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makman94
06-06-13, 01:36 PM
ManosEnvironmentPro version5 ( M.E.P v5 )
-------------------------------------------------


27/October/2014
Update:Mod Version 5 is released.

change log
--------------
v 5 -->
1. reworked fog's 3d model by Fahnenbohn which eliminates an odd effect during the vanishing of upper edges of high mountains
(a discussion for this issue had started after post 203 of this thread).
2. slight tweaks on colors ,especially for heavy weather (now ,during midday at heavy weather, clouds are brighter).
3. added an optional mini mod which makes the reflections on water more close to stock ones during midday.



7/October/2013
Update:Mod Version 4.3 is released.

change log
--------------
v4.3-->
1. eliminates totally an issue at reflections known as ''polygon effect'' (credits to Phillip Thomsen)
2. slight tweaks on reflections
3. slight tweaks on waves
4. slight tweaks on sky



23/June/2013
Update:Mod Version 4.2 is released.

change log
--------------
v4.2-->
1. corrects a mistake i made at scene.dat of MEP v4.1 ( more info at post 118 )


17/June/2013
Update:Mod Version 4.1 is released.

change log
--------------
v4.1-->
1. resettings at crew visuals for avoiding the effect of the repeated 'ship spotted' reports.
2. corrects a mistake at sim.cfg which was from test files.
3. corrects a mistake at visual settings in AI_sensors for LSH3 v5.1.
4. adds the visual sensor settings for Stiebler's patch (version ''4B_V16B1_Revised'').
5. eliminates the effect of 'flying ships' above horizon line.
6. reworked the look of ships when they are close to visual limits
7. reworked the effect of the ships vanishing their hulls to further distances.
8. adds Visual Sensors for CCoM v9.0 (after users request)

No changes at colors.

i want to thank the Subsim.com members ''Sepp von Ch.'' , ''Consigliere'' , ''Leitender'' and ''Tupolev'' for their pointings,tests and help to the above parts of the mod and ''Fahnenbohn'' who designed the new 3d model for the fog.
Special thanks to OLC (OneLifeCrisis) for his great environment mods which was the inspiration and base for MEP.


----------------------------------------------------------------

MEP v4 is a 20km environment mod

it is the sequel of MEP v3

New colors , New reflection maps and brand New 3d models for all environment which are correcting many previous issues (like,for example,the horizon color's gradation).
Enjoy


only for nvidia cards: i strongly suggest to use nhancer programme with RUBINI's settings(besides of all the goods of this programme,you will not have the sunhalo missing issue).
look here: Nvidia tweaks to SH3/SH4 (http://www.subsim.com/radioroom/showthread.php?t=128517)



can be found here: http://www.mediafire.com/folder/da50hb8kchto1/Makman94_Mods

6/June/2013

Makman94


PICS (huppy hunting to all subsimers):
http://i59.tinypic.com/w2dj49.jpg

http://i57.tinypic.com/2mrayow.jpg

http://i62.tinypic.com/t9gqis.jpg

http://imageshack.us/a/img441/9792/76225144.png

http://imageshack.us/a/img838/2482/87341300.png

http://imageshack.us/a/img19/4184/35364520.png

http://imageshack.us/a/img577/8890/14598901.png

http://imageshack.us/a/img32/9523/85116255.png

http://imageshack.us/a/img13/7094/62043301.png

http://imageshack.us/a/img191/483/66393591.png

http://imageshack.us/a/img801/5462/29013116.png

http://imageshack.us/a/img546/5640/76410194.png

http://imageshack.us/a/img811/5565/95120219.png

http://imageshack.us/a/img6/7276/23989456.png

http://imageshack.us/a/img202/2712/98707355.png

HW3
06-06-13, 02:26 PM
Got it! I loved v3 so this one is going to have to go some to top it, but I'm sure it will.:up:

:subsim:

brett25
06-06-13, 03:08 PM
really nice, thanks makman:salute:

desertstriker
06-06-13, 04:07 PM
thanks makman you do beautiful work:salute:

reaper7
06-06-13, 04:09 PM
Well done Manos, a fantastic Environment. Cant wait to sail the sea', even looking forward to a good 'ol storm.

danzig70
06-06-13, 07:04 PM
Thank you!

fitzcarraldo
06-06-13, 07:22 PM
Many thanks Makman!

Your work is awesome. I hope this Environment will be added to HAHD as optional. It seems a must have. Congratulations!

Best regards.

Fitzcarraldo :salute:

Anvar1061
06-06-13, 07:43 PM
SSS
I have ATI!I have MEP v3!I want v4!

Tupolev
06-06-13, 11:25 PM
Absolutely fantastic Mak.

Thank you for your excellent work!

DragonRider
06-07-13, 04:44 AM
Totally fantastic piece of work :salute:

Kelly621
06-07-13, 08:05 AM
Thank you for the new version....great mod!:salute:

Kelly621

Hitman
06-07-13, 08:21 AM
Oh wow GREAt the best got even better :woot::yeah:

Vince82
06-08-13, 06:18 AM
Who would have thought silent hunter 3 would one day look like this.

Father Goose
06-08-13, 12:37 PM
Is there any additional mods that need to go along with M.E.P. v4? Such as the Visual Sensors for GWX? (I know we needed them for v3.)

I am impressed with M.E.P. v3. Just wanted to know before switching over to v4. Thanks! :up:

DrJones
06-08-13, 01:51 PM
Hey Makman,

thats a great peace of work here:up::up:...thank you very much....:subsim:

Best Regards

DrJones:salute:

Sepp von Ch.
06-08-13, 03:17 PM
MEP4 is compatible with hsie´s mod, but with stiebler´s too? I have some conflicts by the visual sensor mod wit stiebler mod.

HW3
06-08-13, 03:59 PM
Is there any additional mods that need to go along with M.E.P. v4? Such as the Visual Sensors for GWX? (I know we needed them for v3.)

It is included in the download.

:subsim:

fitzcarraldo
06-08-13, 04:52 PM
Is there any additional mods that need to go along with M.E.P. v4? Such as the Visual Sensors for GWX? (I know we needed them for v3.)

I am impressed with M.E.P. v3. Just wanted to know before switching over to v4. Thanks! :up:

Download the file and you will have all for MEP 4 (enviro, sensors, etc...).

Regards.

Fitzcarraldo :salute:

Father Goose
06-08-13, 05:00 PM
It is included in the download.

:subsim:

Download the file and you will have all for MEP 4 (enviro, sensors, etc...).

Regards.

Fitzcarraldo :salute:

Thanks guys. Very exciting! :subsim:

ReallyDedPoet
06-08-13, 06:03 PM
Nice work :yep:

mafansiwo
06-09-13, 03:35 PM
very beautiful sky and sea.thank you

Father Goose
06-09-13, 04:26 PM
I just returned to SH3 and started using M.E.P. v3 so my experience is limited.
What are the biggest improvements you see with version 4?

Leitender
06-10-13, 02:12 AM
manos,

at first, thank you very much for this modification. I didn´t use the predecessors, but now i will give it a try. The pictures are too impressing to ignore this mod.

Concerning the sensors, may i ask what was the reason for this 20km mod? Until now, i thought a 16km athmosphere would be realistic, especially if i compare my own visual capability to that of my crew and that of the enemy AI.

Further, I saw you changed not only the maxrange and preciserange values, but you also introduced a searchbeam functionality to the crew visual sensor for LSH and NYGM, like it already was in gwx. Many gwx users switched that off because of this repeating "ship spotted" report. Didn´t you get that all the time?

Finally, are you aware of that there are some more visual sensors included into the ai_sensors.dat? The original values are in a certain, normally long tested balance (especially in nygm, but also in LSH). If you increase only the standard visual sensor, you´ll get a kind of "uber" sensor for, say merchants, whereas the warships remain at their range. E.g. LSH:

Original: AI (standard): 8000m. AII (warships): 11.000m.
Your setting: AI: 15.000m. AII: 11.000m.

Do you see my point?

Please take this as constructive critics. I would be glad to get an answer, especially about the 20km athmosphere. Thank you in advance.

Sincerly

BossMark
06-10-13, 02:25 AM
Bloody marvellous well done Makman :salute::salute::salute:

makman94
06-10-13, 09:55 AM
glad you like it guys !
thank you all very much for your kind words :up:
enjoy it

makman94
06-10-13, 10:38 AM
MEP4 is compatible with hsie´s mod, but with stiebler´s too? I have some conflicts by the visual sensor mod wit stiebler mod.

hi there Sepp,
oops , you are right here ! i didn't look into Stiebler's patch files so i missed that he has made some tweaks on AI_Sensors of the supermods (i don't see any tweaks on other sensors files in his patch) .
i will reupload the MEP v4 in the next days including the sensors for Stiebler's patch too :up:
thank you for pointing this :yep:

manos,

Concerning the sensors, may i ask what was the reason for this 20km mod? Until now, i thought a 16km athmosphere would be realistic, especially if i compare my own visual capability to that of my crew and that of the enemy AI.

hi Leitender,

i don't think that a 16 km enviro is 'realistic' with any meaning . see here:
https://en.wikipedia.org/wiki/Horizon

a ship with a small mast=25m can be seen by a u-boat observer at about 26km distance (without the effect of atmospheric refraction) or at about 28km distance (with the effect of atmospheric refraction ).we need a even much 'bigger' than 20km environment ,we need one up to about 32 - 33 km (which is possible in sh3. i had builted some large enviro 3d models just to test sh3 engine and ships were spotted way further than 20km ,up to 30 km and more.i made these models just for testing purposes and prooved that sh3's engine is working just fine that far away but i never finished them)

don't worry about own visuality and crew visuality abillity. this can be balanced to all enviros no matter if they are 8 or 16 or 20 km



Further, I saw you changed not only the maxrange and preciserange values, but you also introduced a searchbeam functionality to the crew visual sensor for LSH and NYGM, like it already was in gwx. Many gwx users switched that off because of this repeating "ship spotted" report. Didn´t you get that all the time?

yes , i had read from times to times about this ''repeating -ship spotted- report'' issue but i never have experienced it with my visual sensor.
can you create a single mission which will produce the issue that you are talking about with my visual sensors enabled and ,on the other hand, will be ok if i run the mission with the arc setted to 0 at my sensors ?
i just can't reproduce the issue in order to see if it is possible to fix it (by setting the arc to 0) .if indead there is any problem at the arc ,it is not big deal at all to set it at 0 at my next upload of MEP v4



Finally, are you aware of that there are some more visual sensors included into the ai_sensors.dat? The original values are in a certain, normally long tested balance (especially in nygm, but also in LSH). If you increase only the standard visual sensor, you´ll get a kind of "uber" sensor for, say merchants, whereas the warships remain at their range. E.g. LSH:

Original: AI (standard): 8000m. AII (warships): 11.000m.
Your setting: AI: 15.000m. AII: 11.000m.

Do you see my point?

yes i see what you mean here Leitender:yep:
NYGM sensors are ok (i tweaked all visuals there).
i am not using lsh3 and this ,that you pointed, just slept of my attention (it was at the bottom-bottom ,didn't even saw it !) .
thank you for posting it , just tell me this if you know and i will fix it at the next upload : AII visuals belongs to the warships and AI to ALL other types of ships ?



Please take this as constructive critics. I would be glad to get an answer, especially about the 20km athmosphere. Thank you in advance.

Sincerly

i know when someone is nasty and when not Leitender so there was no need to write about it.
thank you for your pointings , i will correct them at the next upload (just send me this single mission to see if i can reproduce the problem with the repetation of ship spotting)

makman94
06-10-13, 10:48 AM
I just returned to SH3 and started using M.E.P. v3 so my experience is limited.
What are the biggest improvements you see with version 4?

hi Father Goose,

from the OP of the thread
''New colors , New reflection maps and brand New 3d models for all environment''

as you can guess , you can't call the new colors or the new reflection maps as 'improvements' as long as we are entering the 'world of tastes' .
so it is just these two: 'i like it and i keep it' and 'i don't like it and i move on'

Fubar2Niner
06-10-13, 12:33 PM
@Makman

Been out the frame for a bit and just spotted this new release. All I can say is thank you, Been a user and lover of v.3 since it's release and can't wait to try v.4........ Wait however! I see you plan to release an update. Can't wait Kaleun, I'll grab v.4 for now. Eagerly awaiting 4.0.1 ;)

Terrific stuff and thank you :salute:

Best regards.

Fubar2Niner

VONHARRIS
06-10-13, 01:29 PM
Waiting for the compatible with Stiebler's addon release

Very good mod.

Συνχαρητήρια , άψογο αποτέλεσμα

Translation : Congatulations on the exellent result

Sepp von Ch.
06-10-13, 01:51 PM
hi there Sepp,

i will reupload the MEP v4 in the next days including the sensors for Stiebler's patch too :up:



Hi makman94, thank you so much! Your MEPv4 mod is simply great!

Father Goose
06-10-13, 03:49 PM
hi Father Goose,


as you can guess , you can't call the new colors or the new reflection maps as 'improvements' as long as we are entering the 'world of tastes' .
so it is just these two: 'i like it and i keep it' and 'i don't like it and i move on'

Fair enough! :haha: Thank you. :up:

11Bravo
06-10-13, 04:04 PM
Wow! Looks beautiful.

Looking forward to the extra hydrophone and visual range, too.

Thank you for this and your GUI mod.

Regards,
11Bravo

LemonA
06-10-13, 05:59 PM
http://img.xrmb2.net/images/431786.jpeg

NYGM + hSie
Distance away: 10km

makman94
06-11-13, 05:50 AM
......

hi LenonA,

you think that you are showing me something that i don't know or something that i tried to 'hide' ?
there are a lot more issues (and much more serious) other than the 'flying ships' not only in mep but in every enviro.i ensure you that if you keep on digging you will find much more serious issues in MEP.

some people tend to forget that sh enviro engine is NOT good. there were many parts that i had to choose between the raised issues and one of these was the 'flying ships'(if i 'heal' the flying ship something else is getting worst and not only in one specific part of the mod.at this case you will see other 'lemonAs' posting their complains).
keep in mind that there is no curveness of earth modelled by devs and whatever you see at horizon will always be compromises in sh3.

special tip for you: if you can't stand looking at 'flying ships', spend two or three minutes of your life,go to scene.dat-->EnvSim-->FogDistances and increase there the values at SeaRelativeZMax and make it as you like

ps:an unanswered question: in real life , i have seen 'flying ships' with my own eyes from the beach (and ships were not very far away ) so it is still a question for me if the 'flying ships' is indead an issue. i think that,in real life, there is the possibility due to light's tricks

Montekidlo
06-11-13, 06:12 AM
ps:an unanswered question: in real life , i have seen 'flying ships' with my own eyes from the beach (and ships were not very far away ) so it is still a question for me if the 'flying ships' is indead an issue. i think that,in real life, there is the possibility due to light's tricks

was that LSD or weed effect ?

Montekidlo
06-11-13, 06:17 AM
not only in mep but in every enviro.i ensure you that if you keep on digging you will find much more serious issues in MEP.


I have no flying effect with OLC 16km atmosphere enviroment.

And I'm together with Lemona on this one.

Most important is what has been hidden behind the lovely pictures of MEP4..

makman94
06-11-13, 06:18 AM
was that LSD or weed effect ?

the level is getting each year lower and lower

makman94
06-11-13, 06:19 AM
I have no flying effect with OLC 16km atmosphere enviroment.

And I'm together with Lemona on this one.

Most important is what has been hidden behind the lovely pictures of MEP4..

i told to lemona what to tweak,you too do the same

and next time quote the whole phrase i post . i said ''there are a lot more issues (and much more serious) other than the 'flying ships' not only in mep but in every enviro.i ensure you that if you keep on digging you will find much more serious issues in MEP''

Montekidlo
06-11-13, 06:25 AM
There is a good old saying: bad dancer is impeded even by (his own) balls

P.S.
I will pretend I didn't see your rude remarks towards me :)

makman94
06-11-13, 06:29 AM
There is a good old saying: bad dancer is impeded even by (his own) balls

what can i say....?
you are insulting me with no reason
am i the bad dancer ? why ?

ps: why is the need every time a moder is posting a new mod to have to face all the morons like you ?

if you don't like something , you are just moving on . whats the porpouse of the posts like '' i don't like your mod '' ?

Montekidlo
06-11-13, 06:31 AM
what can i say....?
you are insulting me with no reason
am i the bad dancer ? why ?

ps: why is the need every time a moder is posting a new mod to have to face all the morons like you ?

You answered it already, you have lots of issues in MEP4. This was your anti-ad towards yourself. Who is moron then ? :haha:

makman94
06-11-13, 06:33 AM
You answered it already, you have lots of issues in MEP4. This was your anti-ad towards yourself. Who is moron then ? :haha:

ok , enough with the 'clever' empty posts

Montekidlo
06-11-13, 06:34 AM
if you don't like something , you are just moving on . whats the porpouse of the posts like '' i don't like your mod '' ?

Because there are positives and negatives in our world. If you can't stand critics it's your personal problems mate :)

makman94
06-11-13, 06:39 AM
Because there are positives and negatives in our world. If you can't stand critics it's your personal problems mate :)

it is not critics , there is no reason to post ''i don't like this mod''

if i don't like something i am moving on but what do you do ? you are coming in a new mod to say that you like something else . why is this ?
i answered to your complain what to do but you don't even saw it .
it is more important for you (and many others around here) just to post your bs

now , whats next?

Montekidlo
06-11-13, 06:56 AM
You're weird and funny :) Have you had a difficult childhood ? Pehaps you should take some Prozac or consult a specialist, because you're losing a grip on yourself when somebody points out an issue over your mod... You shouldn't be so touchy honestly. Everyone has a right to say what they like or dislike. This is life mate! :)

makman94
06-11-13, 07:09 AM
You shouldn't be so touchy honestly. Everyone has a right to say what they like or dislike. This is life mate! :)

and this is what you did ? look at your first two posts .
yes ,i am loosing grip on myself when someone is rude towards me saying that i am using drugs (your first post) and yes i am loosing grip when they are quote the half of my phrases changing the meaning of my words (your second post). you were wrong but you continued


You're weird and funny :) Have you had a difficult childhood ? Pehaps you should take some Prozac or consult a specialist, because you're losing a grip on yourself when somebody points out an issue over your mod...

and still you are continuing insulting me by advertising drugs ...exactly the way you started it

ps :...:hmm2: who is behind ''montekidlo' really ....so familiar bs with some other 'friends' from past :sunny:

Montekidlo
06-11-13, 07:14 AM
Sorry but it is hopeless to speak with you in a sensible manner so to speak.. :nope:

fitzcarraldo
06-11-13, 07:57 AM
You're weird and funny :) Have you had a difficult childhood ? Pehaps you should take some Prozac or consult a specialist, because you're losing a grip on yourself when somebody points out an issue over your mod... You shouldn't be so touchy honestly. Everyone has a right to say what they like or dislike. This is life mate! :)

First: Well...I didn´t consume LSD and I see ships floating in the horizon, in high seas, aboard a warship (Sometime did you navigate in a warship in high seas?). For me, that is realistic, between the limitations of SH3 engine.

Second: You are new in SUBSIM. Here, there are some guys active from the very first of SH3, I´m in the Forum from 2009, and EVER we respect the work of the modders. Makman is an "institution" in this site, the same for Jimbuna, SailorSteve, Fubar, Ducimus, and many others, and deserve respect and consideration.

Three: You are free of tell us your questions, feedbacks, etc; but with RESPECT.

Four: As I think you will not understand all the previous points, I request to moderators the "call to order" for this user.

Five: Please, go to play Angry Birds. :Kaleun_Wink:

Regards.

Fitzcarraldo :salute:

DragonRider
06-11-13, 08:05 AM
Sorry but it is hopeless to speak with you in a sensible manner so to speak.. :nope:



:timeout: If you had ever attempted to tweak the environment files and released a mod then you would Know what you are talking about but it is plain to see you don’t
Also if you don’t like this version well don’t use it
All you have managed to do is make yourself look stupid and have no relevant point to make so you are trolling this thread.

Makman94 as I have said before in this post well done best effort at an environment mod so far. :salute:

Montekidlo
06-11-13, 08:09 AM
Montekidlo is sorry for those fools who took offense over this nonsence which actually begun from post other than mine.

But I guess the wind is stronger out there than my single blow :)

Cheers and have fun!

P.S. Angry Birds game rocks my world too! :D

Father Goose
06-11-13, 08:09 AM
hi Father Goose,

from the OP of the thread
''New colors , New reflection maps and brand New 3d models for all environment''

as you can guess , you can't call the new colors or the new reflection maps as 'improvements' as long as we are entering the 'world of tastes' .
so it is just these two: 'i like it and i keep it' and 'i don't like it and i move on'

I have always believed modders have earned and deserve a high level of respect, not only for their talent but for the huge numbers of hours that they dedicate to their mods. Then they make the mods available so we can download them at no charge.

I can understand asking if their is a fix for an issue. If there isn't, accept that and like Makman94 stated, decide on your own to keep it or move on.

I found Makman94's M.E.P. v3 to be excellent and look forward to version 4.

DragonRider
06-11-13, 08:21 AM
Montekidlo is sorry for those fools who took offense over this nonsence which actually begun from post other than mine.

But I guess the wind is stronger out there than my single blow :)

Cheers and have fun!

P.S. Angry Birds game rocks my world too! :D



You cant apologize and insult people in the same post you are the fool with the problem as you keep proving by not moving on :nope:

Hitman
06-11-13, 08:48 AM
So I stay out of the forum 24 hours and look how this thread has been derailed :o

Please gentlemen, stop this at once. Any further comments not related to the MEPv4 will be removed, and infraction for the author considered.

Lete everybody enjoy the mod and its discussion, please :timeout:

Leitender
06-11-13, 09:50 AM
If the players would take a serious look onto the stock game they could see, that this critizised "hovering ships" above the horizon are already a stock game "feature". There you have an ugly grey stripe above the horizon. The shown screenshot of makman´s mep mod is way better than what i used to see in sh3. :up:

SH3 cannot show vanishing (i.e. "sinking") ships behind the horizon, it´s a kind of simulated with this stripe, which gets wider, the farer away an object is. So imho makman´s mod does the best what one could do with this game.

makman:

concerning "ship spotted" effect: Tried several times an got opposite results :hmm2: Will go on and report...
Greetings.

Montekidlo
06-11-13, 10:07 AM
@Leitender

I could agree on one thing: friendly encouraging pat on the shoulder is more than flaw pointing finger.. :)

Tupolev
06-11-13, 10:51 AM
Loving the environment so far Mak.

I too have the continuous ship spotted "bug", but as I've had it with GWX with its original environment I don't contribute this to v4.

I did drop done of the "arc" values to 0 but haven't noticed a quantitive change. Just fiddling with the settings isn't a very scientific approach though. So if you need someone to help test settings, I'd be happy to help!

T

brett25
06-11-13, 11:51 AM
hi makman, this mod is looking/working very nicely, you have really nailed the ambient lighting, and the overlal look and feel is a huge improvemnt over stock SH3

...i have one question...could you tell me which parameter will controll the amount of reflection of the sky on the sea? If this is indeed an easy thing, if not no matter.....:salute:

...also (to the moderators) I am getting very suspicious of these guys that have have very recent join dates...I suspect they were people banned in the past and are back to torment:timeout:

SquareSteelBar
06-11-13, 11:53 AM
...in real life , i have seen 'flying ships' with my own eyes...Confirm that. I did, too, many times.


P.s.:
and keep in mind: there's still the Flying Dutchman out there...

makman94
06-11-13, 11:55 AM
@Leitender

I could agree on one thing: friendly encouraging pat on the shoulder is more than flaw pointing finger.. :)

@'paparidlo': why you are not opening your sence.dat and increase the values that i said to lemona and become huppy ? you will see a miracle happening in front of your eyes and ship will no longer flying(yes really ...miracles are happening!).or,of course , you will prefer to continue posting bs ?

you said at post 36 that the pics of mep are lovely (it is not hiding anything behind them 'clever' member.what a lovely critisism...) so if this is your only (!) problem with mep then all will be ok in your miserable existance

...lsd...weed effects...weird and funny...difficult childhood...Prozac...consult a specialist...hopeless to speak with you in a sensible manner...fools...flaw pointing finger .....amazing perfomance really :o

makman94
06-11-13, 12:11 PM
SH3 cannot show vanishing (i.e. "sinking") ships behind the horizon, it´s a kind of simulated with this stripe, which gets wider, the farer away an object is. So imho makman´s mod does the best what one could do with this game.

makman:

concerning "ship spotted" effect: Tried several times an got opposite results :hmm2: Will go on and report...
Greetings.

hi Leitender,

as i said to lemona , you can make this 'stripe' less wider as you are increasing SeaRelativeZMax values in fog distances
so , you can get read of it if you like but it has its side effects

about the ship spotted issue let me know if you get anywhere and send me the test mission to reproduce it :yep:



Loving the environment so far Mak.

I too have the continuous ship spotted "bug", but as I've had it with GWX with its original environment I don't contribute this to v4.

I did drop done of the "arc" values to 0 but haven't noticed a quantitive change. Just fiddling with the settings isn't a very scientific approach though. So if you need someone to help test settings, I'd be happy to help!

T
hi Tupolev,
you have the repetation with my sensors enabled ?
if yes , set 0 at SweepPeriod , SweepArc and ProbInsideArc and see if it makes any difference


....

...i have one question...could you tell me which parameter will controll the amount of reflection of the sky on the sea? If this is indeed an easy thing, if not no matter.....:salute:



hi Brett ,

the reflection of the sky on water is a combination by different values but the most drastical values are located at scene.dat-->sky-->clouds-->SceneParameters
in there, there are three states (0-for clear weather ,1-for cloudy weather and 2-for bad weather)

makman94
06-11-13, 12:16 PM
Confirm that. I did, too, many times.


P.s.:
and keep in mind: there's still the Flying Dutchman out there...

hi SSB ,
so i am not the only one then !
whats your opinion ? you think that this must remain or be eliminated ?

Montekidlo
06-11-13, 12:19 PM
you said at post 36 that the pics of mep are lovely (it is not hiding anything behind them 'clever' member.what a lovely critisism...) so if this is your only (!) problem with mep then all will be ok in your miserable existance


My miserable existance ? :D You already steped over the line bad dancer :D But I believe you already used to this isn;t it ? :)

QUOTE=makman94;2069888] ...lsd...weed effects...weird and funny...difficult childhood...Prozac...consult a specialist...hopeless to speak with you in a sensible manner...fools...flaw pointing finger .....amazing perfomance really :o [/QUOTE]

Does these words spin offen in your head while you have a bad dream ? :hmmm:

makman94
06-11-13, 12:25 PM
My miserable existance ? :D You already steped over the line bad dancer :D But I believe you already used to this isn;t it ? :)
a bad dancer is loosing his steps right paparidlo ? am i synchronized with you now parlapildo? still you are not answering why you are not making the tweaks at your scene.dat and if this is your only (!) problem with mep or better say with ...makman94


...lsd...weed effects...weird and funny...difficult childhood...Prozac...consult a specialist...hopeless to speak with you in a sensible manner...fools...flaw pointing finger
Does these words spin offen in your head while you have a bad dream ? :hmmm:

no never , does this puzzle you ?

Montekidlo
06-11-13, 12:34 PM
Who is parlapidlo anyway ? Your imaginable friend maybe ? :D I already stated that it is impossible to have a sensible way of discussion because you're mad with your head literrally. And this is sad seeing such people fainting away, do you understand me ?

makman94
06-11-13, 12:37 PM
Who is parlapidlo anyway ? Your imaginable friend maybe ? :D I already stated that it is impossible to have a sensible way of discussion because you're mad with your head literrally. And this is sad seeing such people fainting away, do you understand me ?

http://www.youtube.com/watch?v=Gb2jGy76v0Y

Montekidlo
06-11-13, 12:41 PM
From what I've seen I can not make any decent explanation why on earth moderators still protects you.. Seriously I'm outta words here.

Kpt. Lehmann
06-11-13, 02:34 PM
...lsd...weed effects...weird and funny...difficult childhood...Prozac...consult a specialist...hopeless to speak with you in a sensible manner...fools...flaw pointing finger
Does these words spin offen in your head while you have a bad dream ? :hmmm:


From what I've seen I can not make any decent explanation why on earth moderators still protects you.. Seriously I'm outta words here.

:timeout:

makman94 took the time and effort to share his work here, for any who may be interested, free of charge.

He is protected by moderators because he is a contributor to this community.

Though he may not have had the reaction to your comments and questions that you were hoping for, he did answer them... and he did so with more than a little CLASS.

There are indeed limitations within SH3 that must be balanced with personal preferences.

Everybody wants things to be what they want, when they want it.... and that is truly impossible for a modder to execute.

Really, you should have "run out of words" many posts before, but maybe you've gotten caught up in the moment, lost your way a bit, and didn't intend to come off as an obnoxious jerk.

Whatever it was, just take a breath and go hunting. It isn't like some government agency is mandating that you install makman94's mod. So its all cool. :sunny:

Montekidlo
06-11-13, 03:03 PM
:timeout:

Whatever it was, just take a breath and go hunting. It isn't like some government agency is mandating that you install makman94's mod. So its all cool. :sunny:

Of course it is not, but common from when it is banned to speak up your mind, despite it is not the thing that moderator, especially makman94 would like to hear ?

Lemona posted a screenshot and makman94 already gone wild interpretating things in his mind as an attack! This is just sick!

If this is all about community welfare just to say good and positive things, no negative remarks because some too sensitive individuals can get insulted and leave this place ? if that is the case, I'm not wishing to take part in this surrogate friendly family. I have my own mind an opinion about anything that is going on around me, so why the hell somebody wants to shut me down from expressing it in the first place ?

National security woun't be breached if somebody expressed his opinion, but in this case no opinion was needed - the author himself jumped up into the eyes as he faulty believed he was the one who got attacked in his inadequate reaction. :nope:

Hitman
06-11-13, 03:07 PM
So, we were talking about the beautiful new Manos EP V4, right? :shucks:

Kpt. Lehmann
06-11-13, 03:11 PM
Well... it would appear that the logical outcome has happened.

Hang in there, makman. Rome wasn't built in a day. Unfortunately, hecklers are sometimes part of the picture. I've had my share too.

don1reed
06-11-13, 07:47 PM
MEP4 is a super product, makman94. Well done.

Tupolev
06-11-13, 08:24 PM
hi Tupolev,
you have the repetation with my sensors enabled ?
if yes , set 0 at SweepPeriod , SweepArc and ProbInsideArc and see if it makes any difference

Hi Mak, quick update on this one...

Was definitely using your GWX sensors. Made the changes you recommended and so far am seeing a huge difference. I've encountered 2 solo ships on current patrol (campaign) and only recieved the initial sighting reports. Perfect!

I always noticed the problem more during convoy attacks, so I'll let you know after my next one.

Thanks again!

T

Onkel Neal
06-11-13, 10:25 PM
Of course it is not, but common from when it is banned to speak up your mind, despite it is not the thing that moderator, especially makman94 would like to hear ?

Lemona posted a screenshot and makman94 already gone wild interpretating things in his mind as an attack! This is just sick!

If this is all about community welfare just to say good and positive things, no negative remarks because some too sensitive individuals can get insulted and leave this place ? if that is the case, I'm not wishing to take part in this surrogate friendly family. I have my own mind an opinion about anything that is going on around me, so why the hell somebody wants to shut me down from expressing it in the first place ?

National security woun't be breached if somebody expressed his opinion, but in this case no opinion was needed - the author himself jumped up into the eyes as he faulty believed he was the one who got attacked in his inadequate reaction. :nope:


You haven't been here long enough to earn the right to troll like this.

Wolfpack345
06-11-13, 10:55 PM
Beautiful mod! Just absolutely stunning!!! I thank you for this.
:up::up:
Now you deserve a break and don't listen to the troll....what he says disgust me honestly.
Again THANK YOU:yeah:

HW3
06-11-13, 11:51 PM
Some ingame shots of M.E.P v4.

Sunrise
http://img.photobucket.com/albums/v64/davestev47/U-Boat%20Career/MEPV4Sunrise11_zpsb7a61db1.jpg (http://smg.photobucket.com/user/davestev47/media/U-Boat%20Career/MEPV4Sunrise11_zpsb7a61db1.jpg.html)
http://img.photobucket.com/albums/v64/davestev47/U-Boat%20Career/MEPV4Sunrise2_zps5cac63c5.jpg (http://smg.photobucket.com/user/davestev47/media/U-Boat%20Career/MEPV4Sunrise2_zps5cac63c5.jpg.html)

Daytime
http://img.photobucket.com/albums/v64/davestev47/U-Boat%20Career/MEPV4Daytime1_zpsebc8746e.jpg (http://smg.photobucket.com/user/davestev47/media/U-Boat%20Career/MEPV4Daytime1_zpsebc8746e.jpg.html)
http://img.photobucket.com/albums/v64/davestev47/U-Boat%20Career/MEPV4Daytime2_zps85884c58.jpg (http://smg.photobucket.com/user/davestev47/media/U-Boat%20Career/MEPV4Daytime2_zps85884c58.jpg.html)

Sunset
http://img.photobucket.com/albums/v64/davestev47/U-Boat%20Career/MEPV4Sunset_zpsd9ebd046.jpg (http://smg.photobucket.com/user/davestev47/media/U-Boat%20Career/MEPV4Sunset_zpsd9ebd046.jpg.html)

Night
http://img.photobucket.com/albums/v64/davestev47/U-Boat%20Career/MEPV4Night_zpsc3d9e463.jpg (http://smg.photobucket.com/user/davestev47/media/U-Boat%20Career/MEPV4Night_zpsc3d9e463.jpg.html)

All photos are taken straight out of the game with no retouching, only resized.

:subsim:

BigWalleye
06-12-13, 06:41 AM
Beautiful piece of work, Makman!

VONHARRIS
06-12-13, 07:09 AM
MEP V4 in action
Bay of Biscay October 1942

U-172 IXC

http://i39.tinypic.com/mtawpf.jpg


Head-on shot

http://i44.tinypic.com/dfgiu8.jpg

Well done for one more time Makman

Ποτέ δεν πίστευα ότι θα μπορούσαμε να έχουμε τέτοια γραφικά.

Translation : I never thought it would be possible to have such graphics.

Leitender
06-12-13, 08:53 AM
Hi Mak, quick update on this one...

Was definitely using your GWX sensors. Made the changes you recommended and so far am seeing a huge difference. I've encountered 2 solo ships on current patrol (campaign) and only recieved the initial sighting reports. Perfect!

I always noticed the problem more during convoy attacks, so I'll let you know after my next one.

Thanks again!

T

manos:

Lots of tests later, i found out, that reapeted sighting reports only occur, if realistic sensors are switched on. If so, the (non-stock) search beam characteristics ot the visual sensor leads to that lost and reestablished contacts, again and again. The time between the sightings depends on - the sweep period. So i would recommend to set the original (stock) values:

sweep period=15
sweep arc=0
probinsidearc=0

The 4 lookouts had to overview each a 90° part 4 times every minute (read in a book, maybe Paterson): This leads to a real sweep period of 15s. :yeah:

I wouldn´t recommend to switch off the realistic sensors as there are some more functions like precisrange or surface which wouldn´t work anymore. Beyond, the lookouts will show you the direction of the contact only immediately after having found it.

Another thing is, that if the atmosphere has changed, thus the player´s visual range has changed. But not only the crew and the AI visual range have to be adapted and not only all other visual settings, but every other sensor (hydrophone, sonar, radar, rwr) of the boat and of the AI has to be re-balanced! I´ve been playing around with these values for years and finally got a more or less balanced system for my own 16km atmo. But i won´t touch this again. If anyone likes that: Be prepared to be surprised by summer or winter or things like that which are changing astonishing fast. :/\\!!

greetings

makman94
06-12-13, 09:04 AM
thank you all guys for the supporting messages !

anyway back to topic that is raised

whats your opinion about the 'flying ships' ? leave the feature or eliminate it at the next upload?

the side effects by eliminating it , are :

1. on free camera ,when user is having the camera very high ,the enviro starts glitching and the large 'square' of sea becomes vissible making the enviro look ...'cheap' and crappy ( this side effect is more vissible on the clear with exellent visibility weather )

2. the vanishing of ships's hull becomes really worst becuase ships will look vanishing their hull in water (instead of vanishing it in the fog on sea which gives the impression of the 'flying ships').one option we have here and 'heal' somehow the problem is to make ships vanishing their hulls way far than the horizon line (about 8km) to the 16km far away or more. it will not be realistic by any meaning, but it is the only way to have vanishing hulls without flying ships or 'sinking' in water ships

what do you think ?

makman94
06-12-13, 09:31 AM
manos:

Lots of tests later, i found out, that reapeted sighting reports only occur, if realistic sensors are switched on. If so, the (non-stock) search beam characteristics ot the visual sensor leads to that lost and reestablished contacts, again and again. The time between the sightings depends on - the sweep period. So i would recommend to set the original (stock) values:

sweep period=15
sweep arc=0
probinsidearc=0

The 4 lookouts had to overview each a 90° part 4 times every minute (read in a book, maybe Paterson): This leads to a real sweep period of 15s. :yeah:

I wouldn´t recommend to switch off the realistic sensors as there are some more functions like precisrange or surface which wouldn´t work anymore. Beyond, the lookouts will show you the direction of the contact only immediately after having found it.


nice finding Leitender :up: ,

maybe thats explain why i don't have the repeted ship spots as i have the realistic sensors feature always off.
i can say here that ,in my tests,the precisrange and the surface fuctions are working when ''realistic sensors'' are off. so maybe it has impact only in these search beams? but ,on the other hand ,i think as i am typing this message, the search beams are working at hydro or radars even when ''realistic sensors'' are off , isn't it so ?


Another thing is, that if the atmosphere has changed, thus the player´s visual range has changed. But not only the crew and the AI visual range have to be adapted and not only all other visual settings, but every other sensor (hydrophone, sonar, radar, rwr) of the boat and of the AI has to be re-balanced! I´ve been playing around with these values for years and finally got a more or less balanced system for my own 16km atmo. But i won´t touch this again. If anyone likes that: Be prepared to be surprised by summer or winter or things like that which are changing astonishing fast. :/\\!!

greetings

you are absolutely right here Leitender and i have posted this need too at the past. i only released the visual sensors in order crew and AI to make sense in the 20km enviro but in my set-up i am running my own sensors which includes all other devices but you can guess what i will have to face if i ever released all of them ? i wouldn't dare it ....not in a million years.

things are not so bad as they are now becuase in most supermods these diveces (radars-hydro ) are adjusted to way larger values according to propotions of a 16km visuals so i can only say that a 20km enviro is much better than a 16km one in this situation.

on the other hand , adjusting the other sensors demands a huge search of finding the real values for each device (something that i never did and probably never do as demands so much time) and i am all in if someone (like you) give us a mod with these sensors (hydro - radar ) adjusted according to the propotions even of a 16km visuals values . all that i would have to do then (which will not be more than an afternoon work) is to adjust all these sensor values to the propotions of a 20 km visuals

so , if you are very huppy with your sensors at the rest devices , send them to me and i will adjust them to fit in the 20 km enviro (or you can try it yourself as some tests to see how it works)

Sailor Steve
06-12-13, 09:55 AM
All photos are taken straight out of the game with no retouching, only resized.
And beautiful they are. Good job Makman! :rock:

Leitender
06-12-13, 11:25 AM
FYI:

C3 Cargo 16km atmosphere. Distance: 14km. LSH3 + WAC3.0 Real atlantic:

http://www.mediafire.com/convkey/8f77/uzib9jyr3pkwnbt6g.jpg

Same situation MEP4:

http://www.mediafire.com/convkey/0a29/udtmd2bpnehi8p56g.jpg

LSH3+WAC3.0 Real atlantic: Left: Battleship KGV, right: Destroyer, both AOB=0:

http://www.mediafire.com/convkey/fc6f/6v5ks9sn6sat9hs6g.jpg

Same situation - same distance with MEP4:

http://www.mediafire.com/convkey/70a3/m47m77pha30azgc6g.jpg

manos:

precisrange and the surface fuctions are working when ''realistic sensors'' are off.About preciserange i´m not completely sure, but if i switch off the realistic sensors, planes will be discovered much later than with real sensors on. This must be a function of the surface. I didn´t test planes with your mep yet, but will report. So long,

Leitender

Sepp von Ch.
06-12-13, 03:11 PM
i will reupload the MEP v4 in the next days including the sensors for Stiebler's patch too :up:



Hello makman94, I will not to bother, but when the new version including the GWX sensors for Stiebler's patch comes out please? Can´t wait!:Kaleun_Binocular:

makman94
06-13-13, 11:50 AM
Hello makman94, I will not to bother, but when the new version including the GWX sensors for Stiebler's patch comes out please? Can´t wait!:Kaleun_Binocular:

hi Sepp ,
as soon as we clear up this issue at settings with the repeted ship spots.
when i have the confirmations from the members that are facing it , i will reupload it again so be a little patient , will not take long

makman94
06-13-13, 11:56 AM
Ποτέ δεν πίστευα ότι θα μπορούσαμε να έχουμε τέτοια γραφικά.



γεια χαρα Χαρη,
κ που εισαι ακομα,εχουμε να δουμε και αλλα αρκει να συνεχιζει ο κοσμος να μονταρει!
να ξερεις οτι το moding στο περιβαλλον δεν τελειωνει ποτε.
υπαρχουν τοσα απειρα χρωματα να 'παιξει' κανεις ,ακριβως οπως συμβαινει κ με τα απειρα χρωματα της φυσης

ποτε , κανενα ηλιοβασιλεμα δεν ηταν ιδιο με το χθεσινο του !

VONHARRIS
06-13-13, 12:47 PM
γεια χαρα Χαρη,
κ που εισαι ακομα,εχουμε να δουμε και αλλα αρκει να συνεχιζει ο κοσμος να μονταρει!
να ξερεις οτι το moding στο περιβαλλον δεν τελειωνει ποτε.
υπαρχουν τοσα απειρα χρωματα να 'παιξει' κανεις ,ακριβως οπως συμβαινει κ με τα απειρα χρωματα της φυσης

ποτε , κανενα ηλιοβασιλεμα δεν ηταν ιδιο με το χθεσινο του !

Γεια σου και σένα.
Χρησιμοποίησα για πρώτα φορά το περιβάλλον που έφτιαξες (ΜΕΡ v4) και ξετρελάθηκα!
Τέλεια δουλειά.
'Οσο για τα πλοία που φαίνονται να αιωρούνται στον ορίζοντα για μένα είναι κάτι το ελάχιστο , αμελητέο.

Sepp von Ch.
06-14-13, 06:23 AM
hi Sepp ,
as soon as we clear up this issue at settings with the repeted ship spots.
when i have the confirmations from the members that are facing it , i will reupload it again so be a little patient , will not take long

:subsim: Thank you makman very much:up:

teapot156
06-16-13, 03:54 PM
Hey makman94, really like the mod and want to keep using but i'm having a problem:

It seems that ships will not engage eachother when I have M.E.P v4 - VisualSensors for GWX3 added in jsgme.

I think it's maybe because they can't see?

Heres my activated mod list:


widescreen _GWX3.0
M.E.P v4
Optional - FSF for MEP v4
Optional - ShipVanishingHull for MEP v4
TheRealPing
Widescreen MaGui v3.4-SA
Rbs1_SH4_Effects_GWX_30_71
GWX - Axis Mediterranean Aircraft Skins
Supplement to V16B1 (JSGME)
M.E.P v4 - VisualSensors for GWX3

Thanks!

Wolfpack345
06-16-13, 04:13 PM
I seem to have a similar problem as teapot.
Enemy ships will not engage me or zig zag when i am close by. I have the optional sensors pack enabled. Other than that i am loving your mod! Such a beautiful environment! :salute::salute:

fitzcarraldo
06-16-13, 04:55 PM
I seem to have a similar problem as teapot.
Enemy ships will not engage me or zig zag when i am close by. I have the optional sensors pack enabled. Other than that i am loving your mod! Such a beautiful environment! :salute::salute:

Makman is working on a Sensors.dat for the Stieblers patch. With Hsie patch, MEPv4 works fine for me.

Regards,

Fitzcarraldo :salute:

teapot156
06-16-13, 05:40 PM
Makman is working on a Sensors.dat for the Stieblers patch. With Hsie patch, MEPv4 works fine for me.

Regards,

Fitzcarraldo :salute:

What should I do in the meantime? Do you think it's best to play without M.E.P or just the sensor addon?

fitzcarraldo
06-16-13, 06:50 PM
What should I do in the meantime? Do you think it's best to play without M.E.P or just the sensor addon?

Try with the Bismarck Mission, with all installed. Check the destroyers. In my installation (without Stieblers Patch), all works fine. The destroyers search and find me...

If you have problems, play only with Hsie patch, not the Stiebler.

Regards.

Fitzcarraldo :salute:

teapot156
06-16-13, 08:30 PM
I just tried it with everything and the two larger British capital ships do not fire upon the Bismark. When I remove the M.E.P GWX sensors addon they fire at eachother like they are supposed to.

makman94
06-16-13, 11:12 PM
hello guys ,

i am aware of the issue (Tupolev has informed me) and all these are caused becuased i included in the release files, the sim.cfg values from test files and not from the final one. this is the result when i am rushing releases :/\\!! but anyway ,thanks to Tupolev ,the issue is cleared up now.

later today , i will reupload the MEP v4 ( now it will be v4.1 ).
at this version, i eliminated the 'flying ships' effect .
also, i reworked the look of ships very far away at visual limits (at the following pics the 'ShipVanishingHull' option -which also is reworked- is not enabled )

ship close to visual limit (ship is with light colors painted):

http://imageshack.us/a/img407/143/jx9.png

ship at about 15km distance:

http://imageshack.us/a/img9/4189/9y5.png

Wolfpack345
06-16-13, 11:34 PM
Ahh ok well thank you! I will down load the latest version later when i can. Again thank you very much! :up:

Hitman
06-17-13, 02:45 AM
Beautiful :up:

I always preferred the clearly defined horizon cutting the ship's hull, but yesterday I was at the beach and it was a bit hazy and for sure ships on the horizon appeared as "floating" due to the horizon fog melting color with the water. :)

BTW if I can make a suggestion, I would ask to do with binoculars and UZO the same as OLC did with his cameras. Fix the zoom as 1x and then tweak the aperture angle to correctly represent the zoom. It provided great looking seas through the optics. :cool: For the scopes I never liked the solution of the fixed 3x zoom, but for the binocs/UZO I think it is a must.

Anvart
06-17-13, 04:47 AM
hello guys ,
...
ship close to visual limit ...

Hi, makman94.
I like the ascetic LayOut interface as the original game, but... if you are writing service names in the officer slots, color coding of the slots is unnecessary... moreover colored slots look very strange, i think it would be nice to make slots in the achromatic colors with alpha channel (transparency)???
...
M.E.P v4.1? I'm sure it will be an excellent job.

Good luck.

Father Goose
06-17-13, 06:38 AM
Pics look great Makman! Looking forward to 4.1. :up:

fitzcarraldo
06-17-13, 07:10 AM
hi Sepp ,
as soon as we clear up this issue at settings with the repeted ship spots.
when i have the confirmations from the members that are facing it , i will reupload it again so be a little patient , will not take long

Many thanks Makman!

Best regards.

Fitzcarraldo :salute:

makman94
06-17-13, 09:30 AM
Beautiful :up:

I always preferred the clearly defined horizon cutting the ship's hull, but yesterday I was at the beach and it was a bit hazy and for sure ships on the horizon appeared as "floating" due to the horizon fog melting color with the water. :)


thats exactly what i was saying at post 34 Alberto and ships were not very far away from beach,possibly at a distance closer from the distance to real horizon line !
i have see it many times but it is not always happening so i am guessing that all these effects are light's tricks.
now that i eliminated this effect , if anyone wants to bring it back must decrease the SeaRelativeZMax values in fog distances settings and make it fit his tastes.

Alberto, please change the version number at the title from 4 to 4.1


BTW if I can make a suggestion, I would ask to do with binoculars and UZO the same as OLC did with his cameras. Fix the zoom as 1x and then tweak the aperture angle to correctly represent the zoom. It provided great looking seas through the optics. :cool: For the scopes I never liked the solution of the fixed 3x zoom, but for the binocs/UZO I think it is a must.

yes , that was one more (of the many) very nice idea from OLC ! i always had this in my todo list and always forget it :arrgh!:.
there is something annoying though on such tweaks (the uzo and the bino will spin around very fast becuase of the very small angular angle value)

Hi, makman94.
I like the ascetic LayOut interface as the original game, but... if you are writing service names in the officer slots, color coding of the slots is unnecessary... moreover colored slots look very strange, i think it would be nice to make slots in the achromatic colors with alpha channel (transparency)???
...
M.E.P v4.1? I'm sure it will be an excellent job.

Good luck.

Hi Anvart ,
it is not my design the gui that you see .
this gui is NYGM's gui and i have the same opinion with you :yep:

makman94
06-17-13, 09:46 AM
hello to all ,

M.E.P v4.1 is out !
(first post is updated)

you can get it from my mediafire page

Sepp von Ch.
06-17-13, 11:11 AM
Many thanks makman!:yeah:

Last question:

Is please your "sensors.dat" the same or compatible with Aces´Multimod compatibility fix mod v 1.3 beta (http://www.subsim.com/radioroom//showpost.php?p=1341823&postcount=1)- download here: http://www.mediafire.com/download/ozwje61fi316542/Aces_Multimod_compatability_fix_release_v1.3.7z


???


http://s14.postimg.org/7u7be89yl/AAAA.jpg (http://postimg.org/image/7u7be89yl/)


Aces´Multimod compatibility fix mod v 1.3 beta is designed to make compatible for Aces´Superturms v6, very important mod for all GWX users:-)- see here:
http://www.subsim.com/radioroom/showpost.php?p=1673696&postcount=1

Best regards and thank you!

Fubar2Niner
06-17-13, 11:34 AM
Excellent service as usual makman, thanks for your hard work :salute:

Best regards.

Fubar2Niner

Obltn Strand
06-17-13, 12:24 PM
Nice. Another fine reason to spend sunny summer day indoors patrolling.
Thanks.

Sepp von Ch.
06-17-13, 12:40 PM
Nice. Another fine reason to spend sunny summer day indoors patrolling.
Thanks.

:up::rotfl2:1+

fitzcarraldo
06-17-13, 01:22 PM
Nice. Another fine reason to spend sunny summer day indoors patrolling.
Thanks.

+1...I will close all the windows of my home for more immersion :woot::woot::woot:

Regards.

Fitzcarraldo :salute:

makman94
06-18-13, 03:06 AM
Many thanks makman!:yeah:

Last question:

Is please your "sensors.dat" the same or compatible with Aces´Multimod compatibility fix mod v 1.3 beta (http://www.subsim.com/radioroom//showpost.php?p=1341823&postcount=1)- download here: http://www.mediafire.com/download/ozwje61fi316542/Aces_Multimod_compatability_fix_release_v1.3.7z


???


http://s14.postimg.org/7u7be89yl/AAAA.jpg (http://postimg.org/image/7u7be89yl/)


Aces´Multimod compatibility fix mod v 1.3 beta is designed to make compatible for Aces´Superturms v6, very important mod for all GWX users:-)- see here:
http://www.subsim.com/radioroom/showpost.php?p=1673696&postcount=1

Best regards and thank you!

hi Sepp,

the only sesnors.dat that are compatible with MEP are allready included in MEP's .rar
all other sensors.dat that you may find,must make them compatible with MEP visuals .
there are so many tweaked sensors.dat out there that the best way is to learn how to create compatible files.

this is easy (in MEP's case) as the only tweaks i have made in this file are located at its visual node (look at pic) ,so put the following values in the visual node of the sensors.dat that you are interested and you are ready to go :

http://imageshack.us/a/img838/9595/kkmh.png


at the rest sensor files my tweaks are located at:

Sensors.cfg --> all settings at visual sector
sim.cfg --> all settings at visual sector , Max fire range=12000 at AI Cannons and Max fire range=2500 at AI AA Guns
AI_Sensors --> all settings at 'AI_Visual' type nodes that you may find in there

Tigershark624
06-18-13, 03:11 AM
Many thanks, Makman! Been waiting for this one since Christmas now. I have a week's vacation coming up next week so I'll have time to enjoy all this new scenery.

makman94
06-18-13, 03:14 AM
Excellent service as usual makman, thanks for your hard work :salute:

Best regards.

Fubar2Niner

enjoy it Fubar , thank you too :salute:

Nice. Another fine reason to spend sunny summer day indoors patrolling.
Thanks.

the one is not discarding the other :sunny:

+1...I will close all the windows of my home for more immersion :woot::woot::woot:

Regards.

Fitzcarraldo :salute:

haven't allready done that long time ago ?

the combination open windows-sh3's night is making my monitor look ...closed

Many thanks, Makman! Been waiting for this one since Christmas now. I have a week's vacation coming up next week so I'll have time to enjoy all this new scenery.

have fun Tigershark ! thank you too

Magic1111
06-18-13, 08:25 AM
hello to all ,

M.E.P v4.1 is out !
(first post is updated)

you can get it from my mediafire page

Thx Manos, I´ll give your wonderful MOD a try! :up:

:salute:

Father Goose
06-18-13, 09:14 AM
Hours of enjoyment thanks to your talented effort. :woot:
Thank you Makman! :salute:

Requesting your opinion of the following mods and order. Obviously using GWX3.
Does the below look okay? Is the order correct? Any suggestions?

M.E.P. v4.1
Optional – FSF for MEP v4.1
M.E.P. v4.1 – VisualSensors for GWX3
MaGui F
TorpedoSolutionButton for MaGui F
TMT v2
GWX Turm Lights fix
Accurate German Flags

This loads with the GWX screen with no mention of M.E.P. 4.1.
I suppose everything loaded properly. It looks fine just want to make sure. Thanks

Sepp von Ch.
06-18-13, 11:30 AM
Thank you makman. I try it!




GWX Turm Lights fix


Who can I find and download this mod please?

Sepp von Ch.
06-18-13, 02:19 PM
Thank you Herr Kaleu!:salute:

Anvart
06-20-13, 05:39 AM
...
Hi Anvart ,
it is not my design the gui that you see .
this gui is NYGM's gui and i have the same opinion with you :yep:
Excuse me, makman94.
My fault... :D

Sepp von Ch.
06-20-13, 03:50 PM
hi Sepp,

the only sesnors.dat that are compatible with MEP are allready included in MEP's .rar
all other sensors.dat that you may find,must make them compatible with MEP visuals .
there are so many tweaked sensors.dat out there that the best way is to learn how to create compatible files.

this is easy (in MEP's case) as the only tweaks i have made in this file are located at its visual node (look at pic) ,so put the following values in the visual node of the sensors.dat that you are interested and you are ready to go :

http://imageshack.us/a/img838/9595/kkmh.png


at the rest sensor files my tweaks are located at:

Sensors.cfg --> all settings at visual sector
sim.cfg --> all settings at visual sector , Max fire range=12000 at AI Cannons and Max fire range=2500 at AI AA Guns
AI_Sensors --> all settings at 'AI_Visual' type nodes that you may find in there

With what tool do I open this Sensors.dat file please?

desertstriker
06-20-13, 04:56 PM
With what tool do I open this Sensors.dat file please?
http://s3d.skwas.com/ you can get the S3D tool there

Sepp von Ch.
06-20-13, 11:31 PM
:up::salute:

makman94
06-23-13, 05:55 AM
hello to all Subsimers ,

M.E.P v4.2 is out !
(first post is updated)
@Alberto: please change (hope to be the last time !) the version number in title from 4.1 to 4.2

Consigliere noticed a serious bug on v4.1 (the bug is showing at the following pic during the night).
the last tweaks i made on the scene.dat of v4.1 for reworking the look of ships at visual limits has this side effect.
the v4.2 is correcting this mistake.
many thanks to Consigliere for pointing this issue :salute:
the bug:
http://imageshack.us/a/img13/3880/gmi.png

Fubar2Niner
06-23-13, 07:54 AM
Many thanks to you both mate. For catching and fixing this so quickly :salute:

Best regards.

Fubar2Niner

Hitman
06-23-13, 01:55 PM
@Alberto: please change (hope to be the last time !) the version number in title from 4.1 to 4.2

Any time mate :salute:

Sepp von Ch.
06-23-13, 02:01 PM
Consigliere noticed a serious bug on v4.1 (the bug is showing at the following pic during the night).
the last tweaks i made on the scene.dat of v4.1 for reworking the look of ships at visual limits has this side effect.
the v4.2 is correcting this mistake.
the bug:


Hello makman!

:DI just wanted to ask you about solving this bug!


http://s9.postimg.org/uyy1nyikr/image.jpg (http://postimg.org/image/uyy1nyikr/)
http://s12.postimg.org/nimzj9bdl/image.jpg (http://postimg.org/image/nimzj9bdl/)

This problem si also solved in v4.2, many thanks!

So.. And in my career, I found a few problems:

1)

Here are three ships at a distance of 9 miles.

If you look directly at them (90 degrees), are quite difficult to see these ships, which I think is ok

http://s14.postimg.org/xh51ygxb1/image.jpg (http://postimg.org/image/xh51ygxb1/)
http://s15.postimg.org/v9tqm0wmf/image.jpg (http://postimg.org/image/v9tqm0wmf/)


But if you look at them obliquely, It is approximately 20 degrees before the bottom, they are much easier to see, even without the bino...:06:

I make this screenshot from the same distance as above...

http://s8.postimg.org/o3q6isw3l/image.jpg (http://postimg.org/image/o3q6isw3l/)

2)
The watch crew on the bridge reported sometimes that visibility is zero, but...

After a certain time really comes down storm clouds over the sky, but ...
http://s17.postimg.org/rt9qh892j/image.jpg (http://postimg.org/image/rt9qh892j/)

It is my experience of career in June 1943 in the South Atlantic.

Can you please help me with these problems? I really love your mod...

makman94
06-24-13, 03:57 AM
So.. And in my career, I found a few problems:

1)

Here are three ships at a distance of 9 miles.

....

But if you look at them obliquely, It is approximately 20 degrees before the bottom, they are much easier to see, even without the bino...:06:

I make this screenshot from the same distance as above...

http://s8.postimg.org/o3q6isw3l/image.jpg (http://postimg.org/image/o3q6isw3l/)



hi Sepp,

i am not sure that i understand you , you mean that if you move the deck camera and place the ships at the edge of screen the ships becomes more vissible ?
if yes , then i can not reproduce this ,at my end it is working the same no matter where the ships are on screen

probably , without being any expert on these themes at all ,seems like it is a video card or drivers theme


2)
The watch crew on the bridge reported sometimes that visibility is zero, but...

After a certain time really comes down storm clouds over the sky, but ...
....

It is my experience of career in June 1943 in the South Atlantic.

Can you please help me with these problems? I really love your mod...

it is the way the sh3's engine works , give it some time and the enviro will slowly change to the reported state .

fitzcarraldo
06-24-13, 06:56 AM
hi Sepp,

i am not sure that i understand you , you mean that if you move the deck camera and place the ships at the edge of screen the ships becomes more vissible ?
if yes , then i can not reproduce this ,at my end it is working the same no matter where the ships are on screen

probably , without being any expert on these themes at all ,seems like it is a video card or drivers theme

I use WideScreen MaGUI 3.4 in 1360x768 res. I don´t have the problem. I don´t know if the WS could be the reason.

Many thanks for the new version!

Fitzcarraldo :salute:

VONHARRIS
06-24-13, 02:00 PM
There seems to be a problem with MEP V4.2 here.
After diving to periscope depth and raising the attack scope , it is always blurry making its usage difficult if impossible.
Speed is 2 kts

Check screenshot

http://i40.tinypic.com/iveqgo.jpg

Is it supposed to happen or is it a bug?
I have H.sie's realism pack v1.6 and Stiebler's addons.
This problem appeared after intalling MEP v4.2 while it was not present with MEP v4

Δεν το έγραψα στα Ελληνικά για να μπορούν να το διαβάσουν όλοι.
Ευχαριστώ.

Sepp von Ch.
06-24-13, 02:09 PM
OK, thank you makman for answer.

brett25
06-24-13, 09:43 PM
There seems to be a problem with MEP V4.2 here.
After diving to periscope depth and raising the attack scope , it is always blurry making its usage difficult if impossible.I belive that issue is related to the camera. MEP does not make any changes to the camera, but maybe let Makman say for sure:salute:

fitzcarraldo
06-25-13, 11:09 AM
Is it supposed to happen or is it a bug?
I have H.sie's realism pack v1.6 and Stiebler's addons.
This problem appeared after intalling MEP v4.2 while it was not present with MEP v4


You have two knots: decellerating from an high speed? Hsie patch adds a limited speed to clearly see through periscopes.

I don´t have the problem, and yes, it is the cameras.dat. Not included in MEP 4.2.

Regards.

Fitzcarraldo :salute:

makman94
06-25-13, 04:15 PM
There seems to be a problem with MEP V4.2 here.
After diving to periscope depth and raising the attack scope , it is always blurry making its usage difficult if impossible.
Speed is 2 kts

Check screenshot

----

Is it supposed to happen or is it a bug?
I have H.sie's realism pack v1.6 and Stiebler's addons.
This problem appeared after intalling MEP v4.2 while it was not present with MEP v4

Δεν το έγραψα στα Ελληνικά για να μπορούν να το διαβάσουν όλοι.
Ευχαριστώ.

hi Hari,

it seems to me like a mod soup .
keep in mind that sometimes core files (not only mod's files) get corrupted without obvious reason. i have reinstall the whole game more than 3 or 4 times becuase something went wrong without adding or removing any mods at all.
it can't be the v4 working ok and v4.2 not becuase the only difference at these two versions is located only to a different value in fog distances in scene.dat and nothing more (both are using the same scene.dat)

as Fitz and Brett allready said , looks like a cameras problem

fitzcarraldo
06-25-13, 07:26 PM
hi Hari,

it seems to me like a mod soup .
keep in mind that sometimes core files (not only mod's files) get corrupted without obvious reason. i have reinstall the whole game more than 3 or 4 times becuase something went wrong without adding or removing any mods at all.
it can't be the v4 working ok and v4.2 not becuase the only difference at these two versions is located only to a different value in fog distances in scene.dat and nothing more (both are using the same scene.dat)

as Fitz and Brett allready said , looks like a cameras problem

The same with the sometimes erratic work of JSGME. When you have great mods (in MB), JSGME can leave some "residuals" when you deactivate-reactivate-deactivate those huge mods. Also I reinstalled several times SH3 after testing mods, activating and deactivating, and all the installation is corrupted. JSGME is a great tool, but not perfect...

Regards.

Fitzcarraldo :salute:

VONHARRIS
06-25-13, 10:50 PM
Ok , thank you all for your replies.
So , it is a camera.dat problem after all.
I will have to do some digging,

brett25
06-25-13, 11:20 PM
as fitzcaralo has said, Hsie mod makes your periscope first blurry and then unusauble at speeds over 5 knots or so...try and see if its still blurry at 2 knots...

finally one thing you can check...open the camera.dat file in SH3 editor and go to the periscope entry, look and see if you have a camera effects entry under that, and see if you have a blur effect applied to your camera, that will also cause this issue.....:salute:

VONHARRIS
06-29-13, 12:53 PM
as fitzcaralo has said, Hsie mod makes your periscope first blurry and then unusauble at speeds over 5 knots or so...try and see if its still blurry at 2 knots...

finally one thing you can check...open the camera.dat file in SH3 editor and go to the periscope entry, look and see if you have a camera effects entry under that, and see if you have a blur effect applied to your camera, that will also cause this issue.....:salute:

Thanks for the tip.
It was the camera.dat file that was corrupted somehow.
When I repalced it with a proper one, the problem was gone.

makman94
06-30-13, 10:41 AM
@Anvart :

can you please have a look at this problem ,here :
http://www.subsim.com/radioroom//showthread.php?t=149376


do you have any idea what may is causing this mess at reflections and if there any suggestion that may solve the above issue ? (even if hacking the .exe or envsim.act or any other responsible file is necessery ,John,aka Reaper7, may be able to take care)

Anvart
06-30-13, 04:15 PM
Hi, makman94.
I do not know what is OLCe2, OLC...
One day, when I had read the praise to the OLC (optional mod for GWX 3.0) I compared the sea of the original game and OLC mod... I did not saw the difference on screens of water's patches (height of view was up to 500 m)... I do not really understand what do you write, but looking at the screens i have desire to configure the waves (bump) and reflections in scene.dat, SkyColors_ *.dat and maybe in Sim.cfg...
... unless of course, this effect is not associated with updating video drivers or fault of video memory.
:haha:
I remembered! your sea is very seems like a sea of one of the installation screens of GWX 3.0

Uboat177
07-29-13, 05:44 PM
Hello Makman,

I was wondering if you could help me with this graphics bug that I just encountered. When the weather is overcast but not raining the sky is messed up - I get weird banding but everything looks fine when I zoom in with binoculars. Also everything seems fine with other weather conditions. So your mod is excellent apart from this issue. Could be on my end.

http://i53.photobucket.com/albums/g47/Yeti_MRU/SH3Img29-7-2013_182917_517_zps9d4f0115.png (http://s53.photobucket.com/user/Yeti_MRU/media/SH3Img29-7-2013_182917_517_zps9d4f0115.png.html)


Am running:

GWX 3
Merchant Fleet Mod
Pascal Port People
Dertien No rank on Crew
Dfant_subflag 2012
Waterstream Exhaust Combi v2.3 for GWX
GWX - Enhanced Damage Effects
M.E.P v4.2
Optional - FSF for MEP v4.2
Optional - Shipvanishinghull for MEP 4.2
M.E.P v4.2 - VisualSensors for GWX3
Real Depth Charge

makman94
07-30-13, 07:25 AM
Hello Makman,

I was wondering if you could help me with this graphics bug that I just encountered. When the weather is overcast but not raining the sky is messed up - I get weird banding but everything looks fine when I zoom in with binoculars. Also everything seems fine with other weather conditions. So your mod is excellent apart from this issue. Could be on my end.




Am running:

GWX 3
Merchant Fleet Mod
Pascal Port People
Dertien No rank on Crew
Dfant_subflag 2012
Waterstream Exhaust Combi v2.3 for GWX
GWX - Enhanced Damage Effects
M.E.P v4.2
Optional - FSF for MEP v4.2
Optional - Shipvanishinghull for MEP 4.2
M.E.P v4.2 - VisualSensors for GWX3
Real Depth Charge

Hi Uboat177,

try disabling all mods and enable only MEP.
if problem insist then i have read from times to times around here that the users of sh3 commander (are you using this?) must do something with a 'rollback'' button of this app when they are about to install a new mod.
other than the above i have no furhter ideas , i can't reproduce your issue

Uboat177
07-31-13, 03:43 PM
Hello Makman,

The issue seems to have went away.

At first, I tried disabling all mods with just MEP on but it didn't have an effect. Then another kind forum member PM'ed me a link to a thread with another person experiencing a similar bug (but not with MEP?) who mentioned constantly alt-tabbing to the desktop as the weather changed. I was doing the same thing at the time the bug appeared and saved the game with the bug still present, possibly corrupting the game. I was also advised to set game to XP SP3 compatility.

So I reloaded a save in base and the next time I got cloudy weather it was fine.

Regards,
:cool:

sublynx
09-08-13, 03:31 PM
Thanks for this beautiful sea! I'm really looking forward to seeing all the different sea states in different lighting conditions :salute:

sailor_X
09-14-13, 04:55 AM
I just noticed I can raise loop antena being underwater with shift+v, using visual sensors for GWX with anvart's FUMO mod :-?

I dived with antena up, but it should go down automatically when ordering dive right ?

makman94
09-16-13, 09:52 AM
I just noticed I can raise loop antena being underwater with shift+v, using visual sensors for GWX with anvart's FUMO mod :-?

I dived with antena up, but it should go down automatically when ordering dive right ?

hi sailor_X,

this is not altering by the files of MEP

makman94
09-16-13, 10:00 AM
Thanks for this beautiful sea! I'm really looking forward to seeing all the different sea states in different lighting conditions :salute:

thank you too Sublynx :up:

Two more pics that i liked :

http://imageshack.us/a/img7/603/fze6.png

http://imageshack.us/a/img703/9963/nev7.png

sailor_X
09-16-13, 10:28 AM
hi sailor_X,

this is not altering by the files of MEP

Sorry, but I don't understand what you mean :(

desertstriker
09-16-13, 10:36 AM
Sorry, but I don't understand what you mean :(
MEP has no effect on the files that are responsible for the antenna

sailor_X
09-16-13, 10:44 AM
MEP has no effect on the files that are responsible for the antenna

Ok nevermind then..

makman94
09-17-13, 06:26 AM
hello guys,

for those who doesn't know what ''Polygon Effect'' is look here:
http://www.subsim.com/radioroom//sho...d.php?t=149376 (http://www.subsim.com/radioroom//showthread.php?t=149376)

this problem is something that was bothering me long time now since the first versions of MEP ( at the first versions ,this was exactly the main goal ,to eliminate as possible this ugly issue).
i had a sudden idea today ,tested it and finally, i managed to nail down the value that is causing these ugly reflections.
all tests so far shows that this problem has allready become ...history !

i will make some more tests to get sure and if all are ok i will release an update for M.E.P v4.2 to v4.3

the fix is pretty easy and i will give instructions so everyone to import it in his preferable enviro and get rid of these crappy reflections once and for all.

sublynx
09-17-13, 06:35 AM
Great news :yeah:

LGN1
09-21-13, 11:52 AM
hello guys,

for those who doesn't know what ''Polygon Effect'' is look here:
http://www.subsim.com/radioroom//sho...d.php?t=149376 (http://www.subsim.com/radioroom//showthread.php?t=149376)

this problem is something that was bothering me long time now since the first versions of MEP ( at the first versions ,this was exactly the main goal ,to eliminate as possible this ugly issue).
i had a sudden idea today ,tested it and finally, i managed to nail down the value that is causing these ugly reflections.
all tests so far shows that this problem has allready become ...history !

i will make some more tests to get sure and if all are ok i will release an update for M.E.P v4.2 to v4.3

the fix is pretty easy and i will give instructions so everyone to import it in his preferable enviro and get rid of these crappy reflections once and for all.

Great news, Manos! :yeah:

Any progress on this?

Cheers, LGN1

Hitman
09-21-13, 02:54 PM
i managed to nail down the value that is causing these ugly reflections

Was the solution in the "patches" parameter?

makman94
09-22-13, 04:15 AM
Great news, Manos! :yeah:

Any progress on this?

Cheers, LGN1

hello there LGN1 ,
yes , i made more tests and i am sure that problem i solved !
so far everything looks great so i am saying that 99,9% problem i solved, i am leaving this 0,1% becuase with this damn game ,you never know

Was the solution in the "patches" parameter?

no Alberto ,
the solution must be credited to Phillip Thomsen!
story is like this, long time ago someone had told me that the issue is not happening in Thomsen's water and indead that is true. i was trying to see why in PT's mod the issue was cleared and i came to the conclusion that i had to use his waves if i wanted to get rid of the issue. the 'problem' for me was that i found PT's waves very 'unnormal' for my tastes so i let it go back then.
later i noticed ( http://www.subsim.com/radioroom/showpost.php?p=1895139&postcount=52 ) that ''...the issue is happening on the big changes of weather...'' and i remembered PT's mod again so i went back and start digging in his waves settings and....bingo !
in PT's mod all values in LargeWavesArmonics are the same and thats exactly the trick !

by setting to all LargeWavesArmonics values (situations [0],[1],[2]) the same value as in the large waves (in situation [3]) the polygon effect is gone once and for all !

LGN1
09-22-13, 01:12 PM
Thanks for your reply, Manos :up:

Just to be sure:

The setting is in scene.dat -> Node-Sky -> EnvSim -> Wind -> WavesProperties.

In the stock version the first two settings ([0][1]) have a value of LargeWavesArmonics=3, the other two ([2][3]) LargeWavesArmonics=1. All of these should have the same value.

Do you have recommendation for this value?

Regards, LGN1

Hitman
09-22-13, 02:28 PM
no Alberto ,
the solution must be credited to Phillip Thomsen!
story is like this, long time ago someone had told me that the issue is not happening in Thomsen's water and indead that is true. i was trying to see why in PT's mod the issue was cleared and i came to the conclusion that i had to use his waves if i wanted to get rid of the issue. the 'problem' for me was that i found PT's waves very 'unnormal' for my tastes so i let it go back then.
later i noticed ( http://www.subsim.com/radioroom/show...9&postcount=52 (http://www.subsim.com/radioroom/showpost.php?p=1895139&postcount=52) ) that ''...the issue is happening on the big changes of weather...'' and i remembered PT's mod again so i went back and start digging in his waves settings and....bingo !
in PT's mod all values in LargeWavesArmonics are the same and thats exactly the trick !

by setting to all LargeWavesArmonics values (situations [0],[1],[2]) the same value as in the large waves (in situation [3]) the polygon effect is gone once and for all ! Excellent reverse-engineering Manos :up:

OLC once commented on some things he fixed thanks to the patches parameter, and hence the question. :hmm2:

Looking forward to MEP 4.2, as the saying goes at least for me "don't sail out without it" :arrgh!:

nfitzsimmons
09-23-13, 12:23 PM
Just read the whole thread, and maybe I missed it. To clarify, is this mod compatible with GWX 3.0 Gold, and if it is, in what order should it be installed?

Thanks.

SnipersHunter
09-23-13, 12:43 PM
Just installed it looking great

makman94
09-23-13, 02:48 PM
Thanks for your reply, Manos :up:

Just to be sure:

The setting is in scene.dat -> Node-Sky -> EnvSim -> Wind -> WavesProperties.

In the stock version the first two settings ([0][1]) have a value of LargeWavesArmonics=3, the other two ([2][3]) LargeWavesArmonics=1. All of these should have the same value.

Do you have recommendation for this value?

Regards, LGN1

hi LGN1,

look the LargeWavesArmonics value that your enviro is using at the situation [3] (thats the biggest waves) and set the same value to all other situations .
at the stock ,that you discribed above, make all LargeWavesArmonics=1


Excellent reverse-engineering Manos :up:

OLC once commented on some things he fixed thanks to the patches parameter, and hence the question. :hmm2:

Looking forward to MEP 4.2, as the saying goes at least for me "don't sail out without it" :arrgh!:
you can't imagine how many hours i had spent looking for a solution of this ugly issue Alberto ( enviros ,especially the ones that are using big contrasts between sea colors and reflection colors, look very crappy when the issue appears) and now that i see that the solution was so simple and ...simply in front on my eyes all these years i just feel very .... dissapointed !
anyway, better late than ...never you may say and i will fully agree :yep:

Just read the whole thread, and maybe I missed it. To clarify, is this mod compatible with GWX 3.0 Gold, and if it is, in what order should it be installed?

Thanks.

hi Nfitzsimmons,

read the installation notes that are included in the mod

Just installed it looking great

thank you SnipersHunter, enjoy :up:

DragonRider
09-23-13, 03:09 PM
Really Great find well done :yep:

Tupolev
09-24-13, 06:02 PM
Gotta say Manos, I love this environment.

I'm a little confused with the waves fix you reverse-engineered...

Is this going to be an update you'll put out or is this something we can fix ourselves with S3D?

I know you're super busy, just looking for a little clarification..

T

Arpadiam
09-25-13, 09:57 PM
Sorry if this was asked before, but i really do love to use your mod but the bad part is that i dont have a powerful pc so the mod run at 25 fps

is there any way to have a version with all that the mod bring but with 10km or a bit less?, or maybe the help to modify the distance just a bit to adjust it to have a good visual with a nice fps

regards

makman94
09-26-13, 12:23 PM
Gotta say Manos, I love this environment.

I'm a little confused with the waves fix you reverse-engineered...

Is this going to be an update you'll put out or is this something we can fix ourselves with S3D?

I know you're super busy, just looking for a little clarification..

T

hi Tupolev ,

i will release an update for MEP v4.2 to v4.3 importing the above finding.

i just gave the 'fix' in order everybody to be able to import it in his enviro so ,if you can't wait for MEP's update , you can try to import it by yourself in MEP's scene.

Sorry if this was asked before, but i really do love to use your mod but the bad part is that i dont have a powerful pc so the mod run at 25 fps

is there any way to have a version with all that the mod bring but with 10km or a bit less?, or maybe the help to modify the distance just a bit to adjust it to have a good visual with a nice fps

regards

hello Arpadiam,

you just remind me that i had to make a 16km version of MEP v4 and i will do so when i get some time-will but i am afraid that you will not see big difference in your FPS even with the 16km version installed.

do this: download from my mediafire page (look at signature) the MEP v2.1
this is a 16 km enviro,install it and tell me your FPS with it. do you see any ''improvement'' ?

Tupolev
09-26-13, 05:34 PM
Thanks Manos!

Made the appropriate changes and the environment looks better than ever!

Txema
09-27-13, 06:01 AM
This mod looks very nice !!

Does it work in WideScreen resolution?? Is it possible to change the screen resolution while using it?? How??


Txema

makman94
09-27-13, 09:55 AM
Thanks Manos!

Made the appropriate changes and the environment looks better than ever!

:up:

This mod looks very nice !!

Does it work in WideScreen resolution?? Is it possible to change the screen resolution while using it?? How??


Txema

Hi Txema ,
i am not an expert to tell you how to change your screen resolution ( guess this must be setted in your monitor settings - i am running the game at 1680x1050 and at 1600x900) but i can tell you that the mod works to whatever resolution you may set your monitor

NGT
09-27-13, 11:18 AM
hello there LGN1 ,

....in PT's mod all values in LargeWavesArmonics are the same and thats exactly the trick !

by setting to all LargeWavesArmonics values (situations [0],[1],[2]) the same value as in the large waves (in situation [3]) the polygon effect is gone once and for all !

Thank you very much Makman for sharing useful (technical) information with us!:Kaleun_Applaud:
Thank you also for preparing a 16 km environment.
Grate work as usual from you!:Kaleun_Cheers:

makman94
10-07-13, 06:21 AM
Thank you very much Makman for sharing useful (technical) information with us!:Kaleun_Applaud:
Thank you also for preparing a 16 km environment.
Grate work as usual from you!:Kaleun_Cheers:


thank you my old friend !

enjoy :Kaleun_Cheers:

makman94
10-07-13, 06:25 AM
hello guys,

the Update M.E.P v4.2 to v4.3 is uploaded to my mediafire page.

first post is updated too


@Alberto: please change the title of the thread to ''[REL] M.E.P v4.3 ( ManosEnvironmentPro -version 4.3 )''

Hitman
10-07-13, 09:45 AM
:up:

VONHARRIS
10-07-13, 10:29 AM
Downloaded and installed.
I am looking forward to seeing it ingame
Thanks Manos!

Ευχαριστώ πολύ!

sublynx
10-07-13, 12:25 PM
It would be nice to see a before and after screenshot, if it is not a big trouble. Thanks a lot, these kind of mods bring new life to the game :salute:

brett25
10-07-13, 01:22 PM
great job makman, and thank you:salute:

HW3
10-07-13, 07:49 PM
:up::salute:

fitzcarraldo
10-07-13, 07:55 PM
Many thanks for the update Maester Makman!!! :Kaleun_Applaud:

BTW: Is there some possibility for a MAGUI for WS in high res? I use your MAGUI 3.4 WS and I am limited to 1360x768.

I see the awesome GUIs you made for HAHD.

Best regards!

Fitzcarraldo :salute:

Fubar2Niner
10-08-13, 06:32 AM
Thanks a bunch makman :salute:

Dronston
10-08-13, 07:41 AM
Thanks Makman! :salute:

makman94
10-10-13, 12:14 PM
thank you all guys for your kind words :up:

@Sublynx: the differences are so small,mostly finetunnings, that maybe not even be noticable with stady pics and thats why i didn't put any pics

@Fitz : there are three guis absolutelly ready for the U-Boot-Hahd mod at 1024x768 ,at 1600x900 and at 1680x1050 but nothing will be released before we decide the fate of U-Boot-Hahd mod.

Tigershark624
11-05-13, 06:02 PM
I've been playing with this mod installed for the past few days, and all I can say is "absolutely BRILLIANT!!" Manos, thank you for this! I'm looking forward to many patrols ahead during the long, cold winter.

:Kaleun_Cheers: :Kaleun_Applaud: :Kaleun_Party:

Doolar
11-07-13, 10:57 PM
I noted in the "Read-Me" that this cool mod is for nVidia card only. Has anyone tried it with an ATI card ? Feed back please. Thanx

HW3
11-08-13, 12:19 AM
It works fine with my ATI card.

brett25
11-08-13, 01:37 AM
im using it with a radeon 5800, seems to work ok, maybe some slight shimmering but that could be a setting

GreyBeard
11-22-13, 01:06 PM
Just recently re-installed SH3 after a couple of years absence. Really looking forward to installing your mod. The pics you posted are beautiful. I have a question though. I will be using this with GWX 3.0 and since this is a 20km environment mod should I not enable the 16km environment mod that comes with GWX?

PS: Thanks for all the work you put into this. Much appreciated!

Tanedin
11-22-13, 04:29 PM
Trying to get this working with the new IXs mod, it seems that the snorkel well cover is somehow based on the sensors.dat? Can I pull the ranges out of the "M.E.P v4.2 - VisualSensors for GWX3" and call it a day or is there more that is determined in sensors.dat that I would have to work on?

Here is my mod list, though there's weird stuff going on in a few places, mostly due to things I've done with menu_1024_768 and commands_en. I'm pretty sure that the issue is in the sensors.dat though.

GWX - Enhanced Damage Effects
GWX - Main movie - 'Das Boot'
GWX - Merged Campaign
GWX - No Medals on Crew
M.E.P v4.3 HSIE - Supplement to V16B1
Stiebler4B_Addon_for_V16B1
M.E.P v4.2
M.E.P v4.2 - VisualSensors for GWX3
M.E.P v4.2 - AI_Sensors for Stiebler's 4B_V16B1_Revised patch and MEP v4.2
M.E.P v4.2 to v4.3
MaGui F
MaGui-blue recmanual for MaGui F
MaGui-Intro Screen for MaGui F
MaGui-stopwatch with speed lines for MaGui F
NewIXs
NewIXs - GWX Fix
Rudewarrior's JFO! - Stiebler4B

Sepp von Ch.
11-23-13, 04:27 AM
Silent Hunter VI? No, the magician makman has just done this great job!:Kaleun_Applaud:


http://s9.postimg.org/qdu3w52m3/SH3_Img_22_11_2013_22_16_20_258.jpg (http://postimg.org/image/qdu3w52m3/)

makman94
11-23-13, 07:17 AM
Just recently re-installed SH3 after a couple of years absence. Really looking forward to installing your mod. The pics you posted are beautiful. I have a question though. I will be using this with GWX 3.0 and since this is a 20km environment mod should I not enable the 16km environment mod that comes with GWX?

PS: Thanks for all the work you put into this. Much appreciated!
hi GreyBeard,

whatever you do it doesn't matter as long you have enabled MEP last on your mod list ( MEP's files will overwrite all necessery files ).
thank you too for your kind words

Trying to get this working with the new IXs mod, it seems that the snorkel well cover is somehow based on the sensors.dat? Can I pull the ranges out of the "M.E.P v4.2 - VisualSensors for GWX3" and call it a day or is there more that is determined in sensors.dat that I would have to work on?

....

hi Tanedin,
i am not sure that i understand you but i think you are talking about some conflicts on sensors.dat ,right ?
the tweaks i have made there are located only in the node-Visual (in case that you want to create compatible files)

Silent Hunter VI? No, the magician makman has just done this great job!


thank you too, Sepp

Delta Wolf
01-10-14, 02:08 PM
Just Installed MEP 4.2 Updated to 4.3, it's my first time using this mod and all i can say is Wow :sunny:

This Mod is now on my must have list.

Great job Makman94 :yeah:

Sokolov
01-15-14, 12:48 AM
This looks better then SH5 Env with mod. Or i mistakes?:up:

wizardmatt
01-17-14, 07:55 PM
I'm returning to my SH3 installation after a break. I'm happy with my install, except that I want to swap out my current environment for this one =D However, I'm running into a conflict between this mod and hsie's .exe patcher. When I try and add the sensor pack sub-mod for MEP at the end of my load order, it will overwrite the Sensors.cfg from the hsie patch supplement mod. Indeed, in hsie's readme it says (1) that the supplement should be activated AFTER all other mods and (2) Sensors.cfg should be copied into the correct folder in the patch supplement and then amended with certain values that hsie recommends. So, my question is for the purposes of installing MEP, do I follow hsie's process as just described, or can I ignore this and install MEP's sensor pack over the top of the patch supplement? Whose values do I use, hsie's, MEP's, or MEP's amended with hsies recommended from his readme?

Thanks in advance, I'd really appreciate the help

brett25
01-17-14, 08:39 PM
maybe makman can comment but i would just uses the MEP sensor file for the super mod your using theres one for MEP GWX and one for MEP nygm....just put the sensor file you choose in HSies mod folder in the correct place. If HSie has made a MEP sensor file I would use that one.

EDIT
Im looking in Hsie;s V16b1 patch kit now, and i dont see a sensor.cfg file in there....are you sure?

wizardmatt
01-17-14, 10:40 PM
maybe makman can comment but i would just uses the MEP sensor file for the super mod your using theres one for MEP GWX and one for MEP nygm....just put the sensor file you choose in HSies mod folder in the correct place. If HSie has made a MEP sensor file I would use that one.

EDIT
Im looking in Hsie;s V16b1 patch kit now, and i dont see a sensor.cfg file in there....are you sure?

Thanks for the reply. And sorry, I added sensors.cfg to the supplement myself, using the same logic used for other components of the supplement, which confused me when I asked the original qustion lol. The sensors.cfg i edited was the deafult (GWX) one. Nonetheless, hsie's readme does recommend manually making adjustments to Sensors.cfg in order to effect the patch's Night Vision Fix. Quote from the patch readme:

"Recommended Crew Sensor Settings in data/cfg/Sensors.cfg (tentative values):
· Visual range factor = 0.5
· Visual fog factor = 1.02 (see below!)
· Visual light factor = 0.8"

As for MEP's supermod sensor sub-mod (I use GWX), the values it gives in sensors.cfg are different to those above. So I'm not sure whose values to use, MEP's or the hsie patch's. Thanks again o7

brett25
01-18-14, 02:29 PM
maybe someonelse can chirp in but i would use MEP GWX sensor file and you can adjust thee values hsie recommends if you like. Many people adjust these files to taste anyway, but i think the more critcal thing is that its been adjusted for the 20k envornment in mind

wizardmatt
01-18-14, 02:44 PM
Thanks for the further reply. Yes, what you suggest would make a lot of sense, especially when I remember MEPv4 being marketed as an environment which is designed to work with hsie's patch. Plus Makman worked on the Night Vision Fix IIRC. The 2 reasons I'm so keen to try this mod out, those and the eye candy =) I'll do as you suggest and use the MEPv4 values. Thanks for your help :up:

Theodulus
08-17-14, 08:57 PM
Heya. I freakin' love this mod, but one thing is driving me nuts. After playing for a little while, particle effects start disappearing when being viewed from most camera angles. Say, if I place a burning ship in the corner of my camera, I can see smoke and fire. If I look directly at it, it all disappears. This is true with all particles. Anyone know what's up?

I'm pretty sure M.E.P. has something to do with it, but I'll keep messing with it to make sure.

Modlist if it helps:


GWX - Axis Mediterranean Aircraft Skins
GWX - Late War Sensors Snorkel Antennas
GWX - Main movie - 'Das Boot'
GWX - Merged Campaign
GWX - Open Hatch Mod
GWX Turm Lights fix
OLC's Modified Searchlight Beams for GWX3
Rubini´s Underwater dust&plancton v1
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo damage Final ver2.0
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
Wooden_Lifeboats_Mod_1.1
M.E.P v4.2
M.E.P v4.2 to v4.3
Optional - ShipVanishingHull for MEP v4.3
M.E.P v4.2 - VisualSensors for GWX3
Rbs1_SH4_Effects_GWX_30_71
Rbs5-EffectsLITE
ThomsenSea with SH4 Effects
Conus' SH3GWXWS 2.3
GWX - Captain America's Officer Icons
No Medals No Ranks On Crew For SH3GWXWS
Supplement to V16B1 (JSGME)

BigWalleye
08-17-14, 09:46 PM
Heya. I freakin' love this mod, but one thing is driving me nuts. After playing for a little while, particle effects start disappearing when being viewed from most camera angles. Say, if I place a burning ship in the corner of my camera, I can see smoke and fire. If I look directly at it, it all disappears. This is true with all particles. Anyone know what's up?

I'm pretty sure M.E.P. has something to do with it, but I'll keep messing with it to make sure.

Modlist if it helps:


GWX - Axis Mediterranean Aircraft Skins
GWX - Late War Sensors Snorkel Antennas
GWX - Main movie - 'Das Boot'
GWX - Merged Campaign
GWX - Open Hatch Mod
GWX Turm Lights fix
OLC's Modified Searchlight Beams for GWX3
Rubini´s Underwater dust&plancton v1
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo damage Final ver2.0
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
Wooden_Lifeboats_Mod_1.1
M.E.P v4.2
M.E.P v4.2 to v4.3
Optional - ShipVanishingHull for MEP v4.3
M.E.P v4.2 - VisualSensors for GWX3
Rbs1_SH4_Effects_GWX_30_71
Rbs5-EffectsLITE
ThomsenSea with SH4 Effects
Conus' SH3GWXWS 2.3
GWX - Captain America's Officer Icons
No Medals No Ranks On Crew For SH3GWXWS
Supplement to V16B1 (JSGME)

I think you may have your mod order wrong. IIRC, the documentation says MEP, then MEP options, then Visual Sensors, then MEP 4.2 to 4.3. Dunno if that's your problem. If not, maybe Rbs5-LITE - WAG.

Yeah. Just found MEP4.3 and it's killer! You oughta see it at 1920x1080. SH3 as good as SH4!

Theodulus
08-17-14, 10:10 PM
@BigWalleye Just to double check I opened up the readme for 4.3 and this is the order given:

1. M.E.P v4.2 (absolutely required)
2. M.E.P v4.2 to v4.3 (this is updating the v4.2 to v4.3)
2. Optional - ShipVanishingHull for MEP v4.3

I should have mentioned; I've tried MEP with and without SH4 Effects/SH4 Effects Lite. That doesn't seem to make any difference.

Dunno what's up :( Maybe I should fiddle around with my nVidia settings.

BigWalleye
08-18-14, 06:11 AM
@BigWalleye Just to double check I opened up the readme for 4.3 and this is the order given:

1. M.E.P v4.2 (absolutely required)
2. M.E.P v4.2 to v4.3 (this is updating the v4.2 to v4.3)
2. Optional - ShipVanishingHull for MEP v4.3

I should have mentioned; I've tried MEP with and without SH4 Effects/SH4 Effects Lite. That doesn't seem to make any difference.

Dunno what's up :( Maybe I should fiddle around with my nVidia settings.

You are correct. Somehow, between the readmes for 4.2 and 4.3, I got the order reversed.

Now I have to wait until I finish this patrol to unscrew mine.

makman94
08-20-14, 03:55 PM
Heya. I freakin' love this mod, but one thing is driving me nuts. After playing for a little while, particle effects start disappearing when being viewed from most camera angles. Say, if I place a burning ship in the corner of my camera, I can see smoke and fire. If I look directly at it, it all disappears. This is true with all particles. Anyone know what's up?

I'm pretty sure M.E.P. has something to do with it, but I'll keep messing with it to make sure.

Modlist if it helps:


GWX - Axis Mediterranean Aircraft Skins
GWX - Late War Sensors Snorkel Antennas
GWX - Main movie - 'Das Boot'
GWX - Merged Campaign
GWX - Open Hatch Mod
GWX Turm Lights fix
OLC's Modified Searchlight Beams for GWX3
Rubini´s Underwater dust&plancton v1
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Torpedo damage Final ver2.0
Waterstream+Exhaust Combi V2.3 for GWX3
Waterstream+Exhaust Combi - Single Exhaust for TypeII
Wooden_Lifeboats_Mod_1.1
M.E.P v4.2
M.E.P v4.2 to v4.3
Optional - ShipVanishingHull for MEP v4.3
M.E.P v4.2 - VisualSensors for GWX3
Rbs1_SH4_Effects_GWX_30_71
Rbs5-EffectsLITE
ThomsenSea with SH4 Effects
Conus' SH3GWXWS 2.3
GWX - Captain America's Officer Icons
No Medals No Ranks On Crew For SH3GWXWS
Supplement to V16B1 (JSGME)

hello Theodulus,

:hmmm:...particles are disappearing when object is centered on screen...particles reapearring when object is places at side of screen.... looks more like a problem at your cameras.dat ( big angular angles to free or turm cameras can cause such side effects).
look at the following pics:
http://i58.tinypic.com/2h4zv9x.jpg

http://i57.tinypic.com/33lz49k.jpg

as you can see object is centered and all particles shows correctly so i would suggest you to disable whatever mod is altering your cameras.dat or even better run the game with only MEP enabled to see if the problem insist.
if not ,then there is your problem (at cameras.dat).
if insist, then i would look at nvidia settings etc

Theodulus
08-20-14, 10:32 PM
Hey Makman, thanks for the tips. I've managed to recreate the problem without MEP finally, so it's not MEP specific. It took a while (It only happens when I've been out at sea for a time) but it looks like the particles are disappearing when I place them between the camera and the sun. I haven't had much time to mess around with it, though. Anyway, since it's not MEP specific, I'll stop talking about it here.

glassbottom
08-27-14, 08:34 PM
Brand new to these forums and Silent Hunter 3, but am glad I've found both of them.
I've been looking into mods for SH3, which I currently have outfitted with GWX gold, and Thomsen's sound.
The other 2 mods I'm interested in are both makman94 creations; M.E.P. and MagUI.

Regarding the installation of the M.E.P. files, do I simply extract them to the SH3 MOD folder?

fitzcarraldo
08-28-14, 08:16 AM
Brand new to these forums and Silent Hunter 3, but am glad I've found both of them.
I've been looking into mods for SH3, which I currently have outfitted with GWX gold, and Thomsen's sound.
The other 2 mods I'm interested in are both makman94 creations; M.E.P. and MagUI.

Regarding the installation of the M.E.P. files, do I simply extract them to the SH3 MOD folder?

The folder estructure will be:

Your SH3 folder\MODS\ManosEnvironmentPro\Data...

You need MEP 4.2 and the patch MEP 42 to 43, and the visual sensors patch.

Apply with JSGME and good hunting!

Fitzcarraldo :salute:

glassbottom
08-28-14, 02:15 PM
Thanks for the help Fitz.
Unfortunately I'm still a little confused.
Do I extract only the MEP 4.2 file to the SH# MOD folder, and then the sensor and update to 4.3 in the MEPS folder within the MOD folder?
Or do I simply extract all files to the SH# MOD folder and they will sort themselves out via the extraction process?

Theodulus
08-28-14, 03:11 PM
@Glassbottom Hello and welcome :) Hopefully I can help a little.

Basically, and this goes for most mods, you want to put the MEP folders you need into the Silent Hunter 3\MODS folder. No MEP folder needs to go within another MEP folder as JSGME sorts this out.

If you open any of the MEP folders or any other mod in MODS and see the folder "data", then you've installed it correctly. (With exceptions, always read the readme!)

So anyway, for MEP, I've followed the readme and activated these folders, with JSGME, in the following order:
M.E.P. v4.2
M.E.P. v4.2 to v.4.3
Optional - ShipVanishingHull for MEP v4.3
MEP v4.2 - VisualSensors for GWX3

The logic is: Mods further down the list overwrite the mods loaded before.

Hopefully this'll help get you going! Good hunting!

glassbottom
08-29-14, 02:46 PM
thanks, Captain.


Is FlakMonkey's interior worth getting?
How about the SH4 effects?

So far I've got GWX, MEPS, Magui, and torpedo damage.
Any other essential Mods I should look into?

Uboat177
08-30-14, 10:18 AM
thanks, Captain.


Is FlakMonkey's interior worth getting?
How about the SH4 effects?

So far I've got GWX, MEPS, Magui, and torpedo damage.
Any other essential Mods I should look into?

Hello glassbottom,

I haven't tried FM interior or sh4 effects, but I recommend with GWX

1) rubini's flag enlighten - ship flags easier to id at night
http://www.subsim.com/radioroom/showpost.php?p=1113001&postcount=1

2) TDW's Unit damage from smoke and/or fires
http://www.subsim.com/radioroom/showpost.php?p=1610933&postcount=1

3) Hsie's bad weather fix
http://www.subsim.com/radioroom/showpost.php?p=1543288&postcount=1

4) iambecomelife's wooden lifeboats mod
http://www.subsim.com/radioroom/showpost.php?p=1417838&postcount=1


Also if you don't use SH3 commander I recommend you do:
http://www.subsim.com/radioroom/showthread.php?t=147237

p.s best to install while in port

BigWalleye
08-30-14, 10:34 AM
thanks, Captain.


Is FlakMonkey's interior worth getting?
How about the SH4 effects?

So far I've got GWX, MEPS, Magui, and torpedo damage.
Any other essential Mods I should look into?

SH4 Effects is definitely worth having, as is FM's New Interior if you are playing a Typ VII. Otherwise, I recommend Diving Duck's Open Hatches mod. (which is built into FM New Interiors.) All three are eye candy and don't affect game play, but nice to have. They work just fine with NYGM as well as GWX.

And SH3 Commander - Don't leave port without it!

Fahnenbohn
10-05-14, 07:57 AM
Hello !

First, congratulations to makman for his great job !! :yeah:

Makman, your mod could be perfect, if there were not a little problem : it is a strange effect just before the land disappears. See the picture below. The bottom of the hill disappears unlike the top !! :hmmm:

http://nsm08.casimages.com/img/2014/10/05//14100503000418069012583670.png (http://www.casimages.com/img.php?i=14100503000418069012583670.png)

Could you tell me what's wrong ? :-?

makman94
10-05-14, 08:38 AM
Hello !

First, congratulations to makman for his great job !! :yeah:

Makman, your mod could be perfect, if there were not a little problem : it is a strange effect just before the land disappears. See the picture below. The bottom of the hill disappears unlike the top !! :hmmm:

http://nsm08.casimages.com/img/2014/10/05//14100503000418069012583670.png (http://www.casimages.com/img.php?i=14100503000418069012583670.png)

Could you tell me what's wrong ? :-?



....it is amazing what this game does with its graphics. seriously now , i never have played a game with so many 'strange' things happening here and there at the 3d parts.

can you give some detail instructions to do in order to represent the problem ? what is the state of weather when you see it ?

from your pic , i don't see anything disappears at bottom of hill. i see the problem but the hill and its bottom is still there


ps1: if you run the game ,with only the M.E.P. enabled in your mods , you have the same results ?

ps2: are you running the v4.3 of mod?

Fahnenbohn
10-05-14, 09:50 AM
I am running the v4.2 of the mod. I've read in the readme file that an improvment eliminates totally an issue at reflections known as ''polygon effect''. What is it ??

I think rather than the problem comes from the fog's 3D model (with an annular shape, in scene.dat) which is not enough large compared to the sky's model. Did you change any of the two 3D models ?

I confirm that it's the bottom of the hill which disappears. What you see is only smallest hills further forward !

Another pic (with light fog) :

http://nsm08.casimages.com/img/2014/10/05//14100505014318069012584470.png (http://www.casimages.com/img.php?i=14100505014318069012584470.png)

makman94
10-06-14, 08:34 AM
I am running the v4.2 of the mod. I've read in the readme file that an improvment eliminates totally an issue at reflections known as ''polygon effect''. What is it ??

I think rather than the problem comes from the fog's 3D model (with an annular shape, in scene.dat) which is not enough large compared to the sky's model. Did you change any of the two 3D models ?

I confirm that it's the bottom of the hill which disappears. What you see is only smallest hills further forward !

Another pic (with light fog) :



hi there Fahnenbohn,

polygon effect is discussed in MEP's thread so make a search and you will find it. there is no reason to use v4.2 as it is the same with v4.3 plus the polugon effect fix.

now, back to our theme , i managed to reproduce the problem. it happens only at the very high mountains. from a fast test , i see that this is happening to all enviros (16km 3d models and 20km 3d models---i didn't test the stock 8km 3d models) and not exclusively to M.E.P.
M.E.P v4.x uses its own 3d models,i have edited the 3d models for fixing the fog gradation (look at OP).
the first thought i make is same as yours,maybe the fog's model need redesign or , in the worst case, all models may need to be edited again .what is puzzling me ,is that the upper 'cut' doesn't look like fog's effect but i can't think what may cuasing it.
anyway, i will look at editing fog's model again...maybe this will do the trick,have to try it

Fahnenbohn
10-06-14, 02:28 PM
Alright. I wish you success ! :salute:

makman94
10-08-14, 07:05 AM
ok Fahnenbohn, i fixed the issue

can anyone tell at which shore is raising the highest mountain in sh3's world ?

Fahnenbohn
10-08-14, 10:57 AM
OK, problem solved for me. It took me only ten seconds. I've changed the width and height of the fog model : 120 % of the original (taking in account the sky's dimensions), and +20 for the height.

Before :
http://nsm08.casimages.com/img/2014/10/08//14100806001718069012595244.png (http://www.casimages.com/img.php?i=14100806001718069012595244.png)

After :
http://nsm08.casimages.com/img/2014/10/08//14100806001818069012595245.png (http://www.casimages.com/img.php?i=14100806001818069012595245.png)

I guess you did the same? :sunny:

LGN1
10-08-14, 12:56 PM
Hi guys,

could you please describe in more detail what you have done so that others can also fix their files? That would be really great! Thanks!

Regards, LGN1

Fahnenbohn
10-08-14, 01:09 PM
Hi guys,

could you please describe in more detail what you have done so that others can also fix their files? That would be really great! Thanks!

