View Full Version : [REL] Water reflections intensity varied by available sunlight
TheDarkWraith
10-14-13, 01:50 AM
from the readme.txt file included:
Water reflections intensity varied by available sunlight by TheDarkWraith
v1.0.2.0
This mod will vary the intensity of reflections on the water based on available sunlight
To install:
unzip straight to MODS folder. Enable via JSGME
v1.0.2.0 available here: http://www.mediafire.com/?c92ibdbvxc9ggd2
I was watching the new let's play series and saw the reflections on the water with the fog (even though he couldn't see the ship). Thought to myself no way!! This has to be fixed. Took me all of 20 mins to do. Now with fog level 1 you will be able to see the reflections sort of. Fog level 2 you will not be able to discern the reflections from far away (as you get closer it will become somewhat discernible). The reflections themselves are 'fogged out' as fog level increases and distance from unit increases.
I'm out of the country (USA) still on work (in China currently!). I hope someday the US quits trying to be the world's police :shifty:
Enjoy the mod. Don't know when I'll be able to log back in :wah:
Thanks man, but now I can't cheat anymore :p
volodya61
10-14-13, 02:29 AM
Wow! :yeah:
Thank you TDW! Glad you don't forget us.. hope see you soon again :salute:
Never thought that's so simple.. just 1 edited file..
PS: maybe you'll find a time to read this threads -
http://www.subsim.com/radioroom/showthread.php?t=207093
http://www.subsim.com/radioroom/showthread.php?t=208159
something wrong with the game engine.. more mods = more unexplained CTDs.. when it happens error screen says it's VC++ error, but this is a nonsense..
Echolot
10-14-13, 02:49 AM
:sunny:Thank you very much TDW :salute:
Oleander
10-14-13, 03:17 AM
Water reflections on really cloudy days were something that had been bothering me for a while. Thanks for making this.
jibouil
10-14-13, 04:06 AM
Thanks !
I'll test tonight :)
arnahud2
10-14-13, 06:17 AM
Thanks so much, TDW, once again you did another must-have mod (who will be able to cheat with reflections, now :D ?).
:up:
tonschk
10-14-13, 07:50 AM
:yeah: Thank you a LOT :sunny: TDW :salute:
TheDarkWraith
10-14-13, 09:18 AM
v1.0.1.0 released. See post #1
water reflections strength changes based on clouds level also now
for you US citizens I apologize for wasting your tax dollars on this :O:
Trevally.
10-14-13, 09:51 AM
v1.0.1.0 released. See post #1
water reflections strength changes based on clouds level also now
:up:
for you US citizens I apologize for wasting your tax dollars on this :O:
Ah - I guess no one has told you since you have been away in China - US government has shut down and you are not getting paid anyway - so waste away:O:
v1.0.1.0 released. See post #1
Aw! I had just finished merging your changes into DynEnv's version of waterPS.fx :doh:
water reflections strength changes based on clouds level also now
Awesome :rock:
A couple of questions:
Do long range reflections also dim on sunny weather, or we still need to adjust ship reflection controllers' LOD distances?
Are reflections fading proportionally to ambient luminosity? They shouldn't be visible at all during dark nights :yep:
for you US citizens I apologize for wasting your tax dollars on this :O:
Ah - I guess no one has told you since you have been away in China - US government has shut down and you are not getting paid anyway - so waste away:O:
:rotfl2:
TheDarkWraith
10-14-13, 12:57 PM
Do long range reflections also dim on sunny weather, or we still need to adjust ship reflection controllers' LOD distances?
Are reflections fading proportionally to ambient luminosity? They shouldn't be visible at all during dark nights :yep:
v1.0.2.0 released. See post #1
We're waiting for something to happen over here. I don't have anything to do until something happens so I've been killing time working on this.
This new version varies the intensity of ALL reflections on the water based on available sunlight :rock: Since this is done in the pixel shader there are some COOL effects from this :D Namely clouds that block some areas of the water will render that area darker than the rest.
I asked for a thread title change to Webster and Neal so that the title reflects what this mod is about.
:|\\
I've just finished going back, for the third time now, over my merge of DynEnv's and WRDWFAC's shader settings. As far as I can judge with (very limited) knowledge of python, there shouldn't be mistakes. Dowload link below (full credits to TDW):
http://www.mediafire.com/?hdt2micfay09ypa
Two alternative versions in the pack: one for use with DynEnv's Main Mod, the other compatible with the DynEnv - Clear Water Surface optional mod. They are JSGME ready. Enable either of them after its corresponding DynEnv's mod. Since TDW's recent tweaks are already merged into my edit, installing Water reflections intensity decrease with fog and clouds by TheDarkWraith v1.0.1.0 is not required.
Since we are at it, I will remind you that DynEnv Base Mod's water shaders were edited for decreasing foam opacity, and that the Clear Water Surface submod (also deviced in coolaboration with TDW) is required for making dat ships visible underwater when camera is above water. Enabling the regular version of WRDWFAC on top of the latter mods is possible, but it would break the functionalities descibed above.
I won't update Dynamic Environment's REL page with download link to my merges until I get confirmation that they work.
I wait for your feed-back guys :salute:
v1.0.2.0 released.
:doh:
This starts annoying me: I am always a bit too late! :nope: :D
Well done by the way, TDW :up:
tonschk
10-14-13, 03:47 PM
v1.0.2.0 released. See post #1
:|\\
:woot::D:salute::up::yeah::sunny:
lodebeard
10-16-13, 08:58 PM
Wicked sauce. Thanks!
Bathrone
10-18-13, 07:06 PM
This conflicts with Dynamic Environment on waterPS.fx
Im confused if Gaps file is based on revision 1.0.2.0 of TDW's file? Thanks Gap for trying to merge the changes
What will I be missing from Dynamic Environment if I apply this without it merged? Any chance of a merged file being released for TDWs latest 1.0.2.0?
Many thanks
This conflicts with Dynamic Environment on waterPS.fx
Im confused if Gaps file is based on revision 1.0.2.0 of TDW's file? Thanks Gap for trying to merge the changes
Hi Bathrone, my last upload of the compatibility patch refers to v 1.0.2.0 of TDW's mod. Seeing that he was always anticipating my patches with new versions of the mod :shifty:, I decided to wait a while before uploading my next merge. Moreover, I think it is better testing the mod in its original version: if you used my merge and something went wrong, you wouldn't know whre the error is coming from. In any case, tomorrow I will upload an update of the compatibility patches. :up:
What will I be missing from Dynamic Environment if I apply this without it merged? Any chance of a merged file being released for TDWs latest 1.0.2.0?
It depends if you use or not DynEnv's Clear Water Surface submod. See below for details:
Since we are at it, I will remind you that DynEnv Base Mod's water shaders were edited for decreasing foam opacity, and that the Clear Water Surface submod (also deviced in coolaboration with TDW) is required for making dat ships visible underwater when camera is above water. Enabling the regular version of WRDWFAC on top of the latter mods is possible, but it would break the functionalities descibed above.
Many thanks
My own pleasure. :salute:
Update of my merge for full compatibility of Dynamic Environment v2.9 with the latest version of Water Reflections Intensity Varied by Available Sunlight:
http://www.mediafire.com/?r24c0hcoe7ezkus
Release notes and installation guide as per previous version (http://www.subsim.com/radioroom/showpost.php?p=2127935&postcount=14). As before, I have double-double-checked that I didn't introduce any error accidentally. Nonetheless, you should be aware that I am releasing the mod without having tested it. I rely on you for testing, so any feedback (both positive or negative) is very appreciated. :salute:
Echolot
10-19-13, 06:34 PM
Thank you gap. But there is no data folder for use with JSGME? :06: (data/Shaders/...)
Thank you gap. But there is no data folder for use with JSGME? :06: (data/Shaders/...)
My bad: I had forgotten that folder. Thank you for pointing me to the mistake, and download again the mod for correct path :up:
Paajtor
10-19-13, 07:04 PM
I was watching the new let's play series and saw the reflections on the water with the fog (even though he couldn't see the ship).
You mean these series (http://www.youtube.com/user/TheNorseCast1)?
Anyway, one of his let'splays shows exactly what you describe....bothered me a bit as well, so great job done fixing this.
You mean these series (http://www.youtube.com/user/TheNorseCast1)?
Anyway, one of his let'splays shows exactly what you describe....bothered me a bit as well, so great job done fixing this.
The Dutch mountains? :hmmm:
Paajtor
10-20-13, 05:50 AM
The Dutch mountains? :hmmm:
yeah, I live in the only part of NL that has hills & valleys....way down in the south :P
Hase anyone tested this mod and/or my DynEnv-compatible versions of it?
I need for this information before I "ufficialize" the release of the latter :salute:
Update of my merge for full compatibility of Dynamic Environment v2.9 with the latest version of Water Reflections Intensity Varied by Available Sunlight:
http://www.mediafire.com/?r24c0hcoe7ezkus
Release notes and installation guide as per previous version (http://www.subsim.com/radioroom/showpost.php?p=2127935&postcount=14). As before, I have double-double-checked that I didn't introduce any error accidentally. Nonetheless, you should be aware that I am releasing the mod without having tested it. I rely on you for testing, so any feedback (both positive or negative) is very appreciated. :salute:
lodebeard
10-30-13, 09:24 PM
will test.
Should I be watching for anything in particular, gap?
Hase anyone tested this mod and/or my DynEnv-compatible versions of it?
I need for this information before I "ufficialize" the release of the latter :salute:
I'm running it ... but from Memel to Danzig bay the weather has been almost too calm and given my new route .. I havent had any visual contact yet .. should have some meaningfull comments today or tomorrow.
will test.
Should I be watching for anything in particular, gap?
I'm running it ... but from Memel to Danzig bay the weather has been almost too calm and given my new route .. I havent had any visual contact yet .. should have some meaningfull comments today or tomorrow.
Thank you guys. :salute:
I would be very grateful if some of you could test the Clear Water Surface version (which you should enable after the corresponding DynEnv's optional mod). You should check whether:
- GR2 ships' water reflections are still affected by sunlight and range, as per TDW's mod features;
- at certain angles, dat ships' keels and shallow sea beds are still visible trough the sea surface, as per DynEnv - Clear Water Surface features (look here (http://www.subsim.com/radioroom/showpost.php?p=1659919&postcount=338) and here (http://www.subsim.com/radioroom/showpost.php?p=1664155&postcount=404) for some visual examples of what I am saying);
- no artifacts or other weird issues are caused by the merged settings.
lodebeard
10-31-13, 09:26 PM
I spent all my gaming time last night playing cat-and-mouse with a destroyer at night, so I have no results to report yet.
I spent all my gaming time last night playing cat-and-mouse with a destroyer at night, so I have no results to report yet.
Which version have you enabled?
Verdammt.
The last secret german uboat Wunderwaffen, the Water Reflection Radar, has now been discovered by the enemy and countermessure has been taken. I can now expect drastical reduction in my sunk tonnage in near future :wah: :haha:
Verdammt.
The last secret german uboat Wunderwaffen, the Water Reflection Radar, has now been discovered by the enemy and countermessure has been taken. I can now expect drastical reduction in my sunk tonnage in near future :wah: :haha:
:rotfl2: :har: :up:
lodebeard
11-01-13, 08:24 PM
Which version have you enabled?
The normal one. I dislike the clear water surface mod. I hope that this campaign I have started lasts, so I did not want to enable it. I suppose since it is only environmental that I can swap out mid-campaign?
The normal one. I dislike the clear water surface mod. I hope that this campaign I have started lasts, so I did not want to enable it. I suppose since it is only environmental that I can swap out mid-campaign?
yes, to the best of my knowledge any shader-related mod can be enabled/disabled any time :yep:
ROLL CALL: is anyone using the clear water surface DynEnv's submod? It is the one whose merging with TDW's most recent tweaks was more complex, and I am curious to know if my merge is working as supposed :)
lodebeard
11-03-13, 02:50 PM
I am applying clear water surface to my campaign, along with your clear water TDW reflections. Maybe I will change my mind about it if I try it again.
thank you mate. You won't regret using it :) :salute:
THE_MASK
11-03-13, 04:59 PM
You can have clear water without using the shaders .
Silent Hunter 5\data\Env\SeaParameters
TransparencyDistance=
TransparencyDistanceUnder=
Hartmann
11-13-13, 08:50 PM
I spent all my gaming time last night playing cat-and-mouse with a destroyer at night, so I have no results to report yet.
Good luck
I tried to do this but i not suvived to the morning and i will not see the sun never again. :wah:
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