View Full Version : [REL] Real volumetric clouds&fog!! (and is almost done!)
Update 29/10/13
Version 2.2 is up!
From the readme:
==========================================
29/10/2013
Sh3 volumetric clouds&fog by Rubini v2.2
==========================================
News/modifications on this v2.2:
- This version is a mix: it have almost the same from v1.0 added with compact clouds here and there. Also the overall color was bit more white, more like real clouds. Note that I didnīt achieve to have that real life grey nuances of real clouds because we havenīt shaders to play with. But the result seems good.
- The clouds&fog are now more random, I mean sometines they are on, sometimes they are off, with a good smoth transition between these states.
- New near (but high in your head) clouds that crossing the sky.
- More "white&soft" textures
- A lot of tweaks here and there
- This version comes with 3 scene.sim files, choose and rename acordingly:
1. scene.sim (default) with continuous central clouds&fog, the wheather is fogged almost the time. IMO, this fit better the overall feeling of the mod.
2. scene.rnd_CC optional version with a non continuous central clouds&fog, the environment is less fogged and more clean almost the time.
3. scene.no_CC optional version without central clouds&fog, environment is clean all the time, just clouds here and there.
Installation:
This v2.2 comes with the same test mission from version 1.
To install, just enable it with JSGME.
Last comments & Limitations:
- We have not clouds like in sh5 and we have not correct clouds specifically for each wheather state.
- This version have more "random" clouds, but this effect needs some time to appears in all its glory because the particles have different times that will be more and more evident as the time pass into the game (particles are only generated until certain amount of Time Compress. Above this value they will be reseted again and again.)
- I looked a lot for the clouds on the sky last past days and i saw how random, big and beautiful are our real sky&clouds! And sometimes i found skies exactly "like" the one you have now with this mod!!!
- This mod is complemented with the stock sh3 clouds sky. The idea is that the small and/or far way clouds are already into the game with its own textures&sky dome. This mod suplies some more big and near clouds, take this in mind.
- The overall result can vary because this is very much environment dependant: I mean colors, sea state, sky textures, sky dome&fog size, etc. So, please, note that this is adpated to my own self adjusted environment. Probably some adjusts will be needed for specific environment mods.
- This is a WIP and your feedback is very welcome!
Cheers!
Rubini.
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Old v1.0 readme (read it also please!)
==========================================
14/10/2013
Sh3 volumetric clouds&fog by Rubini v1.0
==========================================
What this mod do?
- as the name said, it adds volumetric clouds&fog to the sh3 environment.
How it works?
- it uses particles generators attached to the sky node to generate a "fog" which at some distance is seen as clouds. This first release is about a "foggy" environment only. No real 3d "clean" clouds yet - soon in the next release... :). But it is already, IMHO, very, very impressive...
How to install?
- this mod uses the scene.sim file. In this file I also added the "moon light mod" (see below how to disable this one if you donīt want it). Itīs packed with two versions, the "stock" one is an almost continuous fog/clouds generation, and the other one is a more random and "light" version (means less fog/clouds in general). Before install, choose your version, rename the files accordingly and install using JSGME.
- I provided a test mission "1_Vol_fog_test.mis" with a noFog, noClouds sh3 env, at day light with some planes (just go ahead for few minutes and the planes will find you). Take a look at various views: bridge view, object view, free view; try to zoom in/out, go far, go high... take a roll around. You've never had a 3D sensation in the Sh3 world like this!!(can I also suggest that you usethese mods: http://www.subsim.com/radioroom/showthread.php?t=202910 and http://www.subsim.com/radioroom/showthread.php?t=159136 ?)
** Note that some big mods could have changed the planes class that are in this single mission and then it can ctd. If you have this problem, please try another SM to test it. Anyhow, I tried to use a very basic plane - TBSSwordfish, with basic layout that can comes with rockets with you have them).
Last words:
- this mod donīt affect the sensors neighter the optics view, itīs really an eye candy type of thing only. Also it is reseted if you pause the game for some time. Another thing to note is that it needs 1 or 2 minutes to really generate the first round of clouds.
- the particles have limitations and sometimes are very hard to work with. So isnīt possible to make clouds like in Sh5. Neither in shape, quantitity or dynamics. The Sh3 engine is old and limited. Take this in mind.
- the mod is suitable only for 16km environment for now (in truth, to make it 8km compatible is just a matter to adjust the clouds generators distances). And I canīt test it in all 16km variations. So, expect some necessary adjustment for specific environments, main about color and opacity. Eventually distance of the rendered clouds/fog too. Iīm at disposal for env modders to help in make it.
- the mod is all or nothing. I mean, the fog/clouds will always be generating/dying/rebirthing. Note that they will almost not be noted in medium/heavy fog&rain. Also is always possible to enable or disable this mod middle patrol. No save game problems, no ctds. Itīs universal, compatible with any sh3 (16km) install.
- this first release fits very well for no clouds/partial clouds, with or without light fog (perhaps even medium fog). Other wheather states need more clouds/fog and also nearer clouds/fog. I already have made these variations too, but we havenīt a way to make it changes automatically, unless by hardcode fix. A last idea for the future is to have some variations to be enabled randomically using Sh3 Commander. Isnīt the best solution, but is better than nothing.
- the next version will have "real 3d compact clouds". Letīs wait for feedbacks on this version first.
Credits and Aknowledgements:
- skwas for S3D, a real playground for SH modders!
- Testpilot, Flakmonkey and Makman94 to help me with cloud textures,
- Lara, my lovely daughter, for helping me with my bad english... :P
Good Hunt!
Rubini.
================================================== =============
**Spoiler**
Can I customize this mod?
- Yes. Just open the scene.sim file with s3d and look for:
1. In each cloud node, look for "FastParticle" propertie, then in "GlobalScale" look for "Opacity". Raise it to have more intense fog/clouds, lower it to have less intense fog/clouds. Obviously we have a lot of other things that can be changed&adjusted, but this one is the "easiest" one, mainly for the "Central_clouds" node. ("Central_clouds" node is, perhaps, the only one that deserves to be adjusted in this version).
2. If you donīt want the "moon light mod", look for "Light - MoonLight" node and make itīs "Parent id" equal to "0" (zero).
================================================== =============
Link version 1.0:
Version 1.0 (http://www.mediafire.com/?8s7x64c4x7ocohp)
Link version 2.2:
Version 2.2 (http://www.mediafire.com/?vqs67mpc4rbti83)
I forget to add/say: to have something like the pics below I also suggest that you use this tiny mod:
http://www.subsim.com/radioroom/showthread.php?t=159136
(some big mods like NYGM already have it i think)
================================================== =============
Old first post, pics&movies:
(i reduced the amount of pics to maintain this first post more readable)
Update 02/10/13
Beta candidate is ready! I decided by a foggy discrete env that can be used with any sh3 wheater/env (well, it is not visible at sh3 heavy fog, see below comments on this situation). This discrete foggy env can be enable and forget, it will be always there in complement of stock sh3 "clouds" and wheather, works very well.
Below two new videos showing it "in action". It was a clouds clear&no fog wheather. Even at this extreme, the foggy effect merge very well. I guess that in real life the high seas is always (or almost the time) a bit foggy by the wind, waves spray, evaporation, etc. This was the idea here, and also the best that i could make to accomodate the mod limitations and sh3 odds.
Notice the planes, look at the high foogy (not real clouds indeed); the planes and the sky are much more immersive now.
Here:
http://youtu.be/dVfM6EE0_O0
http://youtu.be/kglU50nQ8Ns
(try to see it in HD)
ETA in few days ahead, i will go again on my 36 hours work turn tomorrow, so we need to wait a bit.
The heavy fog wheater will have a different file that can be enabled in such situation by the player (or just ignore it).
=================================================
Hy guys,
Today I wakeup very early in the morning, 5:30hrs, my youngest son Gabriel went in a trip with his friends at scholl ... then after he goes inside the bus and all "goodbyes and kisses" I look for a place to drink a cup of coffe and was thinking about an old desire, an idea to have real clouds in Sh3. Could be this possible?
I turn on my PC at 7:30, my mouse is broken but with an effort and the correctly way it startup sh3 and S3D. At 10:30 I becomes to smile! More and more! Now at 11:30 I start this thread with the below pics! Soon in a PC near you!:woot:
http://imageshack.us/a/img818/1066/7525.jpg
The effect is totally customizable, we can have low fog, high clouds, etc, they have wind movement, are very "natural". I made all these pics using only one texture that is far from the ideal to make clouds.
Please, if someone have good skills with textures (3 or 4 are enough) help me (help all us here) to finish this mod. They must be in simple sh3 format (tga with transparency) more or less 2048x2048 or 1024x1024. I tried some at the net but I just found this one.
The mod is very simple, it is only one file again, and compatible with any sh3 installation, because itīs not in conflict with anything.
Ahoy!!
Rubini.
Update 28/9/13:
Heavy clouds/heavy fog video:
http://youtu.be/b-rYTOqqVh4
(notice that the compressed video donīt show all fog grey nuances in all itīs glory. See it at HD resolution for best view. )
Partial cloud/light fog video:
http://youtu.be/xldB21HSqBM
(notice the clouds slow random movements and the clouds discrete reflections and ambient oclusion by sun light).
:o
Wow. Dude are you even mortal?
Amazing:rock:
sublynx
09-26-13, 11:12 AM
First the underwater particles and then moon light and now this :timeout:
I think Onkel Neal should raise You to a status of Subsim demigod :yeah:
brett25
09-26-13, 12:06 PM
really cool, Rubini!:up:
makman94
09-26-13, 12:14 PM
does my eyes telling me the thruth, Rubini ? :o
Thanks guys!
Iīm just a very stuburn guy with curiosity.
Anyhow, spent last few hours trying to refine some odd behaviours and itīs going ok but not perfect as the majority of mods. Crossing fingers to achieve to make it yet better.:up:
I will start a 36hrs work turn in an hour, so, no modding work for almost 2 days ahead.!:/\\!!:/\\!!:/\\!!.
See you later!
VONHARRIS
09-26-13, 12:49 PM
Rubini , this is awesome.
People , like yourself - modders - are those who keep the game alive for us - players!
I can't thank you enough!
Looking forward to using this one!:up:
Amazing what talent can squeeze out of the old SH3 engine :o:o:o:o:o:o
Better than talent, it's pure genius. YOU :rock::rock::rock::rock:
fitzcarraldo
09-26-13, 03:03 PM
Awesome, Rubini!!! :o:o:o:o:o:o:o :up:
There are some nice clouds textures in www.flightsim.com or www.avsim.com, for Flight Simulator X, and are free download. I think these textures could be adapted to SH3 formats.
Many thanks and best regards!
Fitzcarraldo :salute:
Awesome, Rubini!!! :o:o:o:o:o:o:o :up:
There are some nice clouds textures in www.flightsim.com or www.avsim.com, for Flight Simulator X, and are free download. I think these textures could be adapted to SH3 formats.
Many thanks and best regards!
Fitzcarraldo :salute:
Thanks again mates!
@Fitzcarraldo: avsim and others FS related foruns were the first place that I looked for clouds textures. But FS format donīt have transparency and are small ones. We need medium/big ones (1024x1024 or 2048x2048 for example) with good alpha channels. Isnīt dificultty but needs some time to find (or build) ones. So, if someone have them or make one let me know. :up:
Rubini, your mod looks very good but story about creating it shows us genius during work :D
Your head is full of ideas and fortunately for us they become real addons for SH3.
Thanks for your superb work mate :up:
Testpilot
09-27-13, 03:20 AM
Hi Rubini nice work. Here are some simple Clouds maybe for Sh3 (1024x1024). If you like ... i upload them.
http://s14.directupload.net/images/130927/yrvd6w2r.png (http://www.directupload.net)
Jimbuna
09-27-13, 04:22 AM
This has amazing potential Rubini...wishing you fair winds and following seas :sunny:
Hi Rubini nice work. Here are some simple Clouds maybe for Sh3 (1024x1024). If you like ... i upload them.
@Testpilot
Hi mate,
Yes, of course they are ok. They just must be individual clouds. Please send the link here or by pm.
@ Update on the mod:
At first, i am at RL work yet for the next 24hrs and i am typing from my cel phone.
Yesterday i had some hours at night and have made some more progress. At current state i noticed some bugs/limitations:
1. The clouds are particles and have the same behaviour from smokes on sh3. The more noticiable is that they vanish when you look to them very close.
Continuing... (#%&* cel)
2. The clouds are generate in a e area more or less 8 km around you ( even using 18 km env). Its very ok for 8km but a bit odd for 16 km. obviously this is only. noticiable at high altitudes or using object view for distant contacts.
3. No fps drops! And i have only a middle end machine ( i5 8gb gtx560 1 gb)
4. By particles system limitation they are "reseted" from save load games or if you leave the area (object view) for long time.But they are generated again in few seconds. For normal game perspective it will work ok.
5. They dont alter sensors in anyway. Are really an eye candy immersion type of thing only.
6. My next step will be try to overpass these exposed limitations by adding more particles controllers ( for now its only one with only one texture), varing the places on 3d space to generate them, more d textures and layers. Also will try to attach them to others places like cameras or others tricks.
7. They can have reflexion but as the clouds are "white" they end in. making the entire env to much clear mainly at night. Needs a work/solution here.
6.
Regarding the cloud textures, Seeadler created some excellent ones in his first sky mod. I should have it lying around on a back up disk somewhere, will look for it. :hmm2:
5. They dont alter sensors in anyway. Are really an eye candy immersion type of thing only.
I was hoping for volumetric fog, but probably it's just a matter of combining the existing fog as "wall" with your solution placed between the wall and the uboat. If made thin enough it would be perfect to see patches and fumes of fog floating in the visible distance and then the "wall" of denser fog with much less visibility behind. 3D clouds can be eyecandy, but 3D fog would be a boost in realism. Any chance you can link the 3D fog to the game dense fog, so both appear at the same time?
1. The clouds are particles and have the same behaviour from smokes on sh3. The more noticiable is that they vanish when you look to them very close.
That also happens with real life clouds, even if they don't dissapear completely it's very different to look at a cloud from 1000 feet below (Appears solid) than to be on a mountain and have the cloud around you -it loks as fog then and closeby you don't see it really.
Testpilot
09-27-13, 06:50 AM
Hi Rubini thats the right for the mod....:up:
here the dl link: http://www.mediafire.com/download/d193c38k2c52cw7/Clouds.tga
Continuing...excuse me by mistyping and following posts... cel phone
8. Another thing to note is that the clouds sre an all or nothing type of thing.
That is it for now!
irish1958
09-27-13, 07:31 AM
"Keep up the good work"
@ thanks Testpilot! willdownload and test it asap.
@Hitman,
The effect, as it is now, is much more a fog than clouds. The limitation to vanish when we look very close can perhaps be fixed. But i cant imagine for now how to attached it to specific fog states ... my guess and hope is that the final result could make these flaws barelly noticiable. Is indeed more difficult to adjust this mod to sh3 various env situations and limitations than create the mod itself!
Sepp von Ch.
09-27-13, 09:56 AM
Looks really great. Canīt wait Rubini! You are the :shucks:
:subsim:
http://www.fritchy.com/images/smilies/notworthy.gifhttp://www.fritchy.com/images/smilies/notworthy.gifhttp://www.fritchy.com/images/smilies/notworthy.gif
Anvar1061
09-27-13, 01:02 PM
Looks really great. Canīt wait Rubini!
Hi guys!
Great progress today!
I will post youtube movies in some minutes showing three environments clouds/fog types.
The first one will be just fog at heavy clouds, heavy fog condition. A real volumetric fog! Itīs for you Hitman!:D
****
@First post updated with the above video (in the botton of the post).
sailor_X
09-29-13, 01:04 AM
Oh man, that floating mist looks so wonderful! Will be a great addition to my mods collection, thank you :)
Oh man, that floating mist looks so wonderful! Will be a great addition to my mods collection, thank you :)
The second video is on the way, a nice light fogged/partial clouds cover. its just beautiful. In some minutes...
Sorry, me again!
Second video uploaded. Link on the botton of first post.:up:
A real volumetric fog! Itīs for you Hitman!:D:D:D
Rubini, do you think you could link the volumetric fog patches to the seastate? If you could have the high waves make the patches appear it would be great, because they simulate quite well not just fog, but the vaporized water in the ambient on heavy seas in the wave crests!
Dronston
09-29-13, 03:34 AM
looks fantastic, can't wait for the release!
It looks fantastic. Your fog is awesome.
Rubini, there was a thread here about snowing in SH3 long ago. Maybe you will be able to do it too. :)
complutum
09-29-13, 06:39 AM
Amazing. :up:
:Kaleun_Thumbs_Up:
irish1958
09-29-13, 08:58 AM
Very good work. It looks 3D on my iPad.
brett25
09-29-13, 10:34 AM
epic mod rubini, particles will lead you onto glory......:salute:
Jimbuna
09-29-13, 12:53 PM
Coming along nicely :cool:
flakmonkey
09-29-13, 02:46 PM
Absolutely beautiful:up:
Just for the sake of curiosity, i wonder what the particle effect would look like if parented to the sky dome in scene.dat instead of the player camera. Would probably not look quite so 3d and fluffy but might make for a nice background effect.
Keep up the amazing work!
Hi guys,
After a lot of time digging deep on this, here more about itīs goods and bads:
1. The clouds/fog "disappear"" when looking close enough with binoculars/zoom/peri/uzo (very distant clouds/fog will stay ok)
2. Particles are an area that needs a lot of try&error to acquire good results. Until now the result is just barelly acceptable (I mean: making cool clouds). Mainly because if itīs good for day, they are yet not that good for night and so on. But have good future here.
3. As itīs not easy to make good clouds using particles, distant fog/clouddy effect is much more probable "end" for the mod.
4. @Hitman: no, isnīt possible to attached this effect for a specific wheater state until now. Probably only with hardfix (means hsie or Stibler). If they like the idea perhaps we can work together to really adjust this and others small limitations of this mod.
5. By the exposed above, for now this mod is more suitable for single missions, to make movies, or to be integrated on campaigns with Sh3 commander. I mean, i can make 3, 4 or more different cloud states that will be then enable randomically when you reload a saved game. That more foggy/myst one (on the firts link) must be enable by the player for that situations. Itīs a pitty.
6. Again, by the above, is easy to see that this mod have serious limitations on itīs implementation on campaign games. As it is now, without a way to attached it to specific wheather state, itīs very limited and as bored as the stock limited wheater types after some time.
7. I will release anyway a "middle ground" discrete "clouds at horizon" variant that could be then integrated directly in campaign, suitable for any stock wheater in a more casual way. Itīs just a pitty that the big potential of the mod will stay sleeping...:/\\!!
Absolutely beautiful:up:
Just for the sake of curiosity, i wonder what the particle effect would look like if parented to the sky dome in scene.dat instead of the player camera. Would probably not look quite so 3d and fluffy but might make for a nice background effect.
Keep up the amazing work!
Hi mate,
itīs not attached to the cameras but to the sky on scene.dat (fog node to be more specific). The final mount will be on scene.sim to be compatible with any sh3 install. About the particles clouds, I tried them very high and works very well, like real volumetric clouds. The difficult is to make really good "clouds" with the particles...
An interesting point is that after use these "3d" clouds seems that the sh3 sky space is much major than before because the sky dome is really high on this game! Irish1958 said that he had 3D sensation looking to them, this is because these "3d clouds" revealed the real big space that we have on sh3 16km env!
First post updated with videos from the Beta. Eta in few days now.
Ahoy!
sublynx
10-02-13, 03:35 AM
Christmas only a few days from now :woot:
Testpilot
10-02-13, 07:54 AM
Hi Rubini amazing work, :up:
have u use my cloud.tga for the nice sky on youtube?
i have much more clouds if u use. ;-)
brett25
10-02-13, 05:36 PM
wow this is looking great, really adds a whole new level to the enviornments...perhaps with some color adjustments to enviornments mods (sky and sea colors) the fog will really blend in nicely...its already blending in well....so lots of potential im sure:salute:
Hi Rubini amazing work, :up:
have u use my cloud.tga for the nice sky on youtube?
i have much more clouds if u use. ;-)
Hi mate,
In these last videos Iīm using 3 individual cloud textures that I cutted&editted from a net download somewhere, it was in png. Anyhow, a good texture is always welcome. Notice that i need textures with only one cloud per texture and in HD if possible (your texture was also with 10 or 12 clouds per one texture, so needs cut&edit too for use on this mod). If you have something as described please let me know!:up:
wow this is looking great, really adds a whole new level to the enviornments...perhaps with some color adjustments to enviornments mods (sky and sea colors) the fog will really blend in nicely...its already blending in well....so lots of potential im sure:salute:
Hi brett,
Yes, the collors and opacity intensity probably will need adjust for differents environments. But this must be made by the env modders authors at the correct time. After the first release letīs listen the feedbacks to make the fine tunning.:up:
flakmonkey
10-03-13, 01:50 AM
Don't know if this texture would be of any use to you, its the cloud texture I use with il2...
sadly I don't know the original author, its been plucked from my mod soup.
http://s21.postimg.org/tdwz92uuf/Cloud.jpg
full size 1024x1024 with an alpha channel...
http://www.mediafire.com/download/zb0jsrev1db2svi/Cloud.tga
also got this one, its a bit fluffier...
http://www.mediafire.com/download/hdl27lah22n22wq/cloud2.tga
http://s9.postimg.org/dye8uvktb/cloud2.jpg
Thanks Flakmonkey!
Already downloaded! Will see asap how itīs performing on the mod.:up:
Hi Rubini :salute:,
First, many thanks for yours efforts and works to improve SH3 :up:.
For the clouds, should it be possible to create 3d objects :hmmm: (like it was done for dolphin) and changing them depending on the weather as it was done for crew's clothes ?
Moreover differents clouds could be set on the map on differents locations to simulate various climates.
Maybe it could be the solution to create various climates.
But I don't have yours skills neither those of ANVART, TDW, HSIE...
It was just an idea,
Thanks for reading
Regards,
Jean
Hi Rubini :salute:,
First, many thanks for yours efforts and works to improve SH3 :up:.
For the clouds, should it be possible to create 3d objects :hmmm: (like it was done for dolphin) and changing them depending on the weather as it was done for crew's clothes ?
Moreover differents clouds could be set on the map on differents locations to simulate various climates.
Maybe it could be the solution to create various climates.
But I don't have yours skills neither those of ANVART, TDW, HSIE...
It was just an idea,
Thanks for reading
Regards,
Jean
Hi Jean,
I guess that is possible to put on 3d clouds (not "particles" ones) but I didnīt found any on the net for download that could be adapted to sh3 and have good "shape" in game. Anyhow, even if this was possible, we yet will have a long way to adjust and test all the necessary aspects to have an usefull mod. The main problem remains: isnīt possible to attached them directly to wheaters variations without hardfix.
Another problem is that they will not follow the wind, just fixed directions, as we do with icebergs (waypoints). But is an good idea that needs to be tested to see how it behaves in a real game session.
If someone have a 3d clouds I can test these ideas with pleasure.:up:
brett25
10-05-13, 11:40 AM
not sure if this link will help, these clouds are for unity engine, but may be adaptable:
https://www.assetstore.unity3d.com/#/content/4027
not sure if this link will help, these clouds are for unity engine, but may be adaptable:
https://www.assetstore.unity3d.com/#/content/4027
Thanks mate,
But i guess not, and even if possible to adapt them I donīt have the tools and skills to do that. They are for another engine and uses shaders which are absent on sh3.
fitzcarraldo
10-05-13, 06:54 PM
What about SH5 clouds?
Regards.
Fitzcarraldo :salute:
What about SH5 clouds?
Regards.
Fitzcarraldo :salute:
They are beautiful...and with shadows!:yep:
But AFAIK they are/have shaders... or am i wrong?
Rickster1
10-07-13, 09:04 AM
I am looking forward to this mod, well done
Update 08/10/13:
- today i made good progress:
1. Finally achieved to control the amount of reflexion of the clouds at any degree. Hundreds of trying and error here.:yep:
2. Although yet using particles, now we have "real" clouds that moves along the sky
3. Although yet using particles, now we have "real" clouds that donīt vanish when looking through optics or zoom.
desertstriker
10-08-13, 05:36 PM
I don't know what else to say but :Kaleun_Salivating::Kaleun_Salivating:
fitzcarraldo
10-08-13, 07:27 PM
I don't know what else to say but :Kaleun_Salivating::Kaleun_Salivating:
Same here...:Kaleun_Wink::Kaleun_Wink:
Fitzcarraldo :salute:
Kpt. Lehmann
10-09-13, 07:53 AM
Same here...:Kaleun_Wink::Kaleun_Wink:
Fitzcarraldo :salute:
....And here!
:Kaleun_Periskop:
Rickster1
10-09-13, 10:01 AM
its modders like you that keep me coming back to SH3 from sh5 and sh online, thanks for your worksd
Thanks guys!
Update 10/10/13:
Below latest pics from the gold. Eta next saturday. Needs to write the readme and take out some garbage from the files due tests.
Note that now we will have "real clouds" as you can see on the pics. They are dynamic, have slowly movement, sometimes they are there sometimes they are not. The feeling is very "real". Below some comments about it:
1. The mod will be suitable only for 16km environment. And I canīt test it in all 16km variations. So, expect some necessary adjustment for specific environments, main about color and opacity. Eventually distance of the rendered clouds too.
2. The mod is all or nothing. But itīs always possible to enable or disable it even in patrol. No save game problems, no ctds. Itīs universal, compatible with any sh3 (16km) install.
3. The "heavy fog" variation of the mod will be only for tests now. To automation (i mean, to the .exe calls the correct cloud/fog state automatically), it is necessary a hardcode fix. In truth i can make any cloud/fog intensity, but we have not any way to enable them automatically. If a hardfix arises for it .... well, then we will have a really great mod on our hands!
4. The clouds are yet made by particles, they are more dense and behaves like an individual cloud now. The view with optics is ok until certain distance too. They have fantastic moments but also some odd ones (by particles size, opacity, etc). Fortunatelly the odd moments are relativelly rare.:/\\k:
5. I made all the clouds behaviour very dynamic, they change in density and size slowly, from nothing to big clouds in a good time, seems very realistic. But letīs listen the feedbacks. Itīs possible to make adjusts here.
6. The particles have limitations and sometime are very hard to work with. So isnīt possible to make clouds like in Sh5. Neither in shape, quantitity or dynamics. The Sh3 engine is old and limited. Take this in mind.
7. This first release fits very well for no clouds/partial clouds, with or without light fog. Others wheathers states needs more and more near clouds, more fog. I already have made this version too , but we havenīt a way to make the change automatically, unless by hardcode fix.
That is it!
http://imageshack.us/a/img844/7940/bzz7.png
http://imageshack.us/a/img407/4612/2790.png
http://imageshack.us/a/img62/3056/399g.png
http://imageshack.us/a/img4/8922/c2y6.png
http://imageshack.us/a/img854/5619/ao1g.png
http://imageshack.us/a/img513/7995/il7z.png
http://imageshack.us/a/img407/484/1z4n.png
desertstriker
10-10-13, 12:02 AM
I said it before and i will say it again:Kaleun_Salivating: :Kaleun_Salivating: :Kaleun_Salivating: :Kaleun_Salivating: :Kaleun_Salivating:
Wow, it looks really good Rubini. :up:
Could you upload screenshot of bad weather conditions? How your clouds look in the storm?
sublynx
10-10-13, 02:17 AM
Looking very good, again :yeah:
I begin to think we should have a supermod that had all of Rubini's, H.sie's and Stiebler's fixes collected, and of course Leitender's Anschütz compass (what a beauty that is :D) and an environment mod and a GUI mod. It is really becoming a big hassle combining all these mods, even with JSGME.
It's a huge job, though. I wish LSH or NYGM could be combined with Rubini's work - but who am I wishing this, as I myself wouldn't have much time (or knowhow) in helping in this...
Jimbuna
10-10-13, 06:28 AM
Looking great :salute:
One of the sweetest mode this year!
First release is on the way, starting the "readme" and finishing the pack this moment. Stay tunned, in few hours ahead yet today. :up:
Kpt. Lehmann
10-14-13, 04:14 PM
First release is on the way, starting the "readme" and finishing the pack this moment. Stay tunned, in few hours ahead yet today. :up:
Awesome! :up::up::up:
Seeadler
10-14-13, 07:01 PM
They are for another engine and uses shaders which are absent on sh3.
SH3 also uses shaders (shader model 1.1) but unlike SH4/5 the shaders are coded in the executable. I have a special dll that decodes these shaders and writes it to external shader files but there are only pixel shaders for ocean, terrain, shadow and reflections, not for clouds.
SH3 also uses shaders (shader model 1.1) but unlike SH4/5 the shaders are coded in the executable. I have a special dll that decodes these shaders and writes it to external shader files but there are only pixel shaders for ocean, terrain, shadow and reflections, not for clouds.
Hi Seeadler,
Thanks for the clarification! And, by the way, I have worked with shadows sometime ago ... and it works but they arenīt casted on the ocean surface (the big main problem), i tried everthing that I could, then i give up. Perhaps with pixel shaders we could make something about?
Ok!
First release is up on the first post!
Moderators: Can you please change that [WIP] for a [REL]? Thanks!:up:
sublynx
10-15-13, 01:55 AM
Downloading, I'm really curious and hoping this will work in my mod soup. I think NYGM+MEP is a 20 km environment, so it might not work that well in my rig, but who knows.
Thank you Rubini :rock:
Kpt. Lehmann
10-15-13, 06:16 AM
Thank you for your hard work, Dr, Rubini. You are the best! :up::up::up::Kaleun_Periskop:
flakmonkey
10-15-13, 06:21 AM
Downloaded and had a play around, so far it looks superb. The added sense of immersion if great, just being able to look back and see St.Nazaire disappearing into a big fluffy cloud on the horizon is amazing. :salute:
Downloaded and had a play around, so far it looks superb. The added sense of immersion if great, just being able to look back and see St.Nazaire disappearing into a big fluffy cloud on the horizon is amazing. :salute:
Thanks guys,
@flakmonkey,
Ehhh... I didinīt tested the mod in an harbour area.:oops::D
Hopes that it really works "well" there too:up:
All@,
Two hours after I have posted the link to download I made a small fix and reuploaded it. This correct and final v1.0 file ends with a "h". Check it out and download it again if necessary. (Sh3_volumetric_clouds&fog_V1h.7z)
Rickster1
10-15-13, 10:51 AM
Great mod, love it. Flakmonkey any chance of finishing the rear torp room + a few more men and then this is much much better than sh5. Thanks, all modders
makman94
10-15-13, 12:23 PM
ahoy Rubini !
very VERY nice mod :yeah:
thank you
makman94
10-15-13, 12:30 PM
SH3 also uses shaders (shader model 1.1) but unlike SH4/5 the shaders are coded in the executable. I have a special dll that decodes these shaders and writes it to external shader files but there are only pixel shaders for ocean, terrain, shadow and reflections, not for clouds.
Ahoy Seeadler ,
you mean that with your dll we can have more than one shaders on the water at the same time ? if so...then i think that we will be able to create fantastic waters for sh3.
can you upload it for testing ?
VONHARRIS
10-15-13, 12:32 PM
Just downloaded.
Waiting anxiously to return to base to install it.
Thank you once more Rubini. :salute:
Seeadler
10-15-13, 01:48 PM
you mean that with your dll we can have more than one shaders on the water at the same time?
No, my widescreen d3d9.dll decodes at runtime the vertex/pixel shader from memory and writes it as shader assembly code into txt-files. Once these txt-files are available, the SH3 engine uses the shader code from these files and not the hard-coded. At current work status only the shader instructions can be changed by editing the txt-file, no new variables or textures can be passed every (x) frame to the shaders.
the SH3 ocean pixel shader for example:
ps_1_1
tex t0
texbem t1, t0
mad t1, t1, c0.w, c1.w
dp3_sat r0, v0_bx2, t0
lrp r0.xyz, r0.w, c0, c1
lrp r0.xyz, v0.w, t1, r0
+ mov r0.w, t0.w
// approximately 6 instruction slots used (2 texture, 4 arithmetic)
And yet there is a shader for clouds but only a vertex shader. I assume it is used to calculate the mapping of cloud textures on the 3D cloud dome.
Wow, the game looks fantastic now.
Good work Rubini, it's the next mod for my "must have" mods set.
Just downloaded.
Waiting anxiously to return to base to install it.
Thank you once more Rubini. :salute:
Vonharris,
Donīt forget that it can be enabled at any tyme. Just enable it and download your last saved game, then you are ready to go.:up:
No, my widescreen d3d9.dll decodes at runtime the vertex/pixel shader from memory and writes it as shader assembly code into txt-files. Once these txt-files are available, the SH3 engine uses the shader code from these files and not the hard-coded. At current work status only the shader instructions can be changed by editing the txt-file, no new variables or textures can be passed every (x) frame to the shaders.
the SH3 ocean pixel shader for example:
ps_1_1
tex t0
texbem t1, t0
mad t1, t1, c0.w, c1.w
dp3_sat r0, v0_bx2, t0
lrp r0.xyz, r0.w, c0, c1
lrp r0.xyz, v0.w, t1, r0
+ mov r0.w, t0.w
// approximately 6 instruction slots used (2 texture, 4 arithmetic)
And yet there is a shader for clouds but only a vertex shader. I assume it is used to calculate the mapping of cloud textures on the 3D cloud dome.
Seeadler,
And about shadows, any hope?
Dronston
10-15-13, 03:02 PM
Thanks Rubini, very nice addition. :salute:
I confirm that you can install mid patrol and it seems to work fine in combination with MEP (20 km atmos).
Seeadler
10-15-13, 04:08 PM
And about shadows, any hope?
I thought it was a shadow shader but it is only assigned to crew models and do some kind of bump-mapping
http://foto.arcor-online.net/palb/alben/91/3063991/6138356332623965.jpg
what I am trying to do is to replace the shaders with new ones which are configurable from the outside.
^:haha: Psychedelically baby!
Already download it and install it! Great mod:up:! Obrigado cara!:yeah:
periunder
10-15-13, 04:38 PM
Great work Rubini, as always!
periunder
10-15-13, 04:39 PM
One suggestion: can you make the DL link bigger or stand out? Its hard to find in the OP.
One suggestion: can you make the DL link bigger or stand out? Its hard to find in the OP.
Done!
brett25
10-15-13, 05:50 PM
really nice rubini:up:
working fine in my 20km environment:up:
only suggestion/feedback would be if you can make them thicker/darker/fuller.....more visible, in some sunlight conditions i cant see the clouds very well even though they are there in the sky
really nice rubini:up:
working fine in my 20km environment:up:
only suggestion/feedback would be if you can make them thicker/darker/fuller.....more visible, in some sunlight conditions i cant see the clouds very well even though they are there in the sky
Hi brett,
Thanks by your feedback. Iīm waiting for these type of comments, I mean, what ppl think about how clouds/fog must be: more discrete or more intense at first?
If you have some knowledge about S3D, please, open this scene.sim and change all horizon clouds (cardeal points) Global opacity from 0.2 to, lets say, 0.5. Save and reenable the mod. This will make the horizon "clouds" much more intense/darker. The "central_clouds" can have the same modification too if you like it. And if you did it, please, let we know what are the result. Just donīt forget to try your "new" more intense clouds/fog also at night and other wheathers states to really make sure that they will also fit well on these environments.
I opted for more discrete fog/clouds as the first release because I guessed that it could fit better the majority of diferents environments on sh3 community. But I also like more a "bit more intense" one.
Another thing to think about is that as the mod is "all or nothing" a more intense/darker colors can make the mod a bit tedious and repetitive.
Yet another piece to count on is that the clouds becomes more intense after some minutes (sometimes 10 minutes).
Let me know yours results and thoughts on the matter.:up:
sublynx
10-16-13, 04:36 AM
I'm in the process of recooking my mod soup as NYGM just changed a little bit so I haven't yet played with these clouds anywhere else but the mission with vanilla. But it does look stunning :rock: Thanks Rubini!
I'm very much looking forward into playing this with MEP and in a campaign :arrgh!:
I need the help from few beta testers for the new version with "real" clouds. Itīs also as simple mod as this version 1.0. What you need to do is just enable the mod and play the game, SM or your actual campaign, donīt matter, it will not affect anything, just eye candy.
I should like to know about FPS drops or not, colors, opacity, if it fit or not various environments, how it behaves in sunrise/sunset/night and dusk, etc.
If you can help, please contact me by PM, but, please, only if you really can test it.:up:
Thanks!
I thought it was a shadow shader but it is only assigned to crew models and do some kind of bump-mapping
http://foto.arcor-online.net/palb/alben/91/3063991/6138356332623965.jpg
what I am trying to do is to replace the shaders with new ones which are configurable from the outside.
That would be great for a mod about the first russian nuclear submarines :har:
Spanish boor, would be better don't to open your stinky mouth.
:arrgh!:
Come on Anvart, the joke is russian itself. Don't be touchy :timeout:
Great work, Rubini!
I have one question concerning the included moon light mod: Why did you change it from your first version (ambient light to omni)?
Regards, LGN1
Kpt. Lehmann
10-16-13, 03:10 PM
Come on Anvart, the joke is russian itself. Don't be touchy :timeout:
Dear Hitman,
Anvart told me that he feels you are also a Spanish boor with a stinky mouth.
Kind regards,
Kpt. Lehmann
(Terribly sorry, Hitman. I just couldn't resist.)
:Kaleun_Salute:
Great work, Rubini!
I have one question concerning the included moon light mod: Why did you change it from your first version (ambient light to omni)?
Regards, LGN1
Hi mate,
I just checked the moon _light mod thread link and the default light is Omni and not Ambient as you said above (ambient light is on the optional file).:06: Perhaps, did you changed it and canīt remember?:hmm2:
Anyhow, can you test the clouds&fog v2 beta too? (until now just our mate flakmonkey have contacted me to do it).
Ah? ah OK! Do you agree! Check your PM LGN1!:D
I like very much my fellow volunteers!:Kaleun_Cheers:
periunder
10-16-13, 08:53 PM
Hi mate,
I just checked the moon _light mod thread link and the default light is Omni and not Ambient as you said above (ambient light is on the optional file).:06: Perhaps, did you changed it and canīt remember?:hmm2:
Anyhow, can you test the clouds&fog v2 beta too? (until now just our mate flakmonkey have contacted me to do it).
Ah? ah OK! Do you agree! Check your PM LGN1!:D
I like very much my fellow volunteers!:Kaleun_Cheers:
Rubini, the texture for your type VII in your pics above, are they high-res? I had them before and I liked them but they were not high res. I have since changed to this:
http://www.subsim.com/radioroom/attachment.php?attachmentid=523&stc=1&d=1381974753
periunder
10-16-13, 10:27 PM
Some of the clouds look a bit too black, and almost look like a fire smoke. And I mistake them for ship burning or something. Could you make these just a shade more greyish maybe?
I think this only happens on cloudy day and around dusk.
Anyone else notice this?
Some of the clouds look a bit too black, and almost look like a fire smoke. And I mistake them for ship burning or something. Could you make these just a shade more greyish maybe?
I think this only happens on cloudy day and around dusk.
Anyone else notice this?
@periunder,
Thanks by the feedback!
At dusk/sunrise/sunset the sh3 env makes things at sky, very dark at one side, and "clear" at the opposity side.These fog/clouds have, then, the same effect. Nothing that i can do about it. Anyhow, new versions of this mod will have more solid clouds, so, the overall "fell" will be better i guess.
About the uboats skins, hummm, iīm using the stock ones for now. I like very much wheatered skins. And as iīm lazy for some things, i never had the time to look deep if we have HD wheatered skins...:D
Hi mate,
I just checked the moon _light mod thread link and the default light is Omni and not Ambient as you said above (ambient light is on the optional file).:06: Perhaps, did you changed it and canīt remember?:hmm2:
Anyhow, can you test the clouds&fog v2 beta too? (until now just our mate flakmonkey have contacted me to do it).
Ah? ah OK! Do you agree! Check your PM LGN1!:D
I like very much my fellow volunteers!:Kaleun_Cheers:
Ahhh... you are right, I used the optional file :oops: Sorry for the confusion...
I will check the new version as soon as time permits!
Regards, LGN1
Sepp von Ch.
10-17-13, 04:58 PM
Hello Rubini and thanks for this mod. I will try it, but I have a question. This mod also include your great moon light mod? This mod will overwrite your scene.sim in your moon light mod.
Hello Rubini and thanks for this mod. I will try it, but I have a question. This mod also include your great moon light mod? This mod will overwrite your scene.sim in your moon light mod.
Yes, it is included.:up:
Come on Anvart, the joke is russian itself. Don't be touchy :timeout:
Sorry, Hitman.
I said "boor" or "ignoramus" (i think there are equal epithets in this case)... you should not speak (make fun) about things that you don't know... i'm not joking now... You can quip about spanish girls or about lovers to twist eggs spanish bulls or, at last, about the spanish submarines :haha:...
... i'm joking now.
Why don't you make joke about the american sailors, who also have been through the hard way creation of a modern submarine fleet?
Oh yes, it's pointless mos'ke to bark at an elephant... Yes, the pug should remember his place always.
... i'm joking now too.
Kpt. Lehmann, you have very good memory but you remember very selectively... when I'm angered, I use the epithet "stinky" otherwise only "mouth".
Good luck.
Kpt. Lehmann
10-18-13, 11:10 AM
Sorry, Hitman.
I said "boor" or "ignoramus" (i think there are equal epithets in this case)... you should not speak (make fun) about things that you don't know... i'm not joking now... You can quip about spanish girls or about lovers to twist eggs spanish bulls or, at last, about the spanish submarines :haha:...
... i'm joking now.
Why don't you make joke about the american sailors, who also have been through the hard way creation of a modern submarine fleet?
Oh yes, it's pointless mos'ke to bark at an elephant... Yes, the pug should remember his place always.
... i'm joking now too.
Kpt. Lehmann, you have very good memory but you remember very selectively... when I'm angered, I use the epithet "stinky" otherwise only "mouth".
Good luck.
My apologies to Anvart and Hitman. My joke did not work. I meant no harm. :oops:
Apologies to Rubini too. I didn't mean to derail your thread. :oops:
VONHARRIS
10-18-13, 11:26 AM
Vonharris,
Donīt forget that it can be enabled at any tyme. Just enable it and download your last saved game, then you are ready to go.:up:
I kept my fingers crossed , saved and exited SH3 and I activated the mod with JSGME.
And yes , it loaded fine
Needless to say , it worked fine with MEP4.3
Here is a screenshot
http://i44.tinypic.com/15sag4g.jpg
Thanks again
I wanted to ask about this mod and MEP 4.3 (which is 20km environmental mod). Rubini said that his mod is designed for 16km. What this mod could change or break using it with any 20km mod?
Sorry, Hitman.
I said "boor" or "ignoramus" (i think there are equal epithets in this case)... you should not speak (make fun) about things that you don't know... i'm not joking now... You can quip about spanish girls or about lovers to twist eggs spanish bulls or, at last, about the spanish submarines :haha:...
... i'm joking now.
Why don't you make joke about the american sailors, who also have been through the hard way creation of a modern submarine fleet?
Oh yes, it's pointless mos'ke to bark at an elephant... Yes, the pug should remember his place always.
... i'm joking now too.
Anvart,
the joke was told to me by Sergei, a friend and specialzed radiologist from the russian cultural association in Valencia, from which I'm member. His wife was my russian teacher and we all were good friends and joked a lot.
I didn't mean any disrespect to the hard life of russian sailors, which I admire a lot. I thought that, the joke being russian itself it would be received with good humour.
Now let's move on, nobody had bad intentions so everything is OK :)
Sepp von Ch.
10-18-13, 02:17 PM
Yes, it is included.:up:
Thank you, relly splendid work!
periunder
10-18-13, 02:41 PM
I wanted to ask about this mod and MEP 4.3 (which is 20km environmental mod). Rubini said that his mod is designed for 16km. What this mod could change or break using it with any 20km mod?
It's hard to believe its only for 16km since it really doesn't change any other files other than adding new stuff in. I suppose the distance of the fog clouds is adjusted only for 16km.
Could we get a 20km addition, perhaps? In the future?
sailor_X
10-18-13, 03:15 PM
To me it looks like water is boiling all around my boat and steam comes up lol :)
Rubini - as always, superb. Thank you.:)
Anvart,
the joke was told to me by Sergei, ...
Я вижу ты так ничего и не понял...
Это сказал ты здесь! у тебя своя голова на плечах, которая должна хоть немного думать... а ты ссылаешься на какого-то сергея... кретинов в мире достаточно много... кретинов не способных ничего сделать, способных только языком болтать. У тебя было много вариантов пошутить по поводу скриншота... но ты выбрал именно русских моряков... это вполне конкретный симптом... симптом твоего отношения к ...
Всегда помни - "Что позволено Юпитеру, то не позволено быку"... "Quot licet Iovi, non licet bovi".
Русский аналог пословицы: "Куда конь с копытом, туда и рак с клешнёй".
P.S. Тот факт, что ты не убрал свою мерзкую реплику, подтверждает лицемерность твоих оправданий.
************************************************** *****************
OK. All forgotten this incident.
My apologies to Anvart and Hitman...
Accepted! Captain. :03:
************************************************** *****************
I'm sorry, Rubini.
To me it looks like water is boiling all around my boat and steam comes up lol :)
Hi mate,
You are right this is exactly what this mod does in this first , more simple version. Just donīt forget that to have better results it needs to be adapted to your env distances and colors.
By sh3 limitations the particles too far way are showing just as a big flicking ball, so this is not a option. If iīm not wrong this magic distance is limited by the "lod" value on your scene.dat. But big lod values will also brings a severe FPs drops for many users.
In the last weeks I have made hundreds of versions of this mod (try&error) and delayed the release exactly because I was not convinced by the results. In the end , what i achieve here, was, at least, a way to have particles on sh3 sky environment under our control (until certain point).
My last effort was exactly in the direction to make "compact" clouds to avoid this steam effect, but i will give up, because to make good clouds from particles in sh3 is very, very time consuming and needs also a good amount of artistic talent, and i havenīt both, the necessary free time and artistic talent.
Letīs hope that in a near future someone could push this mod ahead achieving better results with it.
If I achieve something good and new i will release here.:up:
As said by our mate Sailor Steve: "One gamer's must-have mod is another gamer's waste of time".
Seeadler
10-19-13, 08:30 AM
By sh3 limitations the particles too far way are showing just as a big flicking ball, so this is not a option.
I also notice this flickering ball when funnel smoke particles from the ships overlap with the cloud particles.
I'm not into the particle file structure, but perhaps there are any z-values that can control these overlaps.
CommandOfTheSea
10-20-13, 04:16 AM
Great Mod, thanks a lot :salute:
+ easy to install (no conflicts)
- zoom in: "clouds" disappears = immersion killer
- "clouds" hang on the surface
- most "clouds" look uniform
- only useful/realistic if the weather is foggy
Overall: disappointed
It works well with the CCoM 10.0 Mod.:up:
Dronston
10-20-13, 09:36 AM
+ easy to install (no conflicts)
- zoom in: "clouds" disappears = immersion killer
- "clouds" hang on the surface
- most "clouds" look uniform
- only useful/realistic if the weather is foggy
Overall: disappointed
Hey it's more than ok to give feedback but never forget to thank a modder for his effort to improve on the game...this mod may not be for you but your response seems a little "spoiled", improve on it if you can, otherwise, be more respectful.
brett25
10-20-13, 11:14 AM
Overall: disappointed
also try to remember , as Rubini has said several times, this is a departure point for further exploration. The greatest contribution is the discovery itself of using particles in this way:up:
irish1958
10-20-13, 11:25 AM
+ easy to install (no conflicts)
- zoom in: "clouds" disappears = immersion killer
- "clouds" hang on the surface
- most "clouds" look uniform
- only useful/realistic if the weather is foggy
Overall: disappointed
This is the mod workshop forum; If this mod were a completed "gold" mod your observations would be appropriate.
It is a work in progress. In a workshop that means your observation should be informative and helpful, not critical.
flakmonkey
10-20-13, 11:53 AM
Would be a real shame if v2 never gets released into the wild, did a little beta testing for Rubini and it was really impressive work.
I cant even begin to comprehend the workloads involved in making a mod with so many variables, not to mention the unpredictable nature of sh3s particles.
Its true there are some hard coded limitations that mean we may never see drifting fog patches in a storm followed by a bright cloudless day. Right now im just happy the particle clouds break up the repeating background of the sky texture and the light central fog gives some sense of depth and movement in the environment.
I took some amazing screenshots from the v2 beta, not quite sh5 standard but better than i thought i would ever see sh3 looking! With the community and talented modders like Rubini behind mods like this, who knows what we can acheive:up:
Rickster1
10-20-13, 01:09 PM
I agree.
sublynx
10-20-13, 03:01 PM
The clouds in perfect weather look a bit patchy to my eye. Here's a screenshot. The original pic on the right. The one on the left is photoshopped by me. The sky is painted with very light transparent yellow. This changes the colour of the sky to somewhat grey but it does make the patchiness a little more subtle.
http://i.imgur.com/aP0CsxA.jpg
Anyways I think that making the clouds a little more transparent would make them look better - in good weather. However more transparency might mean worse looking foggy clouds :hmmm:
u crank
10-20-13, 04:19 PM
...not quite sh5 standard but better than i thought i would ever see sh3 looking!:
Agreed!:up:
http://i1349.photobucket.com/albums/p759/marcelanthonypineau/0d11c01e-781b-484f-a1d1-e47bb09bdfe3_zps8c1daec1.jpg
Mr. Rubini, you are a wonder. Keep up the excellent work. Much appreciated.
:salute::salute::salute:
tootsie
10-21-13, 12:06 AM
Agreed!:up:
http://i1349.photobucket.com/albums/p759/marcelanthonypineau/0d11c01e-781b-484f-a1d1-e47bb09bdfe3_zps8c1daec1.jpg
Mr. Rubini, you are a wonder. Keep up the excellent work. Much appreciated.
:salute::salute::salute:
Clouds look kinda dark in this picture.
Looks like a very anticipated mod there.
Grats, Rubini !
flakmonkey
10-21-13, 08:53 AM
Agreed!:up:
http://i1349.photobucket.com/albums/p759/marcelanthonypineau/0d11c01e-781b-484f-a1d1-e47bb09bdfe3_zps8c1daec1.jpg
Mr. Rubini, you are a wonder. Keep up the excellent work. Much appreciated.
:salute::salute::salute:
Looks gorgeous!
Thought id chip in a couple of mine, I stitched together a bunch of panoramas in photoshop.
http://i1346.photobucket.com/albums/p684/flakmonkey1/Panorama5_zpsb05ebe26.png
http://i1346.photobucket.com/albums/p684/flakmonkey1/Panorama6_zps3e1f2c37.png
http://i1346.photobucket.com/albums/p684/flakmonkey1/Panorama8_zpscdef5dfe.png
http://i1346.photobucket.com/albums/p684/flakmonkey1/Panorama7_zps6b735d62.png
http://i1346.photobucket.com/albums/p684/flakmonkey1/Panorama11_zpsf58cb54e.png
http://i1346.photobucket.com/albums/p684/flakmonkey1/Panorama1_zps258ea7df.png
sublynx
10-21-13, 09:17 AM
Looks gorgeous!
Thought id chip in a couple of mine, I stitched together a bunch of panoramas in photoshop.
Great panoramas :yeah:
Wow, is it v2 version of this mod? Looks really good.
Hello dear mates,
First, excuse me by my bad english. Frequently is very difficult to me to explain in good and few words, in english, exactly what i should like to say. Anyhow, lets try to say it. By the above, this can be a bit long, sorry!:D
Seems that this wip/project/mod is bring some discussion what is always good for a good mod perspective. And is also very usefull for the modder. I can assure you that is more productive for the final work to have feedbacks, good or bad, than have any.:salute:
Like i said, since the first post here, the main contribution from this wip is that now we have a solid way to put ANY particle or amount of particles (in size, type, color, etc, etc) in the sh3 environment. This openned the door for a potencial new enhanced environment.
To start this discussion i should like to recall what was said on the readme about this first version: it is more a "foggy" env than real clouds and also that we cant expect a Sh5 type of clouds here. I also should like to mention about the "random" version that is inside the version 1.0 as optional. In this "random" version the foggy&fog&tiny clouds are not always there, but here and there, sometimes on, sometimes off, making the whole thing less previsible and more dynamic. And to finish, this mod is adjusted for my personal environment and could not fit well for others.
Below i will try to "reply" the 3 main questions/feedbacks that we had until now:
1. "I donīt like the "wall" fog effect all around, itīs so much near you"
- By sh3 engine limitation, the particles are generated in a restricted area around you at first - i guess that for 8km it is ok, but not for 16km env. Is always possible to put this "circle around you" here and there, changing itīs coordenates, but also with some limitations (not seen in the shipīs smoke, to note on). If we put them to much away, they will start to flick/glitch and also they will saw as a big fog ball (because they are much and big) - not really similar to a cloud or fog - or even will be just not visible at all (because they are almost white, the opposite of the shipīs smoke). Recently i tested my theory about LOD setting on scene.dat, but seems that it have not any effect, good or bad. Seeadler suggested to find a z-axis/z-buffer (or something like this) setting but I didnīt found anything similar on the particles system that could fix this "far distance" problem. For now, the unique way to avoid this "wall" fog is to have compact clouds, but it will also have the same "max. distance" limitations that was explained above.
2. "The fog/clouds are so much odd/weird at sunrise/sunset/dusk and eventually at might"
- In RL the clouds are also very dark when they are directly in front of the sun area, you can find a lot of pics of this effect on the net. The problem here is that the shape/opacity of the fog/clouds are yet worse in these situations. We can try with colors, opacity, size, density ... I can say that i have tried a lot to find a way to "fix" partially this odd color/opacity/shape problem at these sun light times, but i have not much hope that this can be fixed as we would like it. This is a wip area of the mod for sure.
3. "I donīt liked the colors/opacity at all" or "I donīt liked the shape/size of the clouds"
- This is more relevant for the guys that have tried the v2 beta, where we have a first try on the "compact" clouds.
- The colors and shadowing are very limited on the sh3īs particle system. If we acquire satisfactory colors for day ... humm ... well... they could be not that good at night or at lower sun light times. We will need a compromisse here.
- The same can be said about opacity and size of the particles. For example, to "yet" have "clouds" at optics zoom the particles needs to be small. But small particles gives not a good shape/color effect because is very difficult to adjust all them (the clouds goes quickly to a "ball" effect). Also small particles leads to a large number of particles per cloud what will kill frame rates.
- Shape is defined by the internal movement/velocity of the particles and/or layers of particles what isnīt that easy to acquire. Needs a lot of try&error, in other words, very, very time consuming task.
- Size is directly related to particles size, particles movement and particles distance what was already explained few lines above.
We yet have some other things that i like to comment:
- this mod only works now for noclouds or partial clouds, with or without light fog, because for more clouded and fogged wheather these particles will be generated almost totally behind the stock sh3 fog wall. Eventually in medium fog we yet can see a bit about it.
- the pictures that can be taken from this mod can be really fantastic or just about odd moments of it - like a lot of things (to not say anything) in sh3 world. Itīs an old and limited engine...
So, this is a wip. A small team could accelerate the work a lot. I should like to say thankyou for the generous help from some mates here, and with their help i will try to push this mod further. Sh3 is our beloved subsim game. I like very much to enhance it for my own use and obviously to contribute to our great community. This must be the spirit here.
For my initial taste - and awared about itīs limitations - Iīm already satisfied by the results as they are now, Iīm really enjoying my new "fogged/clouded" environment, itīs, for me, much better than the static one that we had before. But Iīm also very confident that we yet have much more to get from it. So, please, comment, ask, throw here yours ideas, say what you think about it (good or bad, donīt matter), this will really help our work!:up:
Ahoy!
Rubini.
Complete explanation both for satisfied and unsatisfied users. For me this mod gives better atmosphere for the game and reading all thread I'm not alone in my opinion.
Thanks Rubini for your work. :salute:
One question about mod - is it possible to place clouds a bit higher over sea level and give them more density? Fog looks OK.
Rickster1
10-21-13, 12:55 PM
I agree, for me (someone who would like to mod but does not have the skills) who has been playing sh3 since it was made every mod that improves the game but may not be perfect is a great step forward. I have seen this game move forward over the years greatly. I think this mod has added something more to the game and therefore is a great mod, thankyou.
brett25
10-21-13, 02:56 PM
and the question everybody is thinking...........will you release the V 2.0? Would be awesome!:up:
Awesome shots Flack!
Didn't think it was SH3.:D
u crank
10-21-13, 05:33 PM
@ flakmonkey, great shots man, awesome. You should sneak a few like that into the SH5 screenshot thread just to see if any one notices.:D
I agree, for me (someone who would like to mod but does not have the skills) who has been playing sh3 since it was made every mod that improves the game but may not be perfect is a great step forward. I have seen this game move forward over the years greatly. I think this mod has added something more to the game and therefore is a great mod, thankyou.
I wish I had said this. Exactaly how I feel. Great post Rickster1. :up:
Ulrich Kröpke
10-26-13, 10:23 PM
Your Volumetric clouds & fog_v1h mod is exellent. There is joi in(Da kommt Freude auf).
I would be glad if you have time enough to release v.2.0.:up:
Your Volumetric clouds & fog_v1h mod is exellent. There is joi in(Da kommt Freude auf).
I would be glad if you have time enough to release v.2.0.:up:
Iīm finishing it mate.
Below, three teases from version 2.
It is a very time consuming task to adjust particles. We have hundreds of variables and all the sh3 engine limitation on top of this. This mod have dozens of particles controllers and each one with 3 or 4 different particles, each particle have dozens of variables ... all this need to be tested and checked in each sh3 environment ... so you can imagine the work.
I "made" (discovered) the mod in some hours. Then , at least a month to adjust it!:/\\!!
Check here:
http://youtu.be/NVFIw4NIWK4 - a sunraise scenario
http://youtu.be/2yJ4lQ-MdIY - a partial clouds/fog light scenario
http://youtu.be/aL0oMgcIClw - light fogged day scenario
The central fog is optional. All clouds and fog are now more random in shape and also they arenīt "always there". Sometimes you have ligh fog, sometimes not. Sometimes you have only one or two clouds, sometimes you have a lot, sometimes you have even a totally a clear day. The odd sunset/sunrise "clouds like a smoke" is almost fixed too.
Ahoy !
Rubini.
sublynx
10-27-13, 05:01 AM
Fabulous news, looking forward to the v2 :D
Jimbuna
10-27-13, 06:32 AM
Fabulous news, looking forward to the v2 :D
Rgr that.
kurfürst
10-27-13, 07:05 AM
Hi Rubini,
thank you for this excellent Mod!
I just watched your "teasers" of version 2.0 and canīt await the release.
What "type" of water are you using in your teasers, it doesnīt look like stock SHIII water? Did you use any kind of water Mod? If yes, which?
Kind regards, Kurfürst
Wow wow wow, big step forward Rubini, it looks fantastic :up:
brett25
10-27-13, 11:33 AM
really nice rubini:up:
the more I play with the mod v.1 on patrol the more the subtleties come out in the sky....it has really added a 3d dimention to the sky and the immersion fctor is really strong....has added another level to the game:yeah:
Borgneface
10-28-13, 01:28 PM
Salute Rubini!
Absolutely fantastic.....Just waiting noow for the "Premiere" (Realease of the version 2) :D
If I may...When ever I see a mod with "Rubini" I now it will be quality work., and I mean it.
Merci beaucoup :Kaleun_Cheers:
irish1958
10-29-13, 08:38 AM
A note to the moderators: please replace Dr. Rubini's avatar with an avatar of superman.
Hi guys!!
Thanks again by the comments!!
I just achieve minutes ago, for the first time, to REALLY heavy 3d clouds that you can "fly" inside as real clouds, i mean, itīs really fogged a centimeter around you!. The best: just few particles (yet less than the solution that i had until now), no FPS drops. The more I dig into particles world on sh3 the more Iīm wondered about itsīpotential. Seems that only now i have really openned the pandora box about this issue. I will try later to make a simple move showing this awesome new discover. Obviously now the fog is also absolutely real. It is just around your shoulders, your feets, absolutely involving you. And with no more resourses consuming.:up::woot::woot:
Letīs crossing fingers for this new approach proves itself ok in all sh3 environment conditions!
About version 2, well after this new discover, i will then release it asap, then all we can have one more step ahead to play with until this new approach is ready for a release too. Probably version2 tomorrow.
@Rubini
Fantastic!
Is there a way to control the clouds/fog so they don't show up at clear sky/no fog weather states?
@Rubini
Fantastic!
Is there a way to control the clouds/fog so they don't show up at clear sky/no fog weather states?
No, to have this type of control we need a integration with hsie/stieblerīs hardfix work. I guess that they both already nows how to identify the bits to weather state. So, "is just a matter" - in truth probably will be not that easy - to atached 3 or 4 different clouds generatorīs files to each state, called automatically by the .exe. Seems simple, but only them can say if this is doable or not.
Rickster1
10-29-13, 03:20 PM
Excellent, great work cannot wait till next release, thanks.
Version 2 will be up in few minutes!:up:
First post updated, version 2.2 is up now!
=================================
Be awared:
This is a WIP and it have some heavy limitations that could end in not be exactly what you expected about "clouds on sh3". If I have the time a new version with more elaborated clouds can arrive in some time near future. For now iīm done, i have a real life waiting for me.:up:
See you guys!
Hi Rubini,
thank you for this excellent Mod!
I just watched your "teasers" of version 2.0 and canīt await the release.
What "type" of water are you using in your teasers, it doesnīt look like stock SHIII water? Did you use any kind of water Mod? If yes, which?
Kind regards, Kurfürst
Me again, sorry, just to reply our mate kurfurst.
@Kurfurst,
I have a self heavy modded sh3, including itīs environment. Itīs heavily based on stock sh3 environment, not released anywhere ... my sh3 installation in use is a real mess because iīm always digging here and there, so i canīt extract just my environment from it as it is related to hundreds of changed files. Thanks anyway by the question!:up:
sublynx
10-30-13, 12:45 AM
Great, thanks a lot Rubini, I'll download this ASAP. While having a morning walk today I was just looking at the clouds - a somewhat rainy start of the day and I was thinking that clouds in your mod actually look very much like the clouds I was looking at. Great work :arrgh!:
Rickster1
10-30-13, 02:23 PM
Loving it, thankyou
kurfürst
10-30-13, 02:36 PM
Horrido Rubini,
thanks for the info on your SHIII water!
I really liked what Iīve seen in your videos, another great leap ahead!
I am sure your SHIII installation is a kind of Pandoras Box!
Anyway, Iīll be very happy with your new Mod, thank you for all your great work! Muito obrigado!
Kurfürst
Leitender
11-02-13, 08:21 PM
Hipper operating in the baltic sea, summer of ī39, exercising with its main armament:
http://www.mediafire.com/convkey/e7c1/ob7yddap7555d3w6g.jpg
LSH3 + MEP4.0 including Rubiniīs new clearsky clouds + volumetric clouds ans fog 2.2. Really impressive.
urfisch
11-03-13, 04:17 PM
very good work :salute:
now all we need is better watermodel, the shaders from sh5 and new crew models. voila: the best sim ever is finished!
:Kaleun_Los:
Sailor Steve
11-03-13, 04:35 PM
the best sim ever is finished!
No, it will never be finished. There will always be some new improvement no one was expecting. :sunny:
Jimbuna
11-03-13, 04:42 PM
very good work :salute:
now all we need is better watermodel, the shaders from sh5 and new crew models. voila: the best sim ever is finished!
:Kaleun_Los:
I wish I had a pound for every time I've read a similar statement...ongoing improvements will continue as always no doubt.
fitzcarraldo
11-06-13, 10:43 AM
The Volumetric Clouds v22 with New Clearsky clouds mod and MEP 43 (a 20k environment).
Thanks Rubini for this great achievement!
http://img9.imageshack.us/img9/7396/1gq4.jpg
http://img9.imageshack.us/img9/3033/nk3f.jpg
http://img856.imageshack.us/img856/5287/49jo.jpg
http://img843.imageshack.us/img843/380/q1kp.jpg
http://img17.imageshack.us/img17/4281/f9lc.jpg
http://img36.imageshack.us/img36/5923/6vkw.jpg
http://img513.imageshack.us/img513/4619/bptz.jpg
http://img571.imageshack.us/img571/7284/ubf4.jpg
Regards.
Fitzcarraldo :salute:
sailor_X
11-06-13, 11:44 AM
Clouds look ok during daylight, but at night they glow like snow
Clouds look ok during daylight, but at night they glow like snow
This issue is environmentīs night colors&light dependant. You need to adjust your nightīs colors&light (mainly ambientlight) at your EnvColors_xxx.dat file, making them more lighted or more darkened until find a good result for you.
If the above isnīt enough you can adjust the scene.sim file from this mod, check clouds Fastparticles main properties section, "UseShipWakeColor". IIRC only the first layer have it as "false". Try it, making all them "UseShipWakeColor=true". This will make clouds less white but also less shining at night.
For last, you can make the clouds more dark (on colors) and/or make the clouds texture itself more darker. As wroted on the readme this mod needs to be adjusted for some particular environments.:up:
Let me know your results.
sailor_X
11-07-13, 11:15 AM
I think I will pass this job to the makman since I use his MEP envo. :) If he's ever interested to adjust it properly..
urfisch
11-16-13, 09:37 AM
very nice work!
Viktor_Prien
11-21-13, 04:50 PM
astonishing mod Rubini!!!
which parameters should be changed to let it work with 8kmenvironment?thanks in advance
astonishing mod Rubini!!!
which parameters should be changed to let it work with 8kmenvironment?thanks in advance
Hi mate,
Iīm out of my computer from some past days and will stay yet some days ahead, so i you give you just a partial reply.
The Clouds have nodes coordenates that you can accees with S3D. Try changing the big values (1200, 1100, 850, 800, etc) on these nodes to something like 500 , 400, 350...well, you will need to play with the numbers a bit until the clouds stay on the 8km sky border.
Take in mind that the clouds could appears to big in small distances , so probably some others parameters could need small adjustments until you find a good result. Hopes that you achieve it! (and let we know your results).
Cheers!:up:
Viktor_Prien
12-01-13, 09:00 AM
Hi mate,
Iīm out of my computer from some past days and will stay yet some days ahead, so i you give you just a partial reply.
Not a problem mate there's no hurry at all and here the "problem" it's the same :)
The Clouds have nodes coordenates that you can accees with S3D. Try changing the big values (1200, 1100, 850, 800, etc) on these nodes to something like 500 , 400, 350...well, you will need to play with the numbers a bit until the clouds stay on the 8km sky border.
Take in mind that the clouds could appears to big in small distances , so probably some others parameters could need small adjustments until you find a good result. Hopes that you achieve it! (and let we know your results).
Cheers!
Thank you very much!With this precious advises at least I know where I have to start to work on.Soon as I'll find the correct settings for the 8 km atmosphere I'll share all the needed datas with you so,if you think it's right,you'll can release a 8 km version of your great mod at disposal for all.
As said the only thing,is that,also here the time at disposal is limited so the project will take a bit to be completed.
In addition I'm quiet good in using S3D and I would like to see if it's possible to link your mod also to the fog effect(I mean the fog at sea level)to have a better one in respect to the actual one present in the game.(in particular I don't like the heavy fog effect in the stock game).
With respect and gratitude...Viktor Prien :03:
baertram
12-08-13, 04:57 AM
Hey Rubini very nice Work:up:
I have for my Private Mod "Neuschwabenland" used the middle Variant from the Clouds... SUPER-- it is now fix integratet and goes nothing more out.
http://www.bilder-hochladen.net/files/thumbs/l6p3-g-c74d.jpg (http://www.bilder-hochladen.net/files/l6p3-g-c74d-jpg-rc.html)
A complete Picturethread is here available :
http://www.marinesims.de/wbb2/thread.php?postid=279601#post279601
I will try to become any Switch to use from all three Cloudvariants (scriptet or as button in "Preferences") before beginning the Game to become different Variants in different Scenarios.
Greetings from a Happy Baertram:yeah:
Hey Rubini very nice Work:up:
I have for my Private Mod "Neuschwabenland" used the middle Variant from the Clouds... SUPER-- it is now fix integratet and goes nothing more out.
http://www.bilder-hochladen.net/files/thumbs/l6p3-g-c74d.jpg (http://www.bilder-hochladen.net/files/l6p3-g-c74d-jpg-rc.html)
A complete Picturethread is here available :
http://www.marinesims.de/wbb2/thread.php?postid=279601#post279601
I will try to become any Switch to use from all three Cloudvariants (scriptet or as button in "Preferences") before beginning the Game to become different Variants in different Scenarios.
Greetings from a Happy Baertram:yeah:
Thanks to use this mod mate!
After december 20, i will have some free time and will try to finish the version 3 that have a lot of improvements over version 2.2.:up:
baertram
12-14-13, 04:44 AM
My Favourite Screen.
2x Rubini in any Picture.
April 1941 Sunspring on any Cloudy Day.:sunny:
Very Nice Work Monsignore "Particle Generator"...
http://www.bilder-hochladen.net/files/l6p3-k-98f1.jpg (http://www.bilder-hochladen.net/files/l6p3-k-98f1-jpg-rc.html)
Thanks Baertram
JeromeHeretic
02-14-15, 03:31 AM
From some time seagulls in my game stop to scream (GWX with a lot of other mods). I was sniffing a bit about this problem and it looks, like when i unload this mod, seagull sound is ok.
I don't understand whats wrong. Seagull sound is in scene.dat, this mod don't touch it, there's only scene.sim.
Any ideas?
Sailor Steve
02-14-15, 10:44 AM
You have resurrected an old thread to ask a question that has nothing to do with the topic. In the future please start a new thread for this type of question.
JeromeHeretic
02-14-15, 01:20 PM
Of course it have to do with this topic. This mod disables seagull sound.
Sailor Steve
02-14-15, 02:23 PM
Volumetric Fog disables a sound?
That's bizarre. If it's true, my advise is to disable the mod and then go into SH3/Data/Sound/ and copy and save all the Seagull sound files. Then re-install the mod. Now go back into the same folder and paste the Seagull sounds in there.
[edit] Okay, I've just double-checked. There are no sound files in the Volumetric Fog mod.
JeromeHeretic
02-14-15, 02:34 PM
Yes, it is bizarre. Especialy because it looks as scene.sim from mod have nothing to do with scene.dat, where seagull screaming is defined.
I don't know, isn't possible that i have some duplicite ID, which is in scene.sim too, or something similiar?
Yes, it is bizarre. Especialy because it looks as scene.sim from mod have nothing to do with scene.dat, where seagull screaming is defined.
Seagull screaming is defined in scene.dsd, not in .dat!
I don't know, isn't possible that i have some duplicite ID, which is in scene.sim too, or something similiar?
Check with IDDuplicateFinder!
Meridian
08-02-15, 06:48 PM
Only just came across this mod and tried it out. What a difference.
Love these clouds mate. Nice Job and thanks for making it.
flyer102
05-30-16, 06:58 AM
Good!
Thanks to this mod !
:salute:
ivanov.ruslan
08-20-19, 03:54 AM
Yeah!:Kaleun_Applaud:
Hello, there.
I am looking for Rubini's Volumetric Fog and Clouds v2.2 (https://www.subsim.com/radioroom/showthread.php?t=207786). However, Mediafire gives me trouble, therefore I can't download it. I can't find it here, on subsim, too.
Any help is appreciated.
Cheers.
FUBAR295
11-26-22, 06:48 PM
Try here ;
https://www.mediafire.com/file/lkt9l0k8cuybryy/Sh3_volumetric_clouds%2526fog_V2.2.7z/file
Good hunting,
FUBAR295
Try here ;
https://www.mediafire.com/file/lkt9l0k8cuybryy/Sh3_volumetric_clouds%2526fog_V2.2.7z/file
Good hunting,
FUBAR295
Hi FUBAR and thanks for answering. Unfortunately, the link isn't working. I get the same message: ''Generating new download key''.
Plissken_04
11-27-22, 06:44 AM
Hi FUBAR and thanks for answering. Unfortunately, the link isn't working. I get the same message: ''Generating new download key''.
https://maikhaas.synology.me:5001/fsdownload/yJdWyLQDt/RUBINI
https://maikhaas.synology.me:5001/fsdownload/yJdWyLQDt/RUBINI
Thank you very much Plissken!
Plissken_04
11-27-22, 07:43 AM
Thank you very much Plissken!
You're welcome :Kaleun_Cheers:
Klt_KUrtz
02-07-23, 07:32 AM
You're welcome :Kaleun_Cheers:
Plissken, you are "Heaven Sent"!
:Kaleun_Cheers:
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