Regards, LGN1

Yes, of course ! Very easy in fact. But I let Makman tell us what method he prefers. It's his mod, and I would not impose my solutions. Perhaps has he found a better one ! :hmm2: And I think he will probably soon make available a new version (v4.4?).

Fahnenbohn
10-08-14, 01:50 PM
can anyone tell at which shore is raising the highest mountain in sh3's world ?

I discovered the problem when I was sailing near the Greenland coast, but I guess Norway is also a good place, or near Genoa.

makman94
10-09-14, 06:33 AM
OK, problem solved for me. It took me only ten seconds. I've changed the width and height of the fog model : 120 % of the original (taking in account the sky's dimensions), and +20 for the height.

Before :
http://nsm08.casimages.com/img/2014/10/08//14100806001718069012595244.png (http://www.casimages.com/img.php?i=14100806001718069012595244.png)

After :
http://nsm08.casimages.com/img/2014/10/08//14100806001818069012595245.png (http://www.casimages.com/img.php?i=14100806001818069012595245.png)

I guess you did the same? :sunny:

yes , i also redesigned the fog model but i changed only the height of the model. i will suggest you not to change the diameter of fog's model becuase doing so will break the visual settings at sensors (in case that you use my settings) or may see the clouds vanishing in front of the land.

Hi guys,

could you please describe in more detail what you have done so that others can also fix their files? That would be really great! Thanks!

Regards, LGN1
hi LGN1,
there will be a v4.4 as i have to slightly change the fog's colors becuase of the highest model so you will be able to access the files

I discovered the problem when I was sailing near the Greenland coast, but I guess Norway is also a good place, or near Genoa.

at this time i have doubled the height of fog model only for testing the effect on issue . now, i want to see the minimum that we have to raise it in order all mountains to be covered thats why i am asking for the highest mountain at shore and make the final model for fog.
you said that you noticed the problem at greenland coast,can you be more specific ? (greenland is ...huge)

the best would be to find the highest mountain at shore.from game files , does anyone has any idea where to look at ?

edit: i am looking now at Hornelen and Cape Enniberg to find out if they are modeled in game

ReallyDedPoet
10-09-14, 07:30 PM
Just wanting to see if the weird conning tower reflection has anything to do with MEP? Using the latest version.

http://s29.postimg.org/vyaygnuk7/SH3_Img_9_10_2014_20_49_7_325.png

Fahnenbohn
10-10-14, 04:28 AM
yes , i also redesigned the fog model but i changed only the height of the model. i will suggest you not to change the diameter of fog's model because doing so will break the visual settings at sensors (in case that you use my settings) or may see the clouds vanishing in front of the land.

I had not thought of that ... :hmm2:

Fahnenbohn
10-10-14, 05:14 AM
I've found very high mountains near the chilean cost.

http://nsm08.casimages.com/img/2014/10/10//14101012162618069012599273.png (http://www.casimages.com/img.php?i=14101012162618069012599273.png)

http://nsm08.casimages.com/img/2014/10/10//14101012162818069012599274.png (http://www.casimages.com/img.php?i=14101012162818069012599274.png)

http://nsm08.casimages.com/img/2014/10/10//14101012171418069012599277.png (http://www.casimages.com/img.php?i=14101012171418069012599277.png)

http://nsm08.casimages.com/img/2014/10/10//14101012163318069012599275.png (http://www.casimages.com/img.php?i=14101012163318069012599275.png)

edit : For the picture above, I've used a fog's model with only its height modified, and it was enough to cover the whole mountain at Hornelen and Cape Enniberg.

Fahnenbohn
10-10-14, 05:19 AM
Still, I wonder ... Why didn't we have this problem with the 16 km atmosphere ? :hmmm:

Fahnenbohn
10-10-14, 05:42 AM
I still think that we must extend the fog's model. Here a comparison between GWX and your mod :

GWX :
http://nsm08.casimages.com/img/2014/10/10//14101012391118069012599352.png (http://www.casimages.com/img.php?i=14101012391118069012599352.png)

Manos :
http://nsm08.casimages.com/img/2014/10/10//14101012391418069012599354.png (http://www.casimages.com/img.php?i=14101012391418069012599354.png)

And the two versions :
http://nsm08.casimages.com/img/2014/10/10//14101012391218069012599353.png (http://www.casimages.com/img.php?i=14101012391218069012599353.png)

Do you see ? There is a difference in width (between sky and fog) between GWX and your mod ...

The advantage of my solution is that you do not have to worry about the fog's model's height, and don't have to change the fog's color. :arrgh!:

makman94
10-10-14, 02:28 PM
i will reply you tomorrow with details-pics from my tests. as i allready told the 16 km 3d models(tested NYGM enviro,GWX 16km enviro ,OLC mkiid 16 km enviro and MEP v2.1 enviro) also have the discussed 'problem' (as the 20 km models as well). did you check the 16 km models and you find them ok ?

as for enlarging the fog model :
the 20 km models were born back then by just enlarging the 16km models. this is not so simple as it sounds becuase it 'created' some issues at parts that were ok at 16km. the main problems were that ,by just rescale the existing 16km models, this had the effect the models to be enlarged analogicaly to all dimensions and this changed their 'origin center' point of models. the result by just 'following' the models dimensions were that the fog was cutted at the upper level (see the pic at the OP between the v3 and v4 of mod) and also were also some issues at the sun and moon models which were not moving smoothly between the clouds and the sky models.
thats why i rescaled and moved in v4 the clouds and the fog models(so don't look for analogies in MEP's 3d models).
the models in v4 has the abillity to reach visuals at about 26250m(!) by simply enlarging the fog and clouds models. i reduced the fog to this specific diameter becuase i noticed at my tests that if ship is at greater than 20 km distance is very hard for our eyes to see it through an x7 zoom at binoculars or uzo so i made my mind back then to set the fog there. all other settings at visuals were adjusted there,and with the H.Sie Night fix vision(that i explain at readme files how to set it in MEP v4) in order to avoid the effect the crew to spot a ship which is not vissible to you and vise versa.
the problem that you noticed is caused by the height of fog and can be very easily healed by just redesigning the height of fog. the other way that you say,enlarging the diameter too will need (at least from my part) exauhsting tests and readjustments at visuals and fod distances parameters which i don't have the will to get into again.
the colors at fog is not a necessity (i will show also pics tomorrow) , i just want to readjust them just for aesthetic reasons becuase the fog is more noticable becuase of its height.

about the height of fog:
in your tests, you found out that a +20% at fog's height is enough to cover the issue ?
run this mission here(it is jsgme ready):
http://speedy.sh/RccjH/Enniberg.rar
in single missions you will find a mission called 'Enniberg'.in this mission your boat is approaching Enniberg (754m above sea) ,tell me if a +20% at the height of your fog model healed the issue.
i will check the location that you pointed and see what my results will be.

till tomorrow,
all the best

makman94
10-10-14, 02:40 PM
at your pic , i see the spoken fog upper line (can you recheck it? at my tests so far , i have the impression that a 'generous' increase at fog's height is necessery):

http://i62.tinypic.com/a9pumo.jpg

makman94
10-10-14, 02:49 PM
Just wanting to see if the weird conning tower reflection has anything to do with MEP? Using the latest version.



No, this is not caused from MEP's files.

seems that your conning tower reflection model is displaced in its dat file

ReallyDedPoet
10-10-14, 02:53 PM
No, this is not caused from MEP's files.

seems that your conning tower reflection model is displaced in its dat file

Funny, I have been trying it with a few other environment mods and I have not had that type of reflection. I came across a thread by Flakmonkey last night,
basically giving you the option to disable certain reflections via various .dat files with S3D.

Thanks for the response :yep::up:

Fahnenbohn
10-10-14, 04:12 PM
as i allready told the 16 km 3d models(tested NYGM enviro,GWX 16km enviro ,OLC mkiid 16 km enviro and MEP v2.1 enviro) also have the discussed 'problem' (as the 20 km models as well). did you check the 16 km models and you find them ok ?

Yes, I suspected that the models of GWX could cause the same problem, but since my expanded model solved the problem, I have not checked this possibility. :shifty:

the models in v4 has the abillity to reach visuals at about 26250m(!) by simply enlarging the fog and clouds models. i reduced the fog to this specific diameter becuase i noticed at my tests that if ship is at greater than 20 km distance is very hard for our eyes to see it through an x7 zoom at binoculars or uzo so i made my mind back then to set the fog there.

So, you don't need to change sensors' parameters if the fog's model is enlarged !

in your tests, you found out that a +20% at fog's height is enough to cover the issue ?

My fog's model was not +20% but only +20 (with Wings 3D 1.5.2). In fact, with my tests, the mountain was not totally covered, but almost. Here's a picture so you can make the comparison (height is given by the Mission Editor) :

http://nsm08.casimages.com/img/2014/10/10//14101011093218069012601014.png (http://www.casimages.com/img.php?i=14101011093218069012601014.png)

Regards

Fahnenbohn
10-10-14, 04:46 PM
at your pic , i see the spoken fog upper line (can you recheck it? at my tests so far , i have the impression that a 'generous' increase at fog's height is necessery)

Another pic at the same place :
http://nsm08.casimages.com/img/2014/10/10//14101011485818069012601124.png (http://www.casimages.com/img.php?i=14101011485818069012601124.png)

Fahnenbohn
10-10-14, 05:09 PM
As I never encountered the discussed problem before, I've checked the 16 km version with GWX 3.0. Well, near the chilean cost, I don't have such a problem with fog. The mountains disappear as with my enlarged fog model. :yep:

So, if you don't want to resize the fog's model, you have another solution : resizing the sky's model to make it closer to the fog's model ! :sunny:

makman94
10-11-14, 01:01 PM
Still, I wonder ... Why didn't we have this problem with the 16 km atmosphere ? :hmmm:

You are confusing me Fahnenbohn and it is getting hard for me to follow you. you say here that 16 km models are ok , later you say:
Yes, I suspected that the models of GWX could cause the same problem, but since my expanded model solved the problem, I have not checked this possibility. :shifty:
..so , i am understanding from the above that you haven't checked the stock gwx-16km models yet.
later you post:
As I never encountered the discussed problem before, I've checked the 16 km version with GWX 3.0. Well, near the chilean cost, I don't have such a problem with fog. The mountains disappear as with my enlarged fog model. :yep:
...
now, you say that you checked gwx -16 km and find them ok. you are saying that 16 km models are ok as well as your fog model or no?

here is my results from the tests of 16 km models (you will see that they have absolutely the same behaviour and this is normal as all 16km enviro mods are sharing the same models at their files ):

http://i61.tinypic.com/n3m5g3.jpg

http://i62.tinypic.com/ifpg89.jpg

http://i58.tinypic.com/2yoopdt.jpg

http://i61.tinypic.com/1zztdat.jpg

the issue is more or less noticable between the mods becuase of their colors but the issue is there exactly at the same height for all enviros (which is logical if you consider that they are sharing the same 3d models). in fact , because of its colors , the gwx - 16 km has the worst behaviour for the spoken issue .
are you sure that you had enabled the gwx-16km Atmosphere mod and that the mission that you were running had excellent vissibility state at the weather ?

makman94
10-11-14, 01:45 PM
the models in v4 has the abillity to reach visuals at about 26250m(!) by simply enlarging the fog and clouds models. i reduced the fog to this specific diameter becuase i noticed at my tests that if ship is at greater than 20 km distance is very hard for our eyes to see it through an x7 zoom at binoculars or uzo so i made my mind back then to set the fog there.
So, you don't need to change sensors' parameters if the fog's model is enlarged !
i don't think that you understood what i said here. the problem is that when a ship is getting so far ,more than 20km further from your boat ,the harder it is getting for your eyes to see it through x7 binos and uzo. the ship is there but the difference at colors ship-fog so far can't be noticable from my eyes(but it can be from game's engine).the only thing that we will have left to do is again to reduce the fog distance through the parameters (yes it can be done,in all enviros the fog is reduced ,at its excellent state, and doesn't reach the maximum ,not only at 20 km mods but even at 16 km mods).the end result will be a larger 3d model for fog which will be reduced to smaller diameter through the settings at fog parameters.
of course all these are in concern only if you are interested in sensors's behaviour ,other than that i don't see any reason not to use a larger fog model ( there is one more tiny one , that the clouds model must also be enlarged in order to avoid see the clouds fanishing before fog which leads to another part that must be checked: the moon and sun is moving between clouds-sky models and ,if someone enlarge the clouds model, the space between clouds-sky model is getting shorter and maybe diameteres for moon-sun need readjustments)

the reason that i am posting all these is not for convicing you about my posts ( i know very well what are the possibilities of sh3 enviro) but only becuase i want to share my knowledge and help anyone who will be able (probably you?) to give us proper 3d models at future (and this includes sky,fog and clouds models)


My fog's model was not +20% but only +20 (with Wings 3D 1.5.2). In fact, with my tests, the mountain was not totally covered, but almost. Here's a picture so you can make the comparison (height is given by the Mission Editor) :

http://nsm08.casimages.com/img/2014/10/10//14101011093218069012601014.png (http://www.casimages.com/img.php?i=14101011093218069012601014.png)

Regards

and what means +20 at wind 3d ? i mean at what height (in meters) have you raised the fog model ?

Another pic at the same place :
http://nsm08.casimages.com/img/2014/10/10//14101011485818069012601124.png (http://www.casimages.com/img.php?i=14101011485818069012601124.png)
i have no idea for what reason you posted this pic, for showing one more time the issue maybe? i don't know which mod you are using here (mep v4.3 or your edited fog or something else?)
it is very important ,if we want to get somewhere, to use the same missions and the same files.it helps nothing to tell me that you don't see the issue in gwx (probably becuase your weather was at light-moderate vissibility ...can't think anything else at the moment), when at the same time i see that gwx - 16km has the worst behaviour on that.
here is the mission i used at the pics i posted :
http://speedy.sh/ZvtrX/Adamantas.rar

get the mission and make your tests at the same mission.
also, send me your fog model in order to let me test it and see its behaviour.
later , we will test the models at the extreme high Enniberg to see how they behave there at these heights (together with the same missions and files)

ps: i didn't test the location you pointed me becuase i need to be sure that we are at the same positions and at the same clear-excellent weather condition.so, please, make a single mission and send it to me to test.

.....

So, if you don't want to resize the fog's model, you have another solution : resizing the sky's model to make it closer to the fog's model ! :sunny:

...resizing the sky model....oh well ....try it and tell me if you manage it !
resizing the sky model is easy but the :/\\!! part doing it ,is that you will see a black sky in game. there is a value in scene.dat that must be adjusted if you touch the sky model and i have no idea how to set this value ok and thats the reason that i never touched the sky model
(the value is located at scene-->envdata-->camera and it is the y value. at 16km models this value is 2100 and at 20km models this value is 2625)

@Fahnenbohn: at the end of the day , no matter what will come out from this conversation , just release your fog model for everyone to use. surely it was a good catch from you and we are lucky that it looks fixable one way or the other.

all the best

Fahnenbohn
10-11-14, 02:37 PM
Hi Makman, I was waiting for your answer with impatience.

I've just compared my GWX version with the original, and indeed, the fog's model is larger in my version ! It is for this reason that I have never encountered this problem of cut mountains and that's why I believed the 16 km was OK ! :D

You say : "what means +20 at wings 3d ? i mean at what height (in meters) have you raised the fog model ?" I don't know the multiplier between Wings' scale and SH3 scale. :06:

You say : "the only thing that we will have left to do is again to reduce the fog distance through the parameters". But does it change the size of the fog's model ? Because yes, I know that the fog distance is adjustable, since there are several layers of fog, depending on the weather...

You say : "it is very important ,if we want to get somewhere, to use the same missions and the same files" Yes, you're right. I am sorry for not being as rigorous as you.

I'll redo some tests with your new mission.

I understand that it is somehow simplier to only change the height of the fog's model... And if my method has some uncorrectable side effects, I will opt for your solution, Makman.

Regards,

Fahnenbohn

Fahnenbohn
10-11-14, 06:04 PM
I've created 2 missions : one based on yours (Adamantas), and one near the chilean cost. Here they are :

http://speedy.sh/tAMb3/Missions-Fahnenbohn.zip

I have lauched both of them with your MEP v4.2 version, then with MEP v4.2 with my own color effects and my fog model. Here are the pictures : left near Adamants, right near the chilean cost. I have added a cargo ship to get an idea of the distance :

MEP 4.2 original :
http://nsm08.casimages.com/img/2014/10/12//14101201012218069012604134.png (http://www.casimages.com/img.php?i=14101201012218069012604134.png)

MEP 4.2 modified (two distances in the two situations) :
http://nsm08.casimages.com/img/2014/10/12//14101201011218069012604133.png (http://www.casimages.com/img.php?i=14101201011218069012604133.png)

And now, the chilean cost with MEP 4.2 modified and with clouds, it's not so shocking :
http://nsm08.casimages.com/img/2014/10/12//14101212595418069012604131.png (http://www.casimages.com/img.php?i=14101212595418069012604131.png)

But there is a little side effect (grey arrows) : hilltops seem shredded just before disappearing
http://nsm08.casimages.com/img/2014/10/12//14101212595918069012604132.png (http://www.casimages.com/img.php?i=14101212595918069012604132.png)

I would like you to take some pictures with the same distances and with your modified fog's model, so we can compare the results !

