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Fifi
04-19-13, 06:46 PM
Hi all modders,

Could someone tell me what is the exact file to adjust in scene dat, using S3D, to make the water more or less transparent as to be able to see submerged sub parts?
(without messing other stuff!)

Thanks in advance! :salute:

Armistead
04-19-13, 07:07 PM
Several adjust the overall look, but if you want to see your sub underwater, look at the first Envsim file/underwater/fog/ zmin/zmax.

Fifi
04-19-13, 08:25 PM
Hi Armistead, was talking about seeing underwater sub parts from above sea level...:hmmm:

Armistead
04-19-13, 10:28 PM
Mostly a function of shaders. If you look in shaders/water, you see several trans. files.

Real Env shaders are very transparent, you could try the replacing the water trans. files to see if you like it. Been awhile since I looked and messed with them.

Make yourself a mod with the trans shaders only from RE and give it a try or just mod the entire shaders water file.

Fifi
04-19-13, 11:32 PM
Thanks mate, will look into it, and try what you said :up:

Fifi
04-20-13, 12:55 AM
Well, no significant results...:nope:
Got more sub reflections on sea, but noway to get more water transparency...
Tried dozens of settings loading game after each tweeking without success.
Tried others env dat folders, others scene dat files, but still the 1.9 scene dat the best!...
Tried to adjust my 1.9 scene dat, but hundreds of settings mixing with each others, it's way too complicated/difficult for a noob like me to get very satisfying result! :haha:

Traveller
04-20-13, 05:42 AM
Well, no significant results...:nope:
Got more sub reflections on sea, but noway to get more water transparency...
Tried dozens of settings loading game after each tweeking without success.
Tried others env dat folders, others scene dat files, but still the 1.9 scene dat the best!...
Tried to adjust my 1.9 scene dat, but hundreds of settings mixing with each others, it's way too complicated/difficult for a noob like me to get very satisfying result! :haha:

Welcome to the frustrations of modding. :03: Keep trying!

Armistead
04-20-13, 10:35 AM
They're numerous values in scene dat that have some effect, opacity, etc., but again many other values that connect to the overall "look".

I know with one of my looks, I can see the sub outline to about 150 submerged.

I hope to get my PC fixed this weekend, can't do much on an old laptop.

Fifi
04-20-13, 03:46 PM
They're numerous values in scene dat that have some effect, opacity, etc., but again many other values that connect to the overall "look".


Yes, and even waves settings for each weather type get some transparency too...:doh:
Water opacity doesn't change anything as i maxed/lowered just this one, without noticeable change...

Fifi
04-22-13, 01:52 AM
That's just incredible!
On my poor laptop, i get nice water transparency, but on my big PC i'm unable to get any sea transparency :/\\!!
Even after clean install on stock 1.5 game not modded! :huh:

If someone has any idea to help...could it be drivers? (i run latest Nvidia)
Or graphic card? (i run GTX 580)

EDIT: not drivers...rolled back 266.58 without changes!...
So maybe a DX problem?

Armistead
04-22-13, 06:15 AM
Make sure you install DX from game disc, think it's DX9c.

Fifi
04-22-13, 06:34 AM
That's a downloaded version wich ask each time for DX install, and i did it! :hmmm:
Tomorrow i'm going to reinstall DX9c and everything again :-?
Computing stuff is driving me mad :/\\!!
I know i can get transparency on this computer, as i had it with SH4 already some time ago, but can't remember what i did that made it not working anymore...

Fifi
04-22-13, 07:41 PM
...So even after a brand clean windows 7 complete full reinstall from factory, and installing again SH4 V1.5 without mods, no water transparency :down: (either DVD version or downloaded version)
Can't be drivers (they are now stock) and can't be any Nvidia bad settings either.
Only remaining thing is my Zotac 580 graphic card wich doesn't allow water transparency for SH4...and i really don't understand why!!!
Though, SH5 is working fine, and water transparency is nice...

Go figure :/\\!!

Webster
04-22-13, 09:20 PM
use my water transparency mod, then if you want something different then look at the settings I used and compare them to stock and you will see the values you need to change

http://www.subsim.com/radioroom/showthread.php?t=152906

Fifi
04-22-13, 11:52 PM
Thanks a lot Webster, but i just found what it was! :woot:

Can't believe it was THAT stupid, and can't even post it here because it was so damn stupid!! :/\\!!:haha::haha:

Here it is anyway, in case someone else have same damn stupid issue (in small, cause i'm so ashamed of it): just the environment effect box was desabled because of horizon through crew body. Activating it again gave me nice transparency! lol

Fifi
04-24-13, 02:24 AM
To end this topic with my stupidity of the other day (still can't believe it :oops:), i discovered a weird thing:

To get water transparency, the environment box must be checked, but then we see through crew as known issue...
If i uncheck environment box, but check volumetric fog instead, i still have water transparency AND i don't see through crew! :yeah:
Weird, but it works!
Nevertheless, i've to see this volumetric fog rendering on my PC yet...:hmm2:

Armistead
04-24-13, 02:44 PM
The env. option checked is basically the switch that activates the waterTransPS.fx, the shader that deals with transparency. It may be that volumetric fog activates it as well or activates another shader that allows transparency. I would guess like most games, the shader is activated based on certain enviroment or weather conditions. I can activate both settings and still have transparent water on a day with no fog.

They're are several values in scene dat that tweak or adjust how much transparency takes place, but I'm guessing that some values work with one shader, some another. Heck, some may be there and have no effect at all.

// WaterParams.x = ReflectionDeformation;
// WaterParams.y = Fresnel;
// WaterParams.z = ReflectivityScale;
// WaterParams.w = HighlightThreshold;

Not sure what PS your card uses, probably 4, but pixel and shader models relate to a cards DX compliance Pixel and shader model relates to a cards DirectX compliance. DirectX can be divided into two specifications, the Pixel Shader Model, and the Vertex Shader Model. Each model has different hardware requirements, and when you take both into account you can determine the overall DirectX version.Think of this number as a more specific description of the DirectX version. Specifically, what pixel manipulation capabilities it has. This number may directly affect the features that will be available to you in certain games. Most agree it's
best to use the DX used the game was made off of and obvious drivers have an overall effect as well. Often older games start having issues with newer hard/soft ware. IMO, you can almost always use the newer stuff, but it may take some tweaking with hard and soft ware to get the desired look.

Fifi
04-24-13, 04:35 PM
Thanks for those infos :up:

Fifi
04-25-13, 03:49 PM
Think my tweekings are close enough...time for some action :salute:

http://img15.hostingpics.net/pics/916278transparency.jpg

http://img15.hostingpics.net/pics/846772Seacolor.jpg

http://img15.hostingpics.net/pics/426286nightwater.jpg

http://img15.hostingpics.net/pics/834545Waves.jpg

(but even though i'm a big SH4 fan, nothing can still beat this sea rendering: http://www.subsim.com/radioroom/showpost.php?p=2046878&postcount=3023)

Armistead
04-28-13, 01:17 AM
looks great:up: