downloads.php?do=file&id=4704

gap
07-14-15, 08:19 PM
I intend to put the lighthouses in axis territory only .

We can put unlit beacons in enemy territory as well, but my question was mostly referred to Axis lighthouses. Would the German switch them on during war time? I have read somewhere that some lighthouses of Nazi-occupied France were only lit when one of their ships was known to sail in the vicinity...

Trevally has said from the get go that shallow water is the problem with DDs being stuck . I think I will deepen the area in Scapa and upload a new version of sobers mega mod_ObyShipwrecks_OH 2 Terrain mod .

Let's see if it helps! :up:

Oby
07-14-15, 08:19 PM
Great idea, Sober!:yeah:

I'd like to know how did you make the water invisible?

Let's test this...

gap
07-14-15, 08:25 PM
Great idea, Sober!:yeah:

I'd like to know how did you make the water invisible?

Let's test this...

There must be a Seawater Pump Mod here on subsim :D

THE_MASK
07-14-15, 08:54 PM
There must be a Seawater Pump Mod here on subsim :DClimate change .

THE_MASK
07-15-15, 12:02 AM
Removed shallow waters from
Memel
The Baltic ports area
Kiel
The entire Kiel canal
The area west of the Kiel canal
Wilhelmshaven
Scapa flow
Stornoway
Loch Ewe
http://www.subsim.com/radioroom/downloads.php?do=file&id=4704

gap
07-15-15, 11:33 AM
Removed shallow waters from
Memel
The Baltic ports area
Kiel
The entire Kiel canal
The area west of the Kiel canal
Wilhelmshaven
Scapa flow
Stornoway
Loch Ewe
http://www.subsim.com/radioroom/downloads.php?do=file&id=4704

:up:

gap
07-15-15, 11:50 AM
@ sober

can you place a terrain object on an exact coordinate on the world map, or is there an high degree of approximation involved? Similarly, can you rotate terrain objects, making them to face a certain direction, or not? Do you get any information on height amsl from terrain editor, when placing an object on a certain spot?

each pair of leading lights require a wise placing and alignment, if we want them to bring us in the right direction rather than on land. Not the NASA level of accuracy indeed... :03:

Oby
07-15-15, 01:05 PM
Well, I'm dissapointed...I tested Breaking the Fortress campaign mission in different ways:

1. Vanilla AI scripts
2. Vanilla with Haramirs AI
3. Vanilla with Uboot Killer AI
4. IRAI 0.0.30
5. IRAI 0.0.37
6. IRAI 0.0.41

Tested both with shallow waters and deepened Scapa region...
Conclusion(nothing new):
- destroyers get stuck(as VDR said- they lost connection) as soon as they lost contact with player sub...
- I can surface the sub in front of totaly defensless destroyer and proceed without any ASW action against my sub...
- I can even attack and sunk stucked destroyers and they don't react...
- don't know for sure but it seems that there is sort of radius around ports in which the DDs get stuck- around 30 to 40km...

- what works as it should are(after loosing contact):

1. Searchlights
2. Radio(reinforcements came as they should)

It seems that this is one of that hardcoded bugs and the only one who can help us is TDW, but he lost interest long ago...


There is only one way to play missions like that(house rule): don't ever get detected by enemy forces around ports...Try to avoid and sneak past them undetected...Like Prien...And when the searchlights and starshells go on, surrender,quit the mission and try again from your last save....

gap
07-15-15, 02:03 PM
It seems that this is one of that hardcoded bugs and the only one who can help us is TDW, but he lost interest long ago...

Give him time guys. Someone like him, with several years of experience in modding SH games, and many top mods and modding tools released on his name, doesn't loose interest suddenly. He keeping quiet for quite a long time had already happened in the past. At least twice to my knowledge. Maybe he is busy with his private life, or maybe someone/something pissed him off, but he will be back, I am sure about that... In the meanwhile we should prepare a detailed report of the current issues relative to IRAI, and post them in the proper thread instead of dispersing the information over many non-relevant threads. :)

THE_MASK
07-15-15, 04:54 PM
What about trying it with unpatched 1.05 .
What TDW exe patches do you have enabled ?
I still don't know what the exact problem is btw .

THE_MASK
07-15-15, 05:22 PM
@ sober

can you place a terrain object on an exact coordinate on the world map, or is there an high degree of approximation involved? Similarly, can you rotate terrain objects, making them to face a certain direction, or not? Do you get any information on height amsl from terrain editor, when placing an object on a certain spot?

each pair of leading lights require a wise placing and alignment, if we want them to bring us in the right direction rather than on land. Not the NASA level of accuracy indeed... :03:Yes you can turn an object . Not sure about the other questions , don't know what you want . Because the object is linked to the terrain there is no way to adjust height afaik .
Lighthouse in the Baltic .
http://i62.tinypic.com/2mh9a9z.jpg

THE_MASK
07-15-15, 06:08 PM
Something I need fixing is the distance you can see TDW light house flashing light . It isn't any where near far enough . In this photo I can see the light house flash if I use the binos . I need to see it from this far out without binos . Its hopeless , the file must be hex edited or something . I can open it with goblin but cannot save a dat file . S3D wont open it up .
FX_Update_0_0_22_ByTheDarkWraith\data\Library\TDW_ FXU_Lighthouse_flare.dat (omg , its not this file) anyone know what file adjusts the lighthouse flare in FX Update ?

gap
07-15-15, 09:34 PM
Yes you can turn an object.

:up:

Not sure about the other questions , don't know what you want .

Talking about leading lights, what is most important is their position relative to each other: the imaginary line passing through the two of them should correspond to the ideal route for approaching the entrance to a port or a canal. A few degree off, and you are either on land, or too far in open waters. I guess, after placing an object in TE, the output we get is an ASCII file where object's positon is expressed in SH coordinates. Isn't it? Converting from them to deg, min, sec and viceversa, is quite straightforward. If my guessing is true, after saving the project and closing the editor, we could adjust lights' position directly by editing the output file. We would only need a text editor and some trigs. What do you think?

Because the object is linked to the terrain there is no way to adjust height afaik .

Height is of secondary importance, as far as the front light is lower than the rear light. Of course objects lie on the terrain or sea bottom. But terrain editor lets us to adjust terrain heights, so where needed we can create small hills/depressions so to lower/raise objects indirectly. Is this correct? My question was: do you get any information by TE on the height of the currently selected spot of land/sea bottom?

Something I need fixing is the distance you can see TDW light house flashing light . It isn't any where near far enough . In this photo I can see the light house flash if I use the binos . I need to see it from this far out without binos .

It is my intention creating individual flashing light effects for each beacon, with customized ranges and flashing periods reflecting real lights. We should also consider that some lights can be seen only from certain angles, or their color changes depending on the angle they are seen from. I am not sure we can implement that in game, but we can try. We could create a table with lighthouse pictures and main characteristics, for making easier their identification in game. This table could be printed at home, or included among the other custom charts, if possible.

Its hopeless , the file must be hex edited or something . I can open it with goblin but cannot save a dat file . S3D wont open it up .
FX_Update_0_0_22_ByTheDarkWraith\data\Library\TDW_ FXU_Lighthouse_flare.dat

I think I should still have somewhere in my old hard drive some tweaked files by privateer or skwas, allowing S3d to handle SH5's particle generators. If I manage finding them, I will send them your way. Alternatively, you have two options: hex editing the file, or using the following workaround:

- open any dat file in S3ditor, and copy the Id of a node it contains; no matter which one;
- open TDW_FXU_Lighthouse_flare.dat in S3ditor, select the node called Light_House_flare and change its parent Id to reflect the previously copied Id;
- save, close S3ditor, and change the extension of TDW_FXU_Lighthouse_flare.dat to any other extension Goblin Editor can save;
- open again the dat file you had previously chosen, and merge FXU_Lighthouse_flare.* in the project; at this point there shouldn't be lost controller issue, since we made the particle generator a child of a node in an already loaded dat file;
- make your changes, save when ready and close Goblin Editor;
- change again the extension of the saved file to dat;
- don't forget to set again the parent Id of the tweaked particle generator to 0, using S3ditor and voila, you are ready to test your changes in game!
- merge it to any dat/gr2 file

I guess its the GlobalScaleFar ?

Possible, but I am not sure about that. It has been a long time since the last time I edited a particle generator, and those controllers have a whole lot of parameters within them :doh:

THE_MASK
07-15-15, 10:32 PM
Thanks for the most complete answer :up:
Nope , too hard for me to do . I just cannot follow the instructions , sorry .
I am obviously doing something wrong . When I check the file it has lost controllers and no particle generator .

gap
07-17-15, 03:23 PM
Thanks for the most complete answer :up:
Nope , too hard for me to do . I just cannot follow the instructions , sorry .
I am obviously doing something wrong . When I check the file it has lost controllers and no particle generator .

http://www.mediafire.com/download/k23t34p2t4296vc/C-UsersPrivateerDesktopSH5_adjusted.7z :salute:

THE_MASK
07-17-15, 03:57 PM
http://www.mediafire.com/download/k23t34p2t4296vc/C-UsersPrivateerDesktopSH5_adjusted.7z :salute:No , unfortunately it doesn't allow to adjust any TDW_FXU particles . Anyway I am over it . The lighthouses there now will have to do . I will just replace those with your ones if , when you get time to do them .

gap
07-17-15, 04:07 PM
No , unfortunately it doesn't allow to adjust any TDW_FXU particles . Anyway I am over it . The lighthouses there now will have to do . I will just replace those with your ones if , when you get time to do them .

The first one is almost ready. I am now texturing its front light (i.e. the light on top of the pole in the middle of the sea, see the picture I posted a couple of days ago), then I will start importing the models with GR2 Editor. When I get them ready, I will pass them on you, for you tu put them in game while I work on the goodies (light effects, winter textures, maybe a coupkle of animated characters, i.e. the light keeper and a soldier guarding the door, etc.)

Trevally.
07-18-15, 04:30 AM
@ sober

can you place a terrain object on an exact coordinate on the world map, or is there an high degree of approximation involved? Similarly, can you rotate terrain objects, making them to face a certain direction, or not? Do you get any information on height amsl from terrain editor, when placing an object on a certain spot?

each pair of leading lights require a wise placing and alignment, if we want them to bring us in the right direction rather than on land. Not the NASA level of accuracy indeed... :03:

When you add an object (using object editor) it will add an entry into the ini file.
this can be edited to meters above or below sea level etc so you can fine tune them:up:

Trevally.
07-18-15, 04:36 AM
Here is a church:-

[Object 5052]
File=data\Terrain\Locations\CustomAreas\germany\ch urch.GR2
Long=-193075.000000
Lat=5957084.000000
Height=1.884537
Rot=257.000000

so after placing by eye using the editor - you can now set exact height etc
This will allow you to match with other objects.

:up:

THE_MASK
07-18-15, 04:48 AM
Nice to know thanks .
If I want to place DDS picture on the navmap do I have to put them in every campaign ? Here is lighthouse DDS .
http://i57.tinypic.com/2r3xtna.jpg

Trevally.
07-18-15, 05:07 AM
Nice to know thanks .
If I want to place DDS picture on the navmap do I have to put them in every campaign ? Here is lighthouse DDS .


Yes, but keep "editor_locations" common so you can paste it into all campaigns.
Note: "editor_locations" is not required for each campaign as it is read from default unless it is set as a mission layer. Adding this as a layer for a campaign is only helpful for editing using ME2

here is the church again:-

[MapLocation 20]
Type=1
Priority=0
Category=-1
LayerOperation=0
Heading=257.000000
OnLand=true
ShowOnMap=true
FirstRenderStep=false
FileName2D=church.dds
MinObjTerrainHeight=0
MaxObjSlope=0.000000
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
Font=FPCond14
FontColor=37119
UseDetColor=false
ZoomStart=20
ZoomEnd=1
ScaleOnZoom=true
Scale1024=3.398400
ScaleX=1.000000
ScaleY=1.000000
IsVisibleOnTAI=true
Long=-193075.000000
Lat=5957084.000000
Height=1.884537
IsFromSingleMis=false

After placing church using editor - look up in the ini the exact locations etc and then us this to edit the placement of the dds.
This way you can make the map exact to the 3d world

:salute:

gap
07-18-15, 06:30 AM
When you add an object (using object editor) it will add an entry into the ini file.
this can be edited to meters above or below sea level etc so you can fine tune them:up:

Here is a church:-

[Object 5052]
File=data\Terrain\Locations\CustomAreas\germany\ch urch.GR2
Long=-193075.000000
Lat=5957084.000000
Height=1.884537
Rot=257.000000

so after placing by eye using the editor - you can now set exact height etc
This will allow you to match with other objects.

:up:

Thank you Trevally, that's exactly what I needed to know! :up:
Another question: if we set an height which is higher/lower than the height of the terrain below the object, will the object sink below/float over the soil or sea floor?

Trevally.
07-18-15, 06:54 AM
Thank you Trevally, that's exactly what I needed to know! :up:
Another question: if we set an height which is higher/lower than the height of the terrain below the object, will the object sink below/float over the soil or sea floor?

Glad I can help after so long away from modding SH5:)
Yes - if set higher, it will float.

When making new ports for the game (over 30 mew ones in MonsunGruppe:doh:), I had to do this with each. Was very helpful for getting the piers just right above the water. Also when placing towns etc, adjusting this can save time than bringing the terrain up/down

gap
07-18-15, 07:22 AM
Glad I can help after so long away from modding SH5:)

I hope to see you more often. I miss the good old times... :)


Yes - if set higher, it will float.

When making new ports for the game (over 30 mew ones in MonsunGruppe:doh:), I had to do this with each. Was very helpful for getting the piers just right above the water. Also when placing towns etc, adjusting this can save time than bringing the terrain up/down

After fine-tuning object's height, can you raise/lower the terrain below them, to make things to look okay?

Trevally.
07-18-15, 07:32 AM
I hope to see you more often. I miss the good old times... :)

yes - me too

After fine-tuning object's height, can you raise/lower the terrain below them, to make things to look okay?

Yes - the terrain editor is quite clunky, but you can adjust the amount for terrain effected so it can be fin tuned too.

I found it best to create a large flat area (close to the size of the object), place the object and fine tune with ini - then smooth out the flat area you created with terrain editor again

gap
07-18-15, 07:49 AM
yes - me too

:sunny:


Yes - the terrain editor is quite clunky, but you can adjust the amount for terrain effected so it can be fin tuned too.

I found it best to create a large flat area (close to the size of the object), place the object and fine tune with ini - then smooth out the flat area you created with terrain editor again

I leave this part to sober: I am sure he knows how to do a good job on Terran Editor. :up:

redline202
07-18-15, 08:17 AM
yes - me too



Yes - the terrain editor is quite clunky, but you can adjust the amount for terrain effected so it can be fin tuned too.

I found it best to create a large flat area (close to the size of the object), place the object and fine tune with ini - then smooth out the flat area you created with terrain editor again

Just a quick question..if you create a large flat area on a sea bottom with the terrain editor, would that prevent damage to a sub on a sea bottom?

THE_MASK
07-18-15, 08:20 AM
Uploading the new terrain mod atm with all the new lighthouse map icons . 32 of them . A few in Baltic and the rest on the Norway coast .

THE_MASK
07-18-15, 08:21 AM
Just a quick question..if you create a large flat area with the terrain editor, would that prevent damage to a sub on a sea bottom?All terrain is a collisionable object . Terrain objects though are not so you can go straight thru them .

gap
07-18-15, 08:36 AM
All terrain is a collisionable object . Terrain objects though are not so you can go straight thru them .

There's this StaticObject controller. Its data type is stated as 'SHCollisions.StaticObject' in S3d, suggesting that it should have something to do with collision detection. Its description is: 'StaticObject controller. Mark this object to be static inside scene.' All the terrain objects in SH5 got one. The controller has just one argument: SquareLength. This is invariably set to 200m, no matter what is the size of the object that it is applied to. :hmmm:

redline202
07-18-15, 09:35 AM
There's this StaticObject controller. Its data type is stated as 'SHCollisions.StaticObject' in S3d, suggesting that it should have something to do with collision detection. Its description is: 'StaticObject controller. Mark this object to be static inside scene.' All the terrain objects in SH5 got one. The controller has just one argument: SquareLength. This is invariably set to 200m, no matter what is the size of the object that it is applied to. :hmmm:

Interesting :hmmm:

THE_MASK
07-18-15, 04:13 PM
There's this StaticObject controller. Its data type is stated as 'SHCollisions.StaticObject' in S3d, suggesting that it should have something to do with collision detection. Its description is: 'StaticObject controller. Mark this object to be static inside scene.' All the terrain objects in SH5 got one. The controller has just one argument: SquareLength. This is invariably set to 200m, no matter what is the size of the object that it is applied to. :hmmm:That's the problem with not being a modder . What do you mean by "Mark this object to be static inside scene" ?

gap
07-18-15, 05:49 PM
That's the problem with not being a modder .What do you mean by "Mark this object to be static inside scene" ?

As far as I can see, it replaces the collisionable object controller for use on "static objects", i.e. objects which are not surface, submarine, air or land units. Moreover, according to this account (http://www.subsim.com/radioroom/showthread.php?p=1204822#post1204822) by urfisch, it makes objects so heavy that if an object with a static object controller attached on it falls on a boat, it will drag her to the sea bottom. :doh:

THE_MASK
07-18-15, 06:41 PM
As far as I can see, it replaces the collisionable object controller for use on "static objects", i.e. objects which are not surface, submarine, air or land units. Moreover, according to this account (http://www.subsim.com/radioroom/showthread.php?p=1204822#post1204822) by urfisch, it makes objects so heavy that if an object with a static object controller attached on it falls on a boat, it will drag her to the sea bottom. :doh:The only thing I am interested in making collisionable atm is

Silent hunter 5\data\Library\undersea.GR2

gap
07-18-15, 07:28 PM
The only thing I am interested in making collisionable atm is

Silent hunter 5\data\Library\undersea.GR2

The rocks? Try attaching the static.object controller to them through sim file. :yep:

gap
07-21-15, 03:39 PM
Düne front leading light ready:

https://i.imgur.com/vX6erUM.png

Modelling this one took longer than expected. Since I din't have any drawing/measures of it, I had to do it basically from scratch, with the help of the few pictures available on the web. The post is ca. 14.5 m-high, measured from the top of the concrete basement to the top of the triangular dayboard. Measures and proportions had to be inferred from pictures, and by matching railing's height and ladder's rung distance with their real standard measurements.

THE_MASK
07-21-15, 04:31 PM
Looks amazing . Its a GR2 file ?

gap
07-21-15, 04:52 PM
Looks amazing . Its a GR2 file ?

Not yet. I have a small problem with GR2 Editor. It doesn't show diffuse textures rendered on top of model. I think it is because I made it to point to an old installation of the game, on an external hard drive. Installing the game now, and then I will try running GR2E again. :03:

gap
07-22-15, 07:58 PM
The only thing I am interested in making collisionable atm is

Silent hunter 5\data\Library\undersea.GR2

The rocks? Try attaching the static.object controller to them through sim file. :yep:

Just discovered why rocks can't be collisionable in game, even with the static.object controller attached to them. If you open any terrain object you will see that this class of SH5 objects got, depending on their size and shape, one or more collision meshes. Basically some simple boxes. Missing them, rocks can't be collisionable.
Unfortunately, adding new meshes with GR2 Editor is not possible at its current state. The one chance would be "rebuilding" undersea.GR2 with the same meshes, textures, bones, etc. as the original file, but using as templete a GR2 file with 1 model and at least 9 meshes; i.e. 3 meshes for the 3 "grass" types, which are not supposed to be collisionable, and 6 meshes for the 3 rock types, 2 for each rock, one for the visible rock, and one for use as its collision mesh. Anyway SH5 rocks are placed randomly, and they change position everytime you turn the camera. They are designed more for eye candy than else, and I am not even sure that my idea would work. Maybe it would be better leaving undersea.GR2 alone, and creating some brand-new rock objects, for use as collisionable terrain objects to be placed ad hoc the same way blockships are placed around scapa.

On a side note: I have noticed that ports completely miss reflect meshes. Can someone confirm that ports' buildings, docks, etc. have reflections on the sea surface? :hmm2:

EDIT: okay, nevermind, just checked and they do have reflections. :up:

THE_MASK
07-22-15, 09:07 PM
Just discovered why rocks can't be collisionable in game, even with the static.object controller attached to them. If you open any terrain object you will see that this class of SH5 objects got, depending on their size and shape, one or more collision meshes. Basically some simple boxes. Missing them, rocks can't be collisionable.
Unfortunately, adding new meshes with GR2 Editor is not possible at its current state. The one chance would be "rebuilding" undersea.GR2 with the same meshes, textures, bones, etc. as the original file, but using as templete a GR2 file with 1 model and at least 9 meshes; i.e. 3 meshes for the 3 "grass" types, which are not supposed to be collisionable, and 6 meshes for the 3 rock types, 2 for each rock, one for the visible rock, and one for use as its collision mesh. Anyway SH5 rocks are placed randomly, and they change position everytime you turn the camera. They are designed more for eye candy than else, and I am not even sure that my idea would work. Maybe it would be better leaving undersea.GR2 alone, and creating some brand-new rock objects, for use as collisionable terrain objects to be placed ad hoc the same way blockships are placed around scapa.

On a side note: I have noticed that ports completely miss reflect meshes. Can someone confirm that ports' buildings, docks, etc. have reflections on the sea surface? :hmm2:

EDIT: okay, nevermind, just checked and they do have reflections. :up:The portainer crane (containers were not used until the 60s lol) that sits over the water in Memel that I placed there has a shadow over the water . All cranes have a shadow on the water . All buildings and docks but they don't extend far enough out if the sun is low on the horizon . Re rocks , I could just modify an iceberg .
This is Memel .
http://i59.tinypic.com/vdohsi.jpg

gap
07-23-15, 08:55 AM
The portainer crane that sits over the water in Memel that I placed there has a shadow over the water . All cranes have a shadow on the water .

ehm sober... I was talking about water reflections actually :03::D

All buildings and docks but they don't extend far enough out if the sun is low on the horizon .

Do you mean that shadows casted in game don't follow sun levation angle?


Re rocks , I could just modify an iceberg .

An iceberg will do :up:
But remember that icebergs are sea units, whereas undersea rocks should be set as terrain objects. It makes a big difference, as far as sim and zon files are concerned.


(containers were not used until the 60s lol)

That's true... never thought about that :doh:
But how do you know that the cranes portrayed in game are precisely portainers? Cranes in general have been used in harbors since the Middle Age

drakkhen20
07-29-15, 09:52 PM
id like to make a suggestion and an inquiry. ive noticed from various angles and just hours of watching and analyzing that the light shafts poking through the clouds tend to be a bit much. as this makes the game look amazing while parading about your bridge and rumbling about with your external camera making screen shots i find that myself wanting that real feel. i while back i cant remember what i did whether it was through this mod or what but i toned them down a little and it made a world of a difference. i think i just used stock in that area. my question now, is there a way to adjust these manually or is it like a package deal. you adjust this and it effects this or need a special program to get into it? or is it possible for you to make an add on for less or toned down light shafts ?:salute:

gap
07-30-15, 05:05 AM
id like to make a suggestion and an inquiry. ive noticed from various angles and just hours of watching and analyzing that the light shafts poking through the clouds tend to be a bit much. as this makes the game look amazing while parading about your bridge and rumbling about with your external camera making screen shots i find that myself wanting that real feel. i while back i cant remember what i did whether it was through this mod or what but i toned them down a little and it made a world of a difference. i think i just used stock in that area. my question now, is there a way to adjust these manually or is it like a package deal. you adjust this and it effects this or need a special program to get into it? or is it possible for you to make an add on for less or toned down light shafts ?:salute:

Hi drakkhen20, for a start try replacing the lights.cfg file coming with DynEnv (path: data/cfg), with the stock file. IIRC one or more of the LightShafts parameters under the [HDR Exterior] section should apply to your query. Let me know if it works :salute:

drakkhen20
07-30-15, 03:25 PM
ok so messing around with the lights config isnt going to effect other things? as in cause problems ?

THE_MASK
07-30-15, 05:24 PM
ok so messing around with the lights config isnt going to effect other things? as in cause problems ?Just use notepad and edit the lightshafts for HDR Exterior . It couldn't be easier .
Edit the file and then go to a single mission and check out the new settings . Exit to the games main screen and edit the file again and then go to the single mission again to look at it . You don't have to close the game to look at every new edit in game .

drakkhen20
08-03-15, 07:16 PM
alright! cool, thanks guys!

gap
08-04-15, 01:16 AM
alright! cool, thanks guys!

let us know if it works :up:

VacantName
08-10-15, 10:35 PM
Hey folks, returning from having not touched SH5 in 18 months or so, cooking up a soup, and wondered if anyone else had experienced a problem with DynEnv 2.9 - Sobers Best Ever Tweaks and Wave Mechanics - Gale (seems to be the same result whether used together or either independently) basically making the surface of the water look like jelly, and if so, is there a known fix for it?

I used this mod happily before when I used to play, and don't recall having this issue previously...

Kalamies
11-14-15, 01:31 PM
Why can't i download this mod? It says that the file is in the moderation queue.

gap
11-14-15, 01:43 PM
Why can't i download this mod? It says that the file is in the moderation queue.

Weird, it seems I have lost my subsim upload privileges. :-?
Can a moderator shed some light on why this is happening :06:

Kalamies
11-14-15, 01:45 PM
Weird, it seems I have lost my subsim upload privileges. :-?
Can a moderator shed some light on why this is happening :06:

Is it possible for you to give me the link to the download site? Would be highly appreciated!

gap
11-14-15, 01:47 PM
Is it possible for you to give me the link to the download site? Would be highly appreciated!

Okay, it seems it was a temporary problem. Link fixed: :up:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3975

Kalamies
11-14-15, 01:48 PM
Okay, it seems it was a temporary problem. Link fixed: :up:

http://www.subsim.com/radioroom/downloads.php?do=file&id=3975

Thanks!

gap
11-14-15, 01:48 PM
Thanks!

My pleasure :salute:

Dodo11
12-02-15, 09:53 AM
Ok , so here is my small inconvenient.Im using your mod including Brighter nights , love it.
Thing is im also using another mod "Sweet FX for Sh5" by Sjizzle.Combinedmy game looks very nice , but the nights are still too dark , even if i use the "Brighter nights" addon.
It would be possible to make the nights even more brighter ?Thx for ur mod.

gap
12-02-15, 10:30 AM
Ok , so here is my small inconvenient.Im using your mod including Brighter nights , love it.
Thing is im also using another mod "Sweet FX for Sh5" by Sjizzle.Combinedmy game looks very nice , but the nights are still too dark , even if i use the "Brighter nights" addon.
It would be possible to make the nights even more brighter ?Thx for ur mod.

Hi Dodo :salute:

I started using Sweet FX myself and I know what you mean. Touching up all the DynEnv's color values for night sky and water would involve a lot of work.IMO the best approach is adjusting Sweet FX's gamma as, even in broad daylight, shadows tend to be a bit too dark, i.e. dark grey shades are flattened to black. :yep:

Dodo11
12-02-15, 11:22 AM
Hi Dodo :salute:

I started using Sweet FX myself and I know what you mean. Touching up all the DynEnv's color values for night sky and water would involve a lot of work.IMO the best approach is adjusting Sweet FX's gamma as, even in broad daylight, shadows tend to be a bit too dark, i.e. dark grey shades are flattened to black. :yep:

Thx for the answer , i will see what i can do. :salute:

Sokolov
12-16-15, 11:16 AM
Well, Gap, as a answer for your message, i want to say, that using "no murky waters" and shaders from "clear water surface" i got what i wanted to. May be less darker, may be more bluish where sunlight reflecting, but my ex-recop in game i did in Kiel, October, and my visual supervisions mostly was in summer days in Saint-Petersburg, where are the white nights, so may be it's a really real colors. Will play more:salute:

gap
12-16-15, 12:10 PM
Well, Gap, as a answer for your message, i want to say, that using "no murky waters" and shaders from "clear water surface" i got what i wanted to. May be less darker, may be more bluish where sunlight reflecting, but my ex-recop in game i did in Kiel, October, and my visual supervisions mostly was in summer days in Saint-Petersburg, where are the white nights, so may be it's a really real colors. Will play more:salute:

I am glad you have found a mod combination which is of your taste at last :up:

Let me know if you experience any other problem during your future gaming sessions :salute:

KaleuJona
04-28-16, 11:33 AM
Is the Water always so "Grey-ish"? or is it a Problem or Bug or did i miss an Addon?
The Addons i use:

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

DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 8.a Wave Mechanics - Breeze
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds

Screenshots (near Wilhelmshaven):
http://imageshack.com/a/img923/3050/723Wce.png
http://imageshack.com/a/img922/6418/lT3k3s.png

gap
05-03-16, 04:14 PM
Not always.

The following map, originally posted at post #2 in this thread, shows where greyish-greenish waters are to be found in the SH5-DynEnv world (brown areas on the map):

http://i519.photobucket.com/albums/u359/taneshikimano/climatezones_4.jpg~original

As to why we chose this color for some areas, I point you to the aforementioned post. Shouldn't you like the effect, you can always enable one of the "no murky waters" patches on top of DynEnv's main mod or TWoS mega mod :salute:

-29-
05-12-16, 11:30 PM
Thank you! gap!

kylania
05-13-16, 12:18 AM
Thank you! gap!


Welcome -29-! :salute:

gap
05-13-16, 02:50 AM
Thank you! gap!

My pleasure mate, welcome aboard! :salute:

Silent Steel
05-15-16, 08:24 AM
At long last after a long, long time lost at sea I made it back to base.

Have to make an overhaul of my comms equipment before getting my next mission.
Seems like no one heard my distress calls.

Or... maybe the did but were so fed up with me that they ignored them :hmmm:

gap
05-15-16, 10:31 AM
At long last after a long, long time lost at sea I made it back to base.

Have to make an overhaul of my comms equipment before getting my next mission.
Seems like no one heard my distress calls.

Or... maybe the did but were so fed up with me that they ignored them :hmmm:

Welcome back mate!
I am glad you made it through the harshes of the Atlantic warfare :salute:

Silent Steel
05-16-16, 05:42 AM
Welcome back mate!
I am glad you made it through the harshes of the Atlantic warfare :salute:

Thanks Gap,

A seasoned Kapitän always makes it back. :smug:

Trevally.
05-16-16, 06:18 AM
Welcome back SS:salute::)

THEBERBSTER
05-16-16, 09:42 AM
A Warm Welcome To The Subsim Community > -29-
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
If you are new to SH5 look > > HERE (http://www.subsim.com/radioroom/showpost.php?p=2391239&postcount=1) <<
Highly Recommended SH5 > The Wolves Of Steel Mega Mod (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1)

drakkhen20
09-21-16, 05:55 PM
how would one change the intensity of the light shafts or light peeking through through the clouds in the sky ?

parker0208
10-22-16, 12:25 AM
Hello, the download icon can not work, it become just a picture, no link there. Can you upload a new download link? Thanks

THEBERBSTER
10-22-16, 05:25 AM
A Warm Welcome Back To The Subsim Community > parker0208
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)
If you are new to SH5 look > > HERE (http://www.subsim.com/radioroom/showpost.php?p=2391239&postcount=1) <<
Highly Recommended SH5 > The Wolves Of Steel Mega Mod (http://www.subsim.com/radioroom/showpost.php?p=2165720&postcount=1)> Includes KSDCommander And Working Enigma M4 Machine

The download link is working in my tutorial Post #119

Silent Steel
01-19-17, 09:32 AM
Welcome back SS:salute::)

Thanks Trevally :)
This time I'm here to stay
Or... should I say go hunting?

CoRb
07-01-17, 04:03 PM
Uploading the new terrain mod atm with all the new lighthouse map icons . 32 of them . A few in Baltic and the rest on the Norway coast .

Does anybody know anything about existing the map with lighthouses?

Skvid
07-04-17, 01:41 AM
Weather keeps getting stuck and not changing, any ideas what might be causing it?

gap
07-09-17, 06:06 PM
Does anybody know anything about existing the map with lighthouses?

IIRC, this had to be part of a planned SH5 lighthouse mod that never went much further than the planning steps. I am currently working together with Kendras to a similar mod for SHIII which hopedully will be converted for SH5 once ready :up:

Weather keeps getting stuck and not changing, any ideas what might be causing it?

The SH weather system is broken. Similar to other environmental mods, this mod attempts to get round some of the most obvious problems but, unfortunately for us, it seems that most of the weather parameters editable in the Env folder are overwritten by the game code.

ybar
01-31-18, 10:18 AM
IIRC, this had to be part of a planned SH5 lighthouse mod that never went much further than the planning steps. I am currently working together with Kendras to a similar mod for SHIII which hopedully will be converted for SH5 once ready .

Thank you for this project
I really liked the Düne lighthouse presented at message # 589

I'm also waiting for a mod to insert lighthouses
Essential object to navigate in real mode with the sextant.
(for the sake of astro navigation - not for sinking ships)

U-190
03-15-21, 09:22 AM
Great work! But at night, the sky, the water, and my boat are all inky blue .
I think it doesn't correspond to real life. Is there a version with normal nights?

gap
03-15-21, 09:52 AM
Great work! But at night, the sky, the water, and my boat are all inky blue .
I think it doesn't correspond to real life. Is there a version with normal nights?

DynEnv v2.9 - Brighter Nights (http://www.mediafire.com/?zlhcpix0x4d5ydz)

I suggest you to have a look at post #1 in this thread for more DynEnv-compatible optional mods not included in the main download :yep:

U-190
03-15-21, 10:26 AM
DynEnv v2.9 - Brighter Nights (http://www.mediafire.com/?zlhcpix0x4d5ydz)

I suggest you to have a look at post #1 in this thread for more DynEnv-compatible optional mods not included in the main download :yep:
Thanks! :up:

U-190
03-15-21, 06:28 PM
I did some work with the clouds.
It turned out quite a beautiful picture:

https://www.hostpic.org/images/2103160457420081.jpg
https://www.hostpic.org/images/2103160458060091.jpg
https://www.hostpic.org/images/2103160458250086.jpg

Macgregor the Hammer
03-18-21, 09:12 AM
What a great mod! The atmosphere is so much more alive especially when the sun breaks through the clouds! I'm looking forward seeing some storms.

Excellent work!

MacGregor sends Bravo Zulu

Pascal
03-19-21, 08:23 AM
Beau travail U-190, all in subtlety these clouds, when online ?

U-190
03-19-21, 08:37 AM
Beau travail U-190, all in subtlety these clouds, when online ?
Hi, Pascal!

Continue here:
https://www.subsim.com/radioroom/showthread.php?t=248873

Atoka220
08-19-21, 11:40 AM
Hey!

I just picked up SH5 again and this is a must have mod for me
Unfortunately the download button doesn't do anything (only for this mod) and after some retries i'm banned from downloading for the day...
Can i get some help or a link?

fitzcarraldo
08-19-21, 04:57 PM
Hey!

I just picked up SH5 again and this is a must have mod for me
Unfortunately the download button doesn't do anything (only for this mod) and after some retries i'm banned from downloading for the day...
Can i get some help or a link?

Did you try with another browser?....Edge, Firefox....Chrome, for example, sometimes doesn´t work.

Also, try this:

https://www.subsim.com/radioroom/downloads.php?do=file&id=3975

Good luck!

Fitzcarraldo :Kaleun_Salute:

Atoka220
08-19-21, 06:49 PM
Yes, i did try different browsers, turned off adblocker n all that stuff
And the link you gave is where i was trying to DL it from heheh

fitzcarraldo
08-20-21, 08:40 AM
Yes, i did try different browsers, turned off adblocker n all that stuff
And the link you gave is where i was trying to DL it from heheh

Try today. I think it will work.

Regards.

Fitzcarraldo :Kaleun_Salute:

U-190
09-24-21, 04:21 PM
Link dead
https://www.mediafire.com/error.php?errno=386&quickkey=704u8x2cio2r8ie&origin=download

fitzcarraldo
09-24-21, 05:32 PM
Link dead
https://www.mediafire.com/error.php?errno=386&quickkey=704u8x2cio2r8ie&origin=download

Try this:

https://www.subsim.com/radioroom/downloads.php?do=file&id=3975

...but try with several browsers. Chrome, for example, doesn´t work with this link.

Good luck!

Fitzcarraldo :Kaleun_Salute:

U-190
09-26-21, 08:46 AM
New clouds

https://www.hostpic.org/images/2109261915480102.jpg

New water effects HD

https://www.hostpic.org/images/2109261928130097.jpg

fitzcarraldo
09-26-21, 09:27 AM
Very nice U-190!

Fitzcarraldo :salute:

U-190
09-26-21, 10:55 AM
Very nice U-190!

Fitzcarraldo :salute:
:Kaleun_Salute:

Lugermann
09-26-21, 03:09 PM
Beautiful! These changes appears in a new version of the mod?

Thanks, thanks for your great work! :Kaleun_Applaud:

fitzcarraldo
09-27-21, 05:58 PM
I did some work with the clouds.
It turned out quite a beautiful picture:

https://www.hostpic.org/images/2103160457420081.jpg


@U-190: Where can I download this skin? Very nice.

Many thanks!

Fitzcarraldo :Kaleun_Salute:

U-190
05-03-22, 08:18 PM
I have achieved an interesting water effect. It is blue in the sun and green in the shade. This corresponds to the color of the water of the Kiel harbor.

https://www.hostpic.org/images/2205040647260104.jpg

https://www.hostpic.org/images/2205040647500101.jpg

gap
05-04-22, 04:51 AM
I have achieved an interesting water effect. It is blue in the sun and green in the shade. This corresponds to the color of the water of the Kiel harbor.

Very nice :up:

U-190
05-04-22, 04:56 AM
Very nice :up:
Hi, gap! Thanks! Where have you been? We miss you so much, dear master!

Aktungbby
05-04-22, 12:07 PM
I have achieved an interesting water effect. It is blue in the sun and green in the shade. This corresponds to the color of the water of the Kiel harbor.

https://www.hostpic.org/images/2205040647260104.jpg

https://www.hostpic.org/images/2205040647500101.jpg NICE! here's the same shade in S.F. bay when I'm "Kiel'd over" on a tight reach on the port jib capstan:arrgh!:https://www.subsim.com/radioroom/picture.php?albumid=815&pictureid=12505...while proving the earth is round and the sun still shines!https://www.subsim.com/radioroom/picture.php?albumid=815&pictureid=10478:yep::O: and sighting WWII Victory ships from the deck https://www.subsim.com/radioroom/picture.php?albumid=815&pictureid=9922:Kaleun_Los:

U-190
05-05-22, 02:18 PM
I live on the shore where the two great rivers Volga and Oka meet. We have a very beautiful place here too!

https://www.hostpic.org/images/2205060048070107.png

https://www.hostpic.org/images/2205060048290108.jpg

gap
05-05-22, 02:42 PM
Hi, gap! Thanks! Where have you been? We miss you so much, dear master!

Lately I have been rather quiet, but I am always here :salute:

I live on the shore where the two great rivers Volga and Oka meet. We have a very beautiful place here too!

https://www.hostpic.org/images/2205060048070107.png

https://www.hostpic.org/images/2205060048290108.jpg

Wow, that should place you in the Russian city of Nizhny Novgorod. You are lucky for living in such a nice place!

U-190
05-05-22, 03:10 PM
Lately I have been rather quiet, but I am always here :salute:



Wow, that should place you in the Russian city of Nizhny Novgorod. You are lucky for living in such a nice place!

Hi, gap! I'm glad you're still with us!
Yes, you're right. In 2018, my city hosted the FIFA World Cup, and in 2021, my city turned 800 years old.
By a lucky chance the German U-Boats did not reach us :03:

Rosco74
06-01-22, 07:40 PM
Hello, just a question, can I use this Mod with the WoS ?

Thanks

GrenSo
06-02-22, 12:19 AM
Hello, just a question, can I use this Mod with the WoS ?

Thanks


Yes you can.
But please remember, that TWoS have already this parts from DynEnv included:




DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch - Revised
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Sobers Best Ever Tweaks - Wakes Fix
DynEnv v2.9 - No U-Mark

kongovsfuso142
06-02-22, 09:02 AM
Yes you can.
But please remember, that TWoS have already this parts from DynEnv included:




DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch - Revised
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Sobers Best Ever Tweaks - Wakes Fix
DynEnv v2.9 - No U-Mark



Do you have all the included mods for the Env mod.

Kongo.

kongovsfuso142
06-02-22, 09:58 AM
Hi There.

When i enable the DynEnv v2.9 - 3.b Enhanced Visibility (high) i go underwater and its a lot of white cubes does anyone know why.

Thank You.
Kongo.

GrenSo
06-02-22, 10:03 AM
Hi There.

When i enable the DynEnv v2.9 - 3.b Enhanced Visibility (high) i go underwater and its a lot of white cubes does anyone know why.

Thank You.
Kongo.


I do not use the high version of DynEnv v2.9 - 3.b Enhanced Visibility so I can't tell you at the moment what and why you see there exactly.


Additional from DynEvn v2.9 I used only this ones:
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.b Wave Mechanics - Gale (Improved)
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 13. No Underwater FX Patch

fitzcarraldo
06-02-22, 03:39 PM
Hi There.

When i enable the DynEnv v2.9 - 3.b Enhanced Visibility (high) i go underwater and its a lot of white cubes does anyone know why.

Thank You.
Kongo.

Same here. It is a problem never resolved with the mod. Simply, do not use that addon.

Regards.

Fitzcarraldo :Kaleun_Salute:

gap
06-04-22, 06:39 AM
When i enable the DynEnv v2.9 - 3.b Enhanced Visibility (high) i go underwater and its a lot of white cubes does anyone know why.

Same here. It is a problem never resolved with the mod. Simply, do not use that addon.

This problem has been resolved looong ago. The fix is available near the bottom of post #1 in this thread:


DynEnv v2.9 - No Underwater Impurity Patch (http://www.mediafire.com/?b06zvkb9z71kugz) (date added: 5 Mar 2013)
Removes underwater impurity particles. Enable it after the Main Mod and either of the Enhanced Visibility optional mods, if used.
NOTE: required by the Enhanced Visibility submod high version, to fix a bug which makes impurity to be rendered as solid white squares.

:salute:

fitzcarraldo
06-04-22, 07:57 AM
This problem has been resolved looong ago. The fix is available near the bottom of post #1 in this thread:



:salute:

Of course....But I want the impurities in the water. With impurities and clear underwater you have the problem. To my knowledge, there is no solution for clear underwater with impurities without those artifacts, cubes, etc...

Best regards.

Fitzcarraldo :salute:

gap
06-04-22, 12:13 PM
Of course....But I want the impurities in the water. With impurities and clear underwater you have the problem. To my knowledge, there is no solution for clear underwater with impurities without those artifacts, cubes, etc...

Best regards.

Fitzcarraldo :salute:

Then you should adopt the 'medium' version of the 'Enhanced Visibility' submod or, for even clearer underwater with impurities (but not artifacts), you should remove data/Misc/impurity.dds from the 'high' version before you enable it :03:

fitzcarraldo
06-04-22, 01:33 PM
Then you should adopt the 'medium' version of the 'Enhanced Visibility' submod or, for even clearer underwater with impurities (but not artifacts), you should remove data/Misc/impurity.dds from the 'high' version before you enable it :03:

I will try that Master Gap!

Many thanks.

Fitzcarraldo :salute:

gap
06-04-22, 04:40 PM
I will try that Master Gap!

Many thanks.

Fitzcarraldo :salute:

That's nothing mate, my pleasure :salute:

MatzeO
08-24-22, 04:08 AM
Hello!

I need your support. The download does not want to start.
I use the links from the first post.
But unfortunately I get error messages.

... and work all this mod steps with the newest TWoS? I know a part is included...

Regards
MatzeO

Mad Mardigan
08-24-22, 02:12 PM
Hello!

I need your support. The download does not want to start.
I use the links from the first post.
But unfortunately I get error messages.

... and work all this mod steps with the newest TWoS? I know a part is included...

Regards
MatzeO


Could be the browser your using... have found edge or opera useful in downloading mods... of course, edge every once in a bit, throws a fit of saying that a mod is harmful... doesn't happen a lot but, can bypass that if the mod source is known to be a good one.... usually. Have had the odd one here or there that I had to swap over to another browser to get them.


Hope this helps... :shucks: :yep: :up:






:Kaleun_Salute:


M. M.

MatzeO
08-25-22, 04:58 PM
Could be the browser your using... have found edge or opera useful in downloading mods... of course, edge every once in a bit, throws a fit of saying that a mod is harmful... doesn't happen a lot but, can bypass that if the mod source is known to be a good one.... usually. Have had the odd one here or there that I had to swap over to another browser to get them.


Hope this helps... :shucks: :yep: :up:






:Kaleun_Salute:


M. M.

THXs Mad Mardigan.
But that is not the reason. I'll write to Uncle Neal.
It seems to be a permission problem.

"Please wait, the forum server has reached capacity, your post or download request will be processed as soon as possible."

Regards
MatzeO

gap
08-25-22, 05:12 PM
THXs Mad Mardigan.
But that is not the reason. I'll write to Uncle Neal.
It seems to be a permission problem.

"Please wait, the forum server has reached capacity, your post or download request will be processed as soon as possible."

Regards
MatzeO

Hi MatzeO,

the download link works for me. It might have been a temporary problem, if it persists try getting in touch with Neal :salute:

les green01
11-05-22, 08:44 PM
when i click addon by u-190 it takes me to need subscribe

GrenSo
11-06-22, 05:26 AM
when i click addon by u-190 it takes me to need subscribe


You can ignore this message about subscribing, because U-190 deleted all his addons/mods.


And in my opinion you should just use the Dynamic Environment from gab and not this additional addon for Dynamic Environment from U-190, because this one is very buggy.

gap
11-07-22, 01:44 PM
when i click addon by u-190 it takes me to need subscribe

That addon is no longer available, sorry. Link removed. Thank you for your for reporting it :salute:

les green01
11-07-22, 02:28 PM
That addon is no longer available, sorry. Link removed. Thank you for your for reporting it :salute:

np gap

Belmondo
11-16-22, 03:29 PM
I do not use the high version of DynEnv v2.9 - 3.b Enhanced Visibility so I can't tell you at the moment what and why you see there exactly.


Additional from DynEvn v2.9 I used only this ones:
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.b Wave Mechanics - Gale (Improved)
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 13. No Underwater FX Patch

What a storm looks like and really bad weather because I haven't met it yet

BoleMNE
08-14-24, 04:18 PM
Download link is down for me,a nyone else?

Aktungbby
08-14-24, 09:16 PM
BoleMNE!:Kaleun_Salute:

Kal_Maximus_U669
08-15-24, 04:38 AM
Download link is down for me,a nyone else?

Dynamic Environment SH5 v 2.9
:Kaleun_Wink:
https://www.subsim.com/radioroom/downloads.php?do=file&id=3975

Hey:Kaleun_Salute:@ Aktu
the dead link...see the Boss to repair
https://image.noelshack.com/fichiers/2024/33/4/1723715290-capture-d-cran-2024-08-15-114503.jpg

Kal_Maximus_U669
08-15-24, 05:08 AM
Download link is down for me,a nyone else?

just fixed... for you my friend... this is a temporary link to help you..:D

:Kaleun_Wink:
https://www.mediafire.com/file/bgy4f3chcaacef9/Dynamic+Environment+SH5+v+2.9.7z/file

:salute:Welcome BoleMNE! on Subsim the best Navale Web site:subsim:

BoleMNE
08-15-24, 07:01 AM
Thank you