Regards

Fahnenbohn :salute:

makman94
10-12-14, 11:08 AM
here are the pics with my edited fog :

http://i57.tinypic.com/2144113.jpg

the above pics are taken with a doubled height at fog's model and i see that still the issue is there (a close look at pic of 17970m). i have allready raised very much the fog's model and now i see that it needs more. (the strange thing is that ,with this doubled height model, i hadn't the issue at Enniberg. is this mountain higher than Enniberg? is there a way to check its height ? ) .

so , having to raise even more the height of fog is a no go for me anymore (i allready had the feeling that i raised it very much only for testing purposes) and i think that the way that must be followed is your suggestion and enlarge the whole fog model (with whatever this may need). send me your fog model to test it. how many meters (at radious) have you raised it in order to cover the issue ?

also, you must enlarge the clouds model too (i see the clouds vanishing in the mountain-at your pic with binos).this is easy to do ,the hard part will be to ensure the movements of sun and moon models (these are their radious in scene.dat and i remember that it was a hard and long trial and error procedure in order to find out their values) . can we find out the minimum radius that is needed for fog model? ,this will allow to give a less enlarging to clouds model and this will allow more space ,between clouds-sky models, for sun and moon. if we are lucky at this part ,maybe the radious of sun and moon to be ok as they allready are.

about the flippering, afaik, i don't this that there is anything we can do.i have the sense that it is the way game's engine works

Fahnenbohn
10-12-14, 12:27 PM
Hi Makman, the results of your test are very interesting !

the strange thing is that ,with this doubled height model, i hadn't the issue at Enniberg. is this mountain higher than Enniberg? is there a way to check its height ?

Of course Makman ! And i'm having the pleasure to tell you how to do, it's a little trick. Well, you go in the mission editor. Then, you place an earthly element (like a naval base) on the point you want to know the altitude. And then you go in properties and its height is given. :know:

For Enniberg, it is 816 meters, and for the mountain near the chilean cost, it is 1824 m. :yep:

also, you must enlarge the clouds model too (i see the clouds vanishing in the mountain-at your pic with binos).

NO !! I don't think at all ! Because it's precisely because the outer edges of the fog model are behind the clouds model, that my solution works ! That's the compromise ! In fact, it is the clouds model which make the mountains disappear entirely.

can we find out the minimum radius that is needed for fog model ?

Yes, I took care of that this morning. According to my tests, the fog model has to be extended at least 115 %. Otherwise, there is a permanent side effect on the horizon : fog appears and disappears constantly.

about the flippering, afaik, i don't this that there is anything we can do. i have the sense that it is the way game's engine works

What do you mean by "flippering" (sorry, I don't manage to translate in my language) ?

Fahnenbohn
10-12-14, 12:37 PM
Hey, Makman ! We could resize the clouds model in order to its edges be at the same level as the edges of YOUR fog model. And increase only slightly the size of the fog model to set its limits behind the clouds model ! :sunny:

In fact, i was wrong : we don't have to take into account the sky model !!

makman94
10-12-14, 01:14 PM
Hi Makman, the results of your test are very interesting !



Of course Makman ! And i'm having the pleasure to tell you how to do, it's a little trick. Well, you go in the mission editor. Then, you place an earthly element (like a naval base) on the point you want to know the altitude. And then you go in properties and its height is given. :know:

For Enniberg, it is 816 meters, and for the mountain near the chilean cost, it is 1824 m. :yep:

oh , very nice trick , thanks for sharing :up:

NO !! I don't think at all ! Because it's precisely because the outer edges of the fog model are behind the clouds model, that my solution works ! That's the compromise ! In fact, it is the clouds model which make the mountains disappear entirely.

i never tried to place the fog behind the clouds but ,in this case ,if it is indead the clouds model that are vanishing the land ...maybe (i have to see it first) this is making worst the 'flickering' (i wanted to post flickering and i posted 'flippering' . by flickering , i mean these 'jumping' artifacts at the upper edges of land as vanishing into the fog's limits).
if you place the clouds model , behind the fog is a no go ? i mean that this act is not working well on the issue?





Yes, I took care of that this morning. According to my tests, the fog model has to be extended at least 115 %. Otherwise, there is a permanent side effect on the horizon : fog appears and disappears constantly.

so , as i had the model at about 20km radious , you say that a 23km one is ok ?
i suggest to rescale the stock fog model .psy sttention to this:
the fog model in mep v4 is coming from a fog model that i took from the 16 km models and rescaled it. the 16 km fog models were not rescaled analogically to all their dimensions.they moders had rescaled the fog model only by its radious and the left the height unchanged. then i took the 16km fog model and fully rescaled it. (this mean that the fog model in mep v4 is not a directly rescaled stock fog model and eventually didn't follow the stock analogies)
i am preparing now a rescaled stock fog model to radious of 22km to see how it will look in the spoken mountain

What do you mean by "flippering" (sorry, I don't manage to translate in my language) ?

look above

Hey, Makman ! We could resize the clouds model in order to its edges be at the same level as the edges of YOUR fog model. And increase only slightly the size of the fog model to set its limits behind the clouds model ! :sunny:
try it and let me know. currently i am about to test the 22km radius of the rescaled stock fog
In fact, i was wrong : we don't have to take into account the sky model !!

makman94
10-12-14, 01:44 PM
Fahnenbohn,

by placing the fog ,behind the clouds i am getting hard artifacts to all horizon.

the issue is vissible when time is at sunrise-sunset and afternoon.
do you have a clear horizon all the time of day ?

Fahnenbohn
10-12-14, 02:00 PM
Try to enlarge a little more the fog model. It should work, it happened to me the same thing when I was searching the smallest size for the fog model...

Fahnenbohn
10-12-14, 02:55 PM
OK for me Makman : I've enlarged your fog model (103 %) and made smaller (93 %) AND moved downwardly the clouds model. Here a comparison with my first solution :

http://nsm08.casimages.com/img/2014/10/12//14101209564518069012606628.png (http://www.casimages.com/img.php?i=14101209564518069012606628.png)

The cargo ship disappeared at 19800 km, and became unlockable at 36010 km. Is it because she went behind the sky model ?

Fahnenbohn
10-12-14, 03:42 PM
Now, Makman, we have to find a solution for this hugly flickering !:nope: It appears only when the mountains are very far away...

Fahnenbohn
10-13-14, 05:27 PM
I've discovered that the "flickering" is also visible with GWX and its original 3D models. So in fact, we may consider that my solution is not so bad !

about the flickering, afaik, i don't this that there is anything we can do.i have the sense that it is the way game's engine works

Yes, I think so, and there is probably no solution... :hmph:

I would like to send you my 3D models. How can I do ?

makman94
10-14-14, 07:47 AM
OK for me Makman : I've enlarged your fog model (103 %) and made smaller (93 %) AND moved downwardly the clouds model. Here a comparison with my first solution :

.....

The cargo ship disappeared at 19800 km, and became unlockable at 36010 km. Is it because she went behind the sky model ?

i have no idea. are you making your tests on an absolutely unmodded stock sh3 ?

I've discovered that the "flickering" is also visible with GWX and its original 3D models. So in fact, we may consider that my solution is not so bad !

i allready told you that flickering is there to all enviros . changing the models may make it better or worst but till today there were not models that made that smooth. now,your models may made it worst but i can't say anything if i don't ,first, see them how they work in game.
i have also a 'suspicion' that in your models there will be again a sharp straight line vissible at horizon (like the one i show at version 3 of mod at the first post) becuase you moved the fog behind clouds but i wish to be wrong here and be ok at that part
i am waiting to see the version fog-103%,clouds-93% becuase,if this working ok, will save as from sensors-moon-sun adjustments.


I would like to send you my 3D models. How can I do ?

release your work for everyone to use (just use the latest files of mep,i mean the mep v4.3 and not the v4.2 for importing your edits at models) or,if you want to let me see them first , upload them somewhere ( like this: http://www.speedyshare.com/ ) and send me the download link

================================================== ======

in the meantime , i discovered what is causing these anomalies to the spoken issue and i managed to healed it 100% by changing only one setting in scene.dat and keep the models absolutely untouched !
the result ,compared to your fog-103%,clouds-93% is:

http://i61.tinypic.com/70uiom.jpg

the procedure in scene.dat that is causing the spoken anomalies is:

http://i62.tinypic.com/28b5e10.jpg

and by deleting it , all seems to work fine. i am saying 'seems' becuase ,as happens so usually with this damn game, there is a side effect that i can't get rid off (i am looking at this right now). the side effect is marked at the following pic:
http://i61.tinypic.com/2cnjkvo.jpg

Fahnenbohn
10-14-14, 08:39 AM
in the meantime , i discovered what is causing these anomalies to the spoken issue and i managed to healed it 100% by changing only one setting in scene.dat and keep the models absolutely untouched !
the result ,compared to your fog-103%,clouds-93% is:

http://i61.tinypic.com/70uiom.jpg


Very strange Makman ! Did you take the picture at the same distance (17970 m) ? Because it seems to have the same result as with my first solution (FOG : 120 % / CLOUDS : 100 %). :hmmm:

Here are my 3D models from v4.2 (I guess models of V4.3 are the same as v4.2 ? or not ? ...)

http://speedy.sh/N4avB/3D-Models-Fahnenbohn.zip

:salute:

makman94
10-14-14, 09:08 AM
Very strange Makman ! Did you take the picture at the same distance (17970 m) ? Because it seems to have the same result as with my first solution (FOG : 120 % / CLOUDS : 100 %). :hmmm:

Here are my 3D models from v4.2 (I guess models of V4.3 are the same as v4.2 ? or not ? ...)

http://speedy.sh/N4avB/3D-Models-Fahnenbohn.zip

:salute:

yes, it is exactly at 17970m.try disabling the procedure in mep's scene.dat that i posted above and see it yourself.
(btw, immediately after this distance the land,at this location, in not rendering at all.is this the reason that you choose this specific distance?)

in my image ,we are closer to fog's limits so a direct comparison with your fog-120% has not any use ,thats why i choosed the fog-103%. i posted the image for showing that the spoken issue is totally eliminated with the deleted procedure.

i am going to look at your models now Fahnenbohn and let you now asap :up:

makman94
10-14-14, 09:43 AM
ok Fahnenbohn, i looked at your models and here are my thoughts:

1. very very well on the spoken issue :up:. you managed to solve this part.the flickering that i see there (at upper edges of land) looks very normal to me considering the game's engine behaviour.

the side effects of your models are:

2. i see high ugly flickering at horizon ,noticable during sunset-sunrise time of day. to see it yourself ,get into the torpedo training mission ,surface your boat,go to conning tower camera,speed up your in game time to 20:11 and look to the direction of sun .a pic is not a better way(in game is much worster) to show what i mean but i managed to tracked it somehow at the following pic (pay attention to make your tests to a stock sh3 as settings at cameras are also responsible for making this artifacts worst or better):
http://i59.tinypic.com/112cw2a.jpg

3. we totally 'lost' the smooth look at fog gradation at horizon,but this is less important compare to the issue 2.
http://i58.tinypic.com/2eek7lj.jpg

do you believe that these side effects (especially the number 2) can be somehow cured ?

Fahnenbohn
10-14-14, 02:26 PM
2. i see high ugly flickering at horizon ,noticable during sunset-sunrise time of day. to see it yourself ,get into the torpedo training mission ,surface your boat,go to conning tower camera,speed up your in game time to 20:11 and look to the direction of sun
http://i59.tinypic.com/112cw2a.jpg

??? I have no flickering at horizon at all ! Very strange ! And there were no hills around ? :06:

I don't use the stock game because I have several mods installed and I have to save my modifications before desactivate them. And I have not enough memory yet. So actually, these mods could have an effect :

- GWX 3.0
- ail particles mod
- SH3_Mod_CameraMod(1.4 ready)

3. we totally 'lost' the smooth look at fog gradation at horizon.

Yes, I'm sad of this, and there are no solutions for me.

Can you tell me how far the ship disappears with your last solution (deleting the 'disable transparent sorting') ?

Fahnenbohn
10-16-14, 04:04 AM
so , having to raise even more the height of fog is a no go for me anymore

I don't know why, since i've done some tests with this solution.

With this fog model, only modified in height :
http://nsm08.casimages.com/img/2014/10/16//14101610342918069012617406.png (http://www.casimages.com/img.php?i=14101610342918069012617406.png)

The problem is solved without any side effects
http://nsm08.casimages.com/img/2014/10/16//14101611042818069012617472.png (http://www.casimages.com/img.php?i=14101611042818069012617472.png)

:salute:

makman94
10-16-14, 07:35 PM
??? I have no flickering at horizon at all ! Very strange ! And there were no hills around ? :06:


hello Fanhnenbohn,
what hills ? i told you to test in the torpedo training mission ,at a specific time...etc
anyway, as it is very strange that you don't see artifacts during sunset-surise, i continue test your models on a stock gwx setup and on one other install i have with my full modded game.i ,also, tested your models on my second weaker pc that i have a stock and a lsh3 setup. in all setups,at both pcs, the result was the same as the pic i posted at my previous post.
currently , i sent your models to three subsimers to test and i am waiting to report back.
tests takes time and ,as soon as i have the reports, will let you know


I don't use the stock game because I have several mods installed and I have to save my modifications before desactivate them. And I have not enough memory yet. So actually, these mods could have an effect :

- GWX 3.0
- ail particles mod
- SH3_Mod_CameraMod(1.4 ready)

basically , in our case here , we are interested for the value at angular angle at conning deck camera. in all my setups this value is different and your models didn't work with any of them



Can you tell me how far the ship disappears with your last solution (deleting the 'disable transparent sorting') ?

the 'disable transparent sorting' has no other side effect (as far as i have test it) exept the one i posted (it needs more time and more users to test for getting sure about it though). the ships disappears at the same distance either the procedure is deleted or not. here is the mission i use for checking the visuality at excellent condition weather state:
http://speedy.sh/AGk67/Bismarck-15km.rar


I don't know why, since i've done some tests with this solution.
With this fog model, only modified in height :
The problem is solved without any side effects

:salute:

yes, i know that with this way there will be no side effects. i am telling you this from day one
in my testing fog model i have doubled its height and,as i told in a previous post, that is ok for Enniberg but was not ok at the higher chilean coast that you pointed me. so, i said that raising the height even more is a no go for me,ONLY for aesthetic reasons. allready the doubled height raised fog look odd at sunset-surise-afternoon times and raising the height even more will make the enviro look even more unrealistic.

i will see what i do when i will prepare the final files.whatever this will be, it will be a compromise,i am convinced that we can't have them all here. maybe i will lower the height of the doubled fog model in order to cover the Enniberg (no big deal if it doesn't cover it all the way up) or maybe i will leave it as it is as i am not sure what i want more to see in game, a nice ,smooth ,normal at height ,horizon (which user meet 99% of his playing time) or a normal vanishing high mountain (which user may see only as he is drawing away the high mountain - lets say 1% of his playing time).
or may i include some instructions for users who find the 'disable transparent sorting' side effect acceptable for their tastes ,explaining them how to edit their scene.dat and get rid off the spoken issue at the vanishing of upper edges of high mountains.
but , whatever i decide to do for the v4.4, it will take some time for me as i don't have the will and the free time to deal more with this theme.
my thought is that if you end up to something final with your work , just prepare a jsgme ready mod and release it in order to let people use it

all the best,
Manos

makman94
10-23-14, 08:38 AM
hello to all subsimers,

Fahnenbohn managed to find a solution (a reworked fog model) for the spoken issue ( odd vanishing of upper edges of high mountains).
the solution is 100% a win ,as we will have no side effects at all !

soon , there will be released a v4.4 of the mod including this last fix

well done Fahnenbohn :up:

HW3
10-23-14, 09:07 AM
A big thank you to both of you! I love this mod!

:salute:

ReallyDedPoet
10-23-14, 11:02 AM
Nice work Manos and Fanhnenbohn :yep::up:

fitzcarraldo
10-23-14, 08:12 PM
Nice news!

Many thanks.

Fitzcarraldo :salute:

makman94
10-26-14, 02:14 PM
hello to all subsimers,

M.E.P v5 is ready , just need to write a readme and tide up the files!

the v5 contains ,of course,the reworked fog's 3d model by Fahnenbohn which eliminates an odd effect during the vanishing of upper edges of high mountains plus some other stuff:

i will included in the .rar a mini mod which will give you a zoomable free camera (a very nice mini mod by Elanaiba <---one of the devs of sh3).this mini mod is usefull for taking some very nice screenies

there are some changes at some specific colors ,especially for heavy weather (now ,during midday at heavy weather, clouds are brighter).for comparison look at the two following pics:
http://i59.tinypic.com/smasew.jpg

http://i62.tinypic.com/t9gqis.jpg

also , i will include one more optional mini mod which makes the reflections on water more close to stock ones during midday (look at the following pics.the first pic is with primary reflections and the second with the optional mini mod enabled):
http://i59.tinypic.com/w2dj49.jpg

http://i57.tinypic.com/2mrayow.jpg

fitzcarraldo
10-26-14, 06:58 PM
Many thanks!! :yeah::yeah::yeah::yeah:

Best regards.

Fitzcarraldo :salute: