View Full Version : attn: RULLE34, MANUEL ORTEGA, SEEADLER, JUNGMAN, & MARHK
Marhkimov
10-25-05, 04:40 PM
Attention: RULLE34, MANUEL ORTEGA, SEEADLER, JUNGMAN, & MARHKIMOV... and others are welcomed! :yep:
I propose that we all get on the same page and release a single Environmental & Atmospheric Mod Pack, and from that, people can make any personal changes they wish.
I'm sure you guys have noticed the sheer amount of mods that we have all created. The SH3 community definately has a wide variety of mods to choose from. Don't get me wrong, though... I am all for variety and choice, but problems do occasionally pop up... Most notably, it is because some mods don't get along with other mods, and we are just talkin' about atmospheric mods here (i.e. sky, water, clouds, visibility, etc.)... It's not really anyone's fault, but it is something that I think we should fix or alleviate. To start, lets all get acquainted with each other (and our mods!), shall we?
Rulle34 - '16km visibilty' fix
Manuel Ortega - '16/18km visibility' fix
Seeadler - 'cloud mesh' fix
Jungman - various 'sensors & setting' fixes
Marhkimov (me) - 'sky color & reflection' fix
Some other mods that I am hopeful about:
Ailantd - 'cloud texture' fix
Kriegshwein and/or Ailantd - 'moon texture' fix
perhaps there are more mods that I am missing, but these are the main ones I want to mesh together.
So let's ALL get something worked together, ok?
clap clap clap clap! :up: :up: :up:
and more applause! :rock: :rock: :rock:
Rubini.
Kpt. Lehmann
10-25-05, 05:42 PM
WOW... Do you guys know how COOL this mod would be?
I feel the production of this mod to be CRITICAL and NECESSARY!!!
If we can get everybody together it won't take long either and would change the face of SH3 forever!
:yep: :yep: :yep: :yep: :yep: :yep: :yep: :yep:
HEMISENT
10-25-05, 05:51 PM
I completely agree with what Rubini and Kpt.Lehmann said.
GO FOR IT!!!!!
Marhkimov
10-25-05, 05:55 PM
Maybe we can throw some moons or clouds into this big fix...
I believe the most popular clouds are by AIL.
I haven't shopped for a moon in a while. Which moon is most popular?
And does anyone else have anything to contribute?
Feel free to give us some random ideas, so that we can all work something out...
Kpt. Lehmann
10-25-05, 05:57 PM
Kriegshwein made a beautiful moon with much color... also Ail made a larger moon... (moon 2.5 version)
Ail's regular hi-res moon is great too...
The above moons even model craters in relief if you look closely.
snowsub
10-25-05, 06:00 PM
And how about adding the Bigwave mod (say 1.25x) by Timetraveller :up: :up:
Kpt. Lehmann
10-25-05, 06:08 PM
And how about adding the Bigwave mod (say 1.25x) by Timetraveller :up: :up:
Sorry Snowsub sir. No offense but that is a separate mod that can be added individually and causes further problems with the "storm sinkings" bug.
The problem we are facing is that the mods needed to build the ATMOSPHERIC MOD all share common files that need to be made to work together.
The ATMOSPHERIC MOD cannot happen without the support of the above mentioned modders...
Hopefully we can get a couple of versions together (murky RUb and clear water density) within a couple of days.
Marhkimov and I have hashed out basically where the fault areas are. Let us stay focused and get this done. :ping: :ping: :ping: :ping:
Marhkimov
10-25-05, 06:08 PM
And how about adding the Bigwave mod (say 1.25x) by Timetraveller :up: :up:
We could always make that an optional feature, because it seems that many people have different preferences on this one. Myself, I'm still travelling on the default waves.
Marhkimov
10-25-05, 06:13 PM
About the murkiness of the water...
I don't believe this is a very big issue, because you can just use SH3Commander to change it. Most people don't realize this, or they don't use SH3Commander (and they should be! ;)).
Kpt. Lehmann
10-25-05, 06:21 PM
About the murkiness of the water...
I don't believe this is a very big issue, because you can just use SH3Commander to change it. Most people don't realize this, or they don't use SH3Commander (and they should be! ;)).
Roger that... it is a minor detail. :yep: Even with Beery's RUb water... it isn't too bad...
Its just that a little less murk would be good for the moviemakers among us like W_Clear and Type941
Either way no problema!
gdogghenrikson
10-25-05, 06:30 PM
Hey marhkimov, that mod Idea is great.
Kpt. Lehmann
10-25-05, 06:38 PM
Definatively what we need:
We need Seeadler and the makers of the 16 Km visibility mod to hash out a blend of the Cloud Fix mod and the latest version of the visibility mod.
FYI in case it is relevant... it is my impression that AIL's skymod version 2 is the most popular. It will need to be included with a detailed moon mod. AIL mentions in the Readme's for his mods that it is okay to use his work as long as he is credited.
:arrgh!: :arrgh!: :arrgh!:
Hartmann
10-25-05, 07:07 PM
Great idea !! :up: :up:
Could be nice put all together, moon, visibility, clouds, reflections..
About the water , i have a 16_km_visibility_mod_RWR_Moon_fix_Clear_water that works well and it comes with a water like rub, but clear,you can see the sub and enjoy of external views, despite don´t have the blue color like deffault water.
The waves... without the big waves mod , sometimes i have problems in the storms, the diesels don´t take air , shutting down for moments, and the bridge crew needs a scuba gear :doh:
ENtek-IO
10-25-05, 07:27 PM
I think all reflection fixes for the subs and corrections to the uboot models like the type VIIc wiring should be in, making this mod to a error fix patch, simply musthaves which dont alter the original game but remove flaws.
Kpt. Lehmann
10-25-05, 07:34 PM
I think all reflection fixes for the subs and corrections to the uboot models like the type VIIc wiring should be in, making this mod to a error fix patch, simply musthaves which dont alter the original game but remove flaws.
This would be a good idea EXCEPT that many people do not use the stock skins that are included with Sergbuto's sub reflection fixes and Flakwalker's cable fixes.
Those are also independant mods that do not share files with the Sky Colors .dat files or the scene .dat and sensor .dat files.
The water/sun reflection and U-boat reflections are SEPARATE from the ATMOSPHERIC MOD and will have no conflicts when used together. The same is true for the Cable Fix mod by Flakwalker.
If we make the ATMOSPHERIC mod too detailed it can create many problems down the road.
I love the idea of a mod that fixes everything, but it isn't practical because so many use such different modifications in their game.
We have to stay focused on the idea that this is an ATMOSPHERIC MOD so ALL can use it.
Man o man, I can't wait to hear from SeeAdler, Rulle34, Jungman, and Ortega. :huh:
gdogghenrikson
10-25-05, 07:36 PM
I agree with Lehmann
Marhkimov
10-25-05, 07:38 PM
Well put, Kpt. Lehmann
Just putting together all of the atmospheric mods is trouble enough. I can't possibly immagine how much incompatability issues we would have if we made a FIX UBI'S DUMB MISTAKES mod... :lol:
OT, but that's a really cool name by the way... FIX UBI'S DUMB MISTAKES mod. We'll have to save that one for a rainy day. ;)
gdogghenrikson
10-25-05, 07:40 PM
Well put, Kpt. Lehmann
Just putting together all of the atmospheric mods is trouble enough. I can't possibly immagine how much incompatability issues we would have if we made a FIX UBI'S DUMB MISTAKES mod... :lol:
:-j
:rotfl:
Kpt. Lehmann
10-25-05, 07:41 PM
:rotfl: :rotfl: :rotfl: That would be one HUGE @&^@#&!*#'n mod!!!
ENtek-IO
10-25-05, 08:01 PM
hmm, it hought it would be practical to have atleast those two basics in one mod...+ the cloud distortion fix , and you are right i forgot those who use other skins then the stock ones.
I personaly think a new texture doesnt automaticaly translate to, better or estheticaly more pleasing.
It also would generate a new standard, additional skins are just that, and their authors should implement the reflection fixes,but the standard is stock,of course.
In the long run i highly doubt we can evade the fact that lots of mods do just that, they fix bugs ,and they should be treated like that..
So if people work on one file,they should in the communitys sake merge their work. Individual Mod claiming is just ego pleasing,and a inadequate approach if it comes to the "basics" imho.
Kpt. Lehmann
10-25-05, 08:08 PM
hmm, it hought it would be practical to have atleast those two basics in one mod...+ the cloud distortion fix , and you are right i forgot those who use other skins then the stock ones.
I personaly dont think a new texture doesnt automaticaly translate to, better or estheticaly more pleasing.
It also would generate a new standard, additional skins are just that, and their authors should implement the reflection fixes,but the standard is stock,of course.
In the long run i highly doubt we can evade the fact that lots of mods do just that, they fix bugs ,and they should be treated like that..
So i people work on one file,they should in the communitys sake merge their work. Individual Mod claiming is just ego pleasing,and a inadequate approach if it comes to the "basics" imho.
Have no worries, eventually all the most popular skins and mods will be converted to match the files in the ATMOSPHERIC MOD after the dust settles!
Everyone will be able to have their cake and eat it too... All that is needed is a little time.
Just think of where we will be a month from now! :sunny: :sunny: :sunny: :sunny: :sunny:
Marhkimov
10-25-05, 09:55 PM
An order of action is necessary...
TOP PRIORITY - we need Rulle34 and Manuel Ortega to merge their visibility mods into one. We really shouldn't have seperate visibility mods... make a final decision on 16 or 18km. One or the other, not both...
Also, Jungman's sensor settings will have to match with your guy's decision. We will also have to integrate all of that with Seeadler's cloud fix (scene.dat).
These will be the affected files
Scene.dat
SkyColors_Arct.dat
SkyColors_Atl.dat
SkyColors_Med.dat
Sensors.cfg
Sensors.dat
Once we do all of that, we will have solved all of the complicated stuff. Next, we'll only have to add the sky/sea/moon/cloud textures.
Sound like a good plan?
Kpt. Lehmann
10-25-05, 09:57 PM
An order of action is necessary...
TOP PRIORITY - we need Rulle34 and Manuel Ortega to merge their visibility mods into one. We really shouldn't have seperate visibility mods... make a final decision on 16 or 18km. One or the other, not both...
Also, Jungman's sensor settings will have to match with your guy's decision. We will also have to integrate all of that with Seeadler's cloud fix (scene.dat).
These will be the affected files
Scene.dat
SkyColors_Arct.dat
SkyColors_Atl.dat
SkyColors_Med.dat
Sensors.cfg
Sensors.dat
Once we do all of that, we will have solved all of the complicated stuff. Next, we'll only have to add the sky/sea/moon/cloud textures.
Sound like a good plan?
POSITIVELY!!! now all we have to do is wait for those guys to wake up.... Coffee Marhkimov? :|\
BTW my vote is for the 16 km visibility mod... It seems to be the most widely tested and used.
Fangschuss
10-25-05, 10:14 PM
:rock: :rock:
This Community Rocks :up:
Cant wait for this total Fix :yep:
Marhkimov
10-25-05, 10:23 PM
Same here, 16km...
I seem to run into too many ships as it is... Of course, many of you will just consider me to be lucky... :lol:
Hackett
10-25-05, 10:52 PM
Votes for 16km visibility...
JBClark
10-25-05, 11:05 PM
You guys are the tits.
Marhkimov
10-25-05, 11:11 PM
Yay... We're the tits!!!
umm... is that a good thing? :roll:
Nippelspanner
10-25-05, 11:26 PM
Sounds great! Uh...Sounds...Sounds? Whats about Sounds? The standard Sounds in Sh3 are...mh..."not so good" i could make a new one!
i guess sounds are important for an athmo-mod :|\
:roll:
EDIT: Tits? :hmm: :up:
Duke of Earl
10-25-05, 11:28 PM
Votes for 16km visibility...
I prefer 18km myself.. I have applied some reduced night visibility tweaks in the appropriate .cfg file from what I've learned reading this Forum... ;)
Cordialement, Duke of Earl
Marhkimov
10-25-05, 11:34 PM
Sounds great! Uh...Sounds...Sounds? Whats about Sounds? The standard Sounds in Sh3 are...mh..."not so good" i could make a new one!
i guess sounds are important for an athmo-mod :|\
:roll:
I definately agree that sounds are important for atmosphere (second only to graphics), but we'll have to wait and see what the rest of the crew thinks...
For the sake of this mod, though, we probably should just restrict ourselves to graphical enhancements.
But by all means, you may create a new sound mod! I am always in the market for a better sound. Usually I just DL and choose which sound effects I like the best and throw them into my own SH3 sound folder. So go for it! :up:
Nippelspanner
10-25-05, 11:40 PM
Ok, lets wait for other Comments...
If you´ve missed it:
http://rapidshare.de/files/5996759/Nippelspanners_Soundmod_v2.0.7z.html
It´s a kind of Best-Of Pack from existing Soundmods, but in V2 the Most are from me, or even from other Games. The most are remixed, like the Big Explosion which fits very well if a Tanker blows up. Test it and tell me what you think of it - if you want :up:
Marhkimov
10-25-05, 11:45 PM
Yeah, there are so many sound packs out there...
As it turns out, I did miss yours. Thanks for the DL link. I will listen to them shortly. :yep:
Marhkimov
10-25-05, 11:53 PM
There is a terrain texture pack at terrapin's site in the mod page. Look for 'Terrain_upgrade_v2_1.rar'
I use it myself, and it would indeed fit the theme of our atmospheric enhancement mod. Although it doesn't conflict with any other files, what do you guy think about adding it?
Kpt. Lehmann
10-25-05, 11:56 PM
Hey, I love sounds too and Nippelspanner has made some AWESOME ones. (check out his new "blur" sound)
However, we have GOT to stay focused on the skeleton of this mod. Flesh and individual bits can be added independantly.
What we need to be worried about are the files that require the work of the original designers named on the title of this thread, that cannot be merged without their assistance.
Furthermore, adding bits and bobs will only slow things down/
will delay the release of this mod.
Why would we want to do that?
I am not trying to be a jerk here. I AM trying to prevent the birth of a Frankenstein monster.
Let's fit the core pieces together... all the rest is easy stuff to add later. :yep:
Guys, the simpler we keep this mod... the easier it will be to work with later.
Marhkimov
10-25-05, 11:59 PM
Good point Kpt.
Staying focused :huh:
Kpt. Lehmann
10-26-05, 12:02 AM
Me too. :huh:
Marhkimov
10-26-05, 12:44 AM
Apparently, it is past everyone's bedtime.
All of those modders are snoozing. :zzz: :zzz: :zzz:
Kpt. Lehmann
10-26-05, 12:47 AM
Its okay... we can FOCUS in shifts lol. :huh:
...starting first thing in the morning.
gdogghenrikson
10-26-05, 01:02 AM
make a final decision on 16 or 18km. One or the other, not both.
I vote for 16km
also...I don't think we need to put sounds into this mod...there are enough sound mods out there for people to get.......just my 2 cents though
Nippelspanner
10-26-05, 01:09 AM
16km <- :huh:
Seeadler
10-26-05, 05:57 AM
An order of action is necessary...
We will also have to integrate all of that with Seeadler's cloud fix (scene.dat).
There is more to do, see this illustration
http://foto.arcor-online.net/palb/alben/91/3063991/1152_3236366532366266.jpg
For a 16km or 18km mod, the diameter of the Clouds.obj in the
scene.dat
must be adjusted also the diameter of the Sky_color.obj in the
SkyColors_Arct.dat
SkyColors_Atl.dat
SkyColors_Med.dat
These OBJ files are the two domes in the SH3 3D world. If only the inner dome (Clouds.obj)
is adjusted to a 16km diameter, the clouds will be outside our visible 3D world :rotfl:
Manuel Ortega
10-26-05, 08:09 AM
I don't know what changes are done in the 16km mod. But for my 18km mod I had to:
- Resize external sky hemisphere
- Resize cloud hemisphere
- Increase the dynamic ocean grid to a lot more nodes (if not, the ocean will finish suddenly at half way)
- Increase dynamic ocean texture tiling, in order to maintain same texture/wave sizes.
- Lower and make bigger the ocean/horizon disc. This is a large disc with a hole in the middle, directly under the dynamic ocean grid.
- Change the colors of the disc texture, just for showing less contrast between it and the ocean grid texture.
- Increase all the camera far clipping values. Increase the near clipping values, in order to avoid z-fighting.
- Change near/far fog values.
- Change the distance where sun / moon are. They must be located just between cloud and sky spheres.
- Change all values for AI spotting ships to 18km.
- Change all values for player spotting (if not, you can't have the enemy locked until game default max distance).
- A lot of value changes that I still don't understand what are for, but necessary, and the ones that don't remember.
- Testing, testing, testing. :88)
As you see, it's not only the sky/cloud spheres...
If I had to make it again, surely I don't know how to do it without studying again the whole game render engine, so don't ask me to do it again because I would die... All I can do is answer all the questions about all those mentioned things. I know that my mod works, and the values that it has are working; even I'm scared of touching the files because I could mess it again :P
Redwine
10-26-05, 08:12 AM
An order of action is necessary...
We will also have to integrate all of that with Seeadler's cloud fix (scene.dat).
There is more to do, see this illustration
http://foto.arcor-online.net/palb/alben/91/3063991/1152_3236366532366266.jpg
For a 16km or 18km mod, the diameter of the Clouds.obj in the
scene.dat
must be adjusted also the diameter of the Sky_color.obj in the
SkyColors_Arct.dat
SkyColors_Atl.dat
SkyColors_Med.dat
These OBJ files are the two domes in the SH3 3D world. If only the inner dome (Clouds.obj)
is adjusted to a 16km diameter, the clouds will be outside our visible 3D world :rotfl:
Mmmmhhh............. :hmm: may be for that when i use some SkyColors files, diferent than the Mac Mollo (Ortega's) one i loss the clouds textures ? :hmm:
I am using the original Ortega's 18KM file, may be the Sky textures become inside of Clouds textures ? Because are files for a smaller dome or sfere ? :hmm:
I am most agree with 18km value, i remember when swiming in the west coast of Cozumel, with my eyes at 4 inches over sea surface.... i can clear spot the radio towers at the other side of the Cozumel Channel, it has 19.5 km wide, and towers may be not more than 30 meters, i was able to watch clear the red and white colours of them.
Using a Horizon Calculator, from a conning tower of 4 meters you can spot ( in a teoretical clear day, no humidity, no dustt in suspension) the top of the mast of a Warship of 65 meters as far as near to 40Km.
Humidity in suspension in a clear day (light fog) can reduce it down to 20/15km, i think so 18Km is good for me.
Best regards, Red.
Don't forget implement CCIP enhandced camera 2.0 (or newest). That camera is very cool, but isn't implemented at Manuel Ortega Visibility mod.
Pls, implement this camera too, I hope ;)
Thx
Kpt. Lehmann
10-26-05, 09:14 AM
Don't forget implement CCIP enhandced camera 2.0 (or newest). That camera is very cool, but isn't implemented at Manuel Ortega Visibility mod.
Pls, implement this camera too, I hope ;)
Thx
JXP the camera file you speak of is entirely separate and will be unaffected by the ATMOSPHERIC mod. The cameras .dat file is in the "Library" folder.
Kpt. Lehmann
10-26-05, 09:29 AM
SeeAdler, Ortega, Redwine... from what I can tell based on reading 22 pages of playtesting reports on the visibility mod thread... is that the 16 Km visibility mod is more dependable/stable in effectiveness/results.
I'd love it if the 18km visibility mod could meet the same criteria.
Mr Ortega, I mean no offense and I can only imagine the amount of work you have already done.
There are too many visual distance increasing mods and the need for standardization is becoming apparent. Everyone is going in different directions and I am sure that the visibility modders are rather tired of fixing the problem.
...but we are so close... with only paper-thin walls separating concept from realization.
THIS MOD CAN BE DONE! :yep: It is only a matter of getting everyone talking at the same table. Don't panic at what may LOOK like a mountain in the way.
We need Jungman, Rulle34, and possibly Gammel to speak here as well... It is very important that we hear from them.[/i]
Hi guys,
Great idea, a lot of work!
I guess that ideally is important (if possible) to make the mod with options to the people make your own adjusts. Like the water 'visibility' in SH3Cmdr.
I want to know about the night visibility side effects too (excuse me If I miss something here... :D ). Are this issues already fix?
Rubini.
Kpt. Lehmann
10-26-05, 09:42 AM
Hi guys,
Great idea, a lot of work!
I guess that ideally is important (if possible) to make the mod with options to the people make your own adjusts. Like the water 'visibility' in SH3Cmdr.
I want to know about the night visibility side effects too (excuse me If I miss something here... :D ). Are this issues already fix?
Rubini.
Salute! Admiral Rubini :sunny:
At the moment, the problem is putting the basics together to make this mod a reality.
To define the direction that needs to be taken, we need to blend SeeAdler's Cloudfix, the visibility mod, Marhkimov's corrected water-sun reflections, and cloud/moon tga files. (Which visibility mod we use must be agreed upon first, and a few key modders with hex-editing skills would have to work together.)
All other elements like water murkiness, sounds, camera mods, etc. can either be added later with ease, or are totally separate mods that would remain unaffected by the "Atmosperic" mod.
Not to sound smug here, but v 1.01 of Improved U-Boat includes nearly all these fixes:
Rulle34 - '16km visibilty' fix
Manuel Ortega - '16/18km visibility' fix
Jungman - various 'sensors & setting' fixes
oRGy/Ortega - fixed moon size
What needs to be integrated are the cloud dome uvwrapping fix and markhimov's new reflections. So you can start with the IuB version as a base if you want.
Kpt. Lehmann
10-26-05, 11:11 AM
An essential bit of the problem that needs to be understood is that the mods in question share files that need to be cohesively hex edited.
Only the initial mod designers can do this since they are the ones who understand the changes made to the respective mods.
Without their help, the Atmospheric mod is doomed to be broken from the start.
Hopefully Jungman, Rulle34, and associates can hash this out here soon.
Redwine
10-26-05, 11:28 AM
SeeAdler, Ortega, Redwine... from what I can tell based on reading 22 pages of playtesting reports on the visibility mod thread... is that the 16 Km visibility mod is more dependable/stable in effectiveness/results.
I'd love it if the 18km visibility mod could meet the same criteria.
Why you say.... it is more dependable/stable in reffectiveness/results?
I cant understand.
I will give you lot of thanks if you can explain.
Thanks in advance.
To define the direction that needs to be taken, we need to blend SeeAdler's Cloudfix, the visibility mod, Marhkimov's corrected water-sun reflections, and cloud/moon tga files. (Which visibility mod we use must be agreed upon first, and a few key modders with hex-editing skills would have to work together.)
Yes a lot of job blending diferent mods..... at moment i made my own blend, using the last Ortega's Vis. Mod 0.92 no fog, 18km containing Seadler Sky Fix, adding my own underwater visibility settings, and spoting range sttings, using old Jungman Sensors files with some personalized changes, and following the Marhkimov's instructions and tutorial ... i extract and insert his .tga's textures into the scene.dat i am using.
Finally i obtain, the Ortega's Vis. Mod, no fog, 18Km, with increased underwater visibility, increased spotting range, with Sky fixed and sensors file with 60 degrees and 200m, plus the improved night vision and reflex from Marhkimov.
Kpt. Lehmann
10-26-05, 11:38 AM
Redwine, in this thread : http://www.subsim.com/phpBB/viewtopic.php?t=39588&start=525
It appears to me that the visibility mod team changed directions away from the 18 km version and switched to the 16 km version for a variety of reasons. Please forgive me for making a general statement... but it is very difficult to answer your question because of the mass of information on that thread.
However, if you have solved the problem and put together the files in such a way that you can still see clouds and the moon/stars...
By alllllll means! Please put them together and upload them to rapidshare or other source so we can use this mod sir.
If you have solved the problem... you are a HERO if you share the solution. :up:
Marhkimov
10-26-05, 11:41 AM
Yes a lot of job blending diferent mods..... at moment i made my own blend, using the last Ortega's Vis. Mod 0.92 no fog, 18km containing Seadler Sky Fix, adding my own underwater visibility settings, and spoting range sttings, using old Jungman Sensors files with some personalized changes, and following the Marhkimov's instructions and tutorial ... i extract and insert his .tga's textures into the scene.dat i am using.
Finally i obtain, the Ortega's Vis. Mod, no fog, 18Km, with increased underwater visibility, increased spotting range, with Sky fixed and sensors file with 60 degrees and 200m, plus the improved night vision and reflex from Marhkimov's.
Cheers! I say you did a good job. :up:
Now what we have to do is the same, only we will make subtle improvements and make sure that each piece of puzzle fits exactly right. Since I can't hex edit and do all of the really complicated modding, I don't know which files will unintentionally cause problems to the other files... So that's why we need all of the modders to really get together on this one.
The real problem with the last 'Visibility Thread' (you know, the one that reached 22 pages!) was that no one really worked together. And after 22 pages, look at what we got: some beta mods :-? ... It would be a shame if we didn't learn from that experience...
Our goal here, IN THIS THREAD, should be to actually release a mod... a real mod. :up:
Kpt. Lehmann
10-26-05, 11:51 AM
Yes a lot of job blending diferent mods..... at moment i made my own blend, using the last Ortega's Vis. Mod 0.92 no fog, 18km containing Seadler Sky Fix, adding my own underwater visibility settings, and spoting range sttings, using old Jungman Sensors files with some personalized changes, and following the Marhkimov's instructions and tutorial ... i extract and insert his .tga's textures into the scene.dat i am using.
Finally i obtain, the Ortega's Vis. Mod, no fog, 18Km, with increased underwater visibility, increased spotting range, with Sky fixed and sensors file with 60 degrees and 200m, plus the improved night vision and reflex from Marhkimov's.
Cheers! I say you did a good job. :up:
Now what we have to do is the same, only we will make subtle improvements and make sure that each piece of puzzle fits exactly right. Since I can't hex edit and do all of the really complicated modding, I don't know which files will unintentionally cause problems to the other files... So that's why we need all of the modders to really get together on this one.
The real problem with the last 'Visibility Thread' (you know, the one that reached 22 pages!) was that no one really worked together. And after 22 pages, look at what we got: some beta mods :-? ... It would be a shame if we didn't learn from that experience...
Our goal here, IN THIS THREAD, should be to actually release a mod... a real mod. :up:
Hopefully in the very near future/in a few days or less. I just don't want to see this drag on and on.
Marhkimov
10-26-05, 11:59 AM
Not to sound smug here, but v 1.01 of Improved U-Boat includes nearly all these fixes:
Rulle34 - '16km visibilty' fix
Manuel Ortega - '16/18km visibility' fix
Jungman - various 'sensors & setting' fixes
oRGy/Ortega - fixed moon size
What needs to be integrated are the cloud dome uvwrapping fix and markhimov's new reflections. So you can start with the IuB version as a base if you want.
Absolutely! We will give that a whirl... :up:
Kpt. Lehmann
10-26-05, 12:04 PM
Not to sound smug here, but v 1.01 of Improved U-Boat includes nearly all these fixes:
Rulle34 - '16km visibilty' fix
Manuel Ortega - '16/18km visibility' fix
Jungman - various 'sensors & setting' fixes
oRGy/Ortega - fixed moon size
What needs to be integrated are the cloud dome uvwrapping fix and markhimov's new reflections. So you can start with the IuB version as a base if you want.
Absolutely! We will give that a whirl... :up:
...and if I have failed to see the simplicity of a fix... EVEN BETTER :rotfl:
Funny how you EXPECT complication where there may not be any.
Redwine
10-26-05, 12:09 PM
Whow.... i cant believe, did i made some thing good :D
Kpt. Lehmann :
I follow the line of that topic from the first day, i attempt to pick up all i can from that topic.
I understand it is so long, but i can remember why 16Km is better than 18Km.
Any way even 18Km is poor value for a theoretical clear day. In a theoretical clear day with no humidity in the air, the top of the mast of a WarShp must to be visible beyond the horizon at about 35 or may be 40 KM.
For that i choice the original Ortega's value.
No problem to share the files.......... but what files i must to pack ?
The same into visibility Mod ? Any one more ?
I will make a pack.
marhkimov :
I think so, it works, because following your instarutions i extract your .tga's and insert them into my SkyColors files and now i can see the horizon at night in example in the Scapa Flow Mission.
I was unable to see anything at night before, any way you can check that to ensure your modifications are working fine.
Best regards, Red.
Marhkimov
10-26-05, 12:19 PM
No problem to share the files.......... but what files i must to pack ?
The same into visibility Mod ? Any one more ?
I am posting these files from memory, so they may not be correctly named... In any case, you should have no trouble locating which files I am speaking of.
data\Scene.dat
data\cfg\Sensors.cfg
data\cfg\AIsensors.cfg
data\library\Sensors.dat
data\env\SkyColors_Arct.dat
data\env\SkyColors_Atl.dat
data\env\SkyColors_Med.dat
Can anyone else confirm this? I am currently not at MY computer...
Kpt. Lehmann
10-26-05, 12:24 PM
Whow.... i cant believe, did i made some thing good :D
Kpt. Lehmann :
I follow the line of that topic from the first day, i attempt to pick up all i can from that topic.
I understand it is so long, but i can remember why 16Km is better than 18Km.
Any way even 18Km is poor value for a theoretical clear day. In a theoretical clear day with no humidity in the air, the top of the mast of a WarShp must to be visible beyond the horizon at about 35 or may be 40 KM.
For that i choice the original Ortega's value.
No problem to share the files.......... but what files i must to pack ?
The same into visibility Mod ? Any one more ?
I will make a pack.
marhkimov :
I think so, it works, because following your instarutions i extract your .tga's and insert them into my SkyColors files and now i can see the horizon at night in example in the Scapa Flow Mission.
I was unable to see anything at night before, any way you can check that to ensure your modifications are working fine.
Best regards, Red.
Ahhh HA!!! From what I can tell.... the critical file that we can't screw up is the "scene .dat" file... I think that it is possible that all other files needing to be modified... probably don't need hex editing at all.
The scene.dat file is the only file modified by SeeAdler's Cloud Fix mod.
The following rapidshare link appears to be the final version of the 16km vis-mod compiled by Rulle34. The readme certainly sounds as if it is a completed project as well.
http://rapidshare.de/files/6207495/16_km_visibility_mod_RWR_Moon_fix_Clear_water.rar. html
Regarding spotting distances... yes 16 Km is not realistic... but is certainly better than 8 km... Apparently pushing it beyond 16 km causes more problems the further you go.
more to follow I hope :up:
Redwine
10-26-05, 12:44 PM
Here the "Blend" i am using........... i do not put the Nori .tga files, i think so they had not influence into the mod..... only in the aspect of clouds.
http://rapidshare.de/files/6793960/Blend.zip.html
please, back up yor files carefuly, do not take bad if you dont like my settings, i am looking for good ones only, but with these settings i have a good balance betwen to be killed and survive....
please Marhkimov, check if your mod woks as it is suposed.
We need to check all mods functions, may be i loss some functionality and i do not see it yet....
PD: no moon mod in use yet.
Best regards, Red.
Kpt. Lehmann
10-26-05, 01:31 PM
Thank you RedWine!!! :up:
I believe Marhkimov is also going to put together a version tonight as well.
NOW WE ARE COOKING! :sunny: :sunny: :sunny:
As long as we can keep the sensors changes and snorkel fix by Jungman... All will be good.
I think may be best if we put together a version based on Rulle34's final vis-mod release as well... to ensure we retain the most current sensor fixes. (link available two posts up on this thread)
:rock: :rock: :rock:
BTW, in my experience, AIL's clouds don't go really well with the vismod. The game default look ones seem to look better - they tile more seamlessly.
PS Lehmann, was that comment of yours a few posts above aimed at me and if so what did it mean??
Kpt. Lehmann
10-26-05, 02:51 PM
BTW, in my experience, AIL's clouds don't go really well with the vismod. The game default look ones seem to look better - they tile more seamlessly.
PS Lehmann, was that comment of yours a few posts above aimed at me and if so what did it mean??
Stop. Before you get offended. You totally misunderstood me.
Please read the posts again.
Huh? Well, its just not very clear, at least to my tired eyes.
Anyway feel free to use stuff from IuB in order to save reinventing the wheel as it were, was the gist of my post, hope no-one minds.
rulle34
10-26-05, 03:26 PM
Hello everyone!
I must say that I was flattered by being asked for :P . Well I have been away in work for a while and now Im back home again.
Just want to explain my silence in this thread.
First I like this initiativ to make an environmental mod. Great idea :up: Im always for devlopment.
Then I want to say that my part in the 16 km visibility mod is just to mix some files and suggest new values for hexediting. All hexediting has been done by Jungman. And the files in use was from Manuel Ortegas visibility mod.
Then I have tested out some values mixed some files and put some work in trying to keep this work together so it continues. I really like this mod but I dont want to take full credit for other modders work.
The reason I asked Jungman to change the value to 16000m was based from my playtests. Originally crew reported ship spotted at a distance I couldn't see the ship or smoke my self. The distance I could start to see the smoke was around 16000m. So why not have a distance where crew reported "ship spotted", and I could aslo see it when raising my binoculars. From this point of view the 16km visibility mod was born and started to develop. All testing the latest time was to get some nightspotting values that was more or less realistic. Note that this was avarage figures from playtesting. I also want to say that I then used Rub mod that was set to 20km spotting only in clear weather (If I remember right).
In the 16 km visibility mod I use Ails cloud mod, orgys moon fix, with water fixed by Jungmann, Beery's new sky/env colours and RWR warnings adapted for 16 km visibility by Jungman and my settings in sensors.cfg. I have also made a sensors.dat file with Fubars new IX skin merged in. That I haven't released yet, but If someone wants it I can of course upload it.
So the 16 km mod is of course free to use in this project and I really like the idea. :up: Will of course help and contribute as much as I can.
ps. Glad to see you back in the forum again Manuel Ortega
Krieg-Schwein
10-26-05, 04:20 PM
I haven't read evry word in this post But I saw my mod mentions at the begining! and you can use it if you want! the mod is 2048 X 2048 in size! I could make it smaller if you need it to be!
Kpt. Lehmann
10-26-05, 05:18 PM
Huh? Well, its just not very clear, at least to my tired eyes.
Anyway feel free to use stuff from IuB in order to save reinventing the wheel as it were, was the gist of my post, hope no-one minds.
No problem... I'm tired too. All I was saying is that sometimes when a problem LOOKS complicated... we expect the answer to be complicated too.
You cleared things up and made things simpler in a way. This is GOOD! :arrgh!:
Marhkimov
10-26-05, 06:22 PM
So far, these are the main files that I have included to our big Atmospheric Pack. I have also given some reasons as to why I did or did not choose to include them:
I am using all of the files from Manuel Ortega's newest visibility mod, except for these two files:
data\library\sensors.dat
I am not using sensors.dat because Rulle34 has a newer version in his visibility mod, which I believe jungman has updated.
data\library\cameras.dat
I am not using cameras.dat because I prefer to use CCIP's movie style cameras.
These are also files from Manuel Ortega's visibility mod, but I have made my own personalizations to them:
data\scene.dat
Using SH3Cmdr, I have changed the murkiness to factor 7. Also, the clouds have already been fixed by Seeadler.
data\env\SkyColors_Arct.dat
data\env\SkyColors_Atl.dat
data\env\SkyColors_Med.dat
I have imported my own sea & sky TGA's into these files.
I use this file exactly as Manuel Ortega has provided:
data\cfg\sensors.cfg
These files I have added on my own, because I believe they are relevant and therefore needed:
data\library\sensors.dat
Taken directly from Rulle34's visibility mod.
data\library\AI_Sensors.dat
I will have to ask jungman as to what exactly does this file do, but I am guessing that it has something to do with AI radar/snorkel/sonar detection. I took this from one of jungman's sensor packs...
I have tried and tested this combination of files, and as far as I can tell, there are no complications. But maybe you guys might see something that I have missed. Here are some questions to think about:
Does anyone notice anything that will not work? anything incompatible? any problems?
Have I erroneously changed a value that would mess something up?
Here is a test version that you can try out:
http://rapidshare.de/files/6806095/Atmosphere_Test1.rar.html (http://rapidshare.de/files/6806095/Atmosphere_Test1.rar.html)
---READ THE FINE PRINT--- this is just a TEST version. Do NOT believe that everything works as is. Only download this if you know how to install these files, because I do not feel like answering a bunch of newbie questions.
and don't forget to post your comments, ok?? :lol: :lol: :up:
Kpt. Lehmann
10-26-05, 06:45 PM
testing now....
Redwine
10-26-05, 06:57 PM
data\scene.dat
Using SH3Cmdr, I have changed the murkiness to factor 7.
Thanks a lot, i will try it :up:
...but what is it ? what is murkiness ? :hmm:
Marhkimov
10-26-05, 07:03 PM
murkiness means nothing other than the translucency/transparency/density of the water.
In other words, it means how far you can see when underwater.
1 means you can see almost nothing.
20 means you can see pretty damn far.
18 is SH3 default, I think...
4 is RUb???
As for me, I like 7. :up:
Hartmann
10-26-05, 07:38 PM
The reason I asked Jungman to change the value to 16000m was based from my playtests. Originally crew reported ship spotted at a distance I couldn't see the ship or smoke my self. The distance I could start to see the smoke was around 16000m. So why not have a distance where crew reported "ship spotted", and I could aslo see it when raising my binoculars.
Yes .. i have this mod installed 16 km with Moon and Clear water ,and the spotting range is at the limit,when i have a repport i only see the ship after of 1 minute or so, only a faint smoke column. with 18 or more could be worse. and could have repports of invisible ships .
...but what is it ? what is murkiness ? :hmm:
Redwine.. murkiness es la falta transparencia del agua cuando estas sumergido, o sea ..que se ve turbia o oscurecida. ;)
Translation: Redwine murkiness is the fog that you can see when you are underwater.
Marhkimov
10-26-05, 07:45 PM
I have to attest that although Manuel Ortega refers to his mod as '18km visibility,' my crew has yet to spot a ship farther than 16km. I cannot figure out why, though.
None of my crew can spot ships farther than 16km, and neither can I. Using the binoculars, I can usually see a column of smoke right as it is about 16km away from me. Maybe you guys should test it to make sure, but this aspect seems fine to me...
Kpt. Lehmann
10-26-05, 08:39 PM
Just got done... writing report...
First impression... works great... spotting distance... weather changes... perfect murkiness...
there are things I didn't like which are EASILY fixed... i think even i can do it lol.
Not tested against warships... i ran from the one i saw...
to top it off... i sank my first ship in WEEKS!!!
YAHOOOOOOOOOOO!!!!! :up: :up: :up:
Kpt. Lehmann
10-26-05, 09:49 PM
Okay from what I can tell there are no problems.
Weather changes okay as it should. Spotting distances consistent with the visibility mod teams results.
ASW portion untested. Marhkimov will comment more on this. I think that an entire version of the visibility mod should maybe be included for the sake of completness since we have used potions of it.
For my own peace of mind, I would like to know what/if any changes were made to the scene.dat file by JUNGMAN.
Exept for ugly stock moon and clouds (which are easy to fix) ...
... it was a beautiful ride... and it made me HUNGRY all over again.
It would be nice to include a good moon and sky mod for the sake of completness too... but in the end is not necessary.
Kriegshwein... thank you for giving your permission to use your moon... I am leaning that direction for my own use at the very least.
Well, I will be off to work for a couple of days. I can't wait to see what will be here when I get back.
WAY TO GO GUYS!!! :rock: :rock: :rock:
Redwine
10-26-05, 10:08 PM
murkiness means nothing other than the translucency/transparency/density of the water.
In other words, it means how far you can see when underwater.
1 means you can see almost nothing.
20 means you can see pretty damn far.
18 is SH3 default, I think...
4 is RUb???
As for me, I like 7. :up:
OK, many thanks :up:
in my tests i found the max value you can use is 21, if i not remember bad, because, increasing visibility beyond this value you can see the underwater surface of the sea waves is only modeled into a square of about 200mx200m, beyond this point you are able to see the limit of this square.
The reason I asked Jungman to change the value to 16000m was based from my playtests. Originally crew reported ship spotted at a distance I couldn't see the ship or smoke my self. The distance I could start to see the smoke was around 16000m. So why not have a distance where crew reported "ship spotted", and I could aslo see it when raising my binoculars.
Yes .. i have this mod installed 16 km with Moon and Clear water ,and the spotting range is at the limit,when i have a repport i only see the ship after of 1 minute or so, only a faint smoke column. with 18 or more could be worse. and could have repports of invisible ships .
In my case i prefer to have crew spoting ships when i cant do it, instead to reduce both, my own and my crew spoting range under real values.
Just a personal choice. :know:
...but what is it ? what is murkiness ? :hmm:
Redwine.. murkiness es la falta transparencia del agua cuando estas sumergido, o sea ..que se ve turbia o oscurecida. ;)
Translation: Redwine murkiness is the fog that you can see when you are underwater.
Gracias Hartmann....... :up:
ya habia experimentado con ese valor, pero no sabia que lo llamaban murkiness, es mas ni siquiera me aparece como palabra en la traductora. :hmm:
Redwine
10-26-05, 10:17 PM
I have to attest that although Manuel Ortega refers to his mod as '18km visibility,' my crew has yet to spot a ship farther than 16km. I cannot figure out why, though.
None of my crew can spot ships farther than 16km, and neither can I. Using the binoculars, I can usually see a column of smoke right as it is about 16km away from me. Maybe you guys should test it to make sure, but this aspect seems fine to me...
In the blend file i hosted, you can found the manual editing for crew spotting range, you can adjust it up to you preference.
About the name of 18Km i think so it is because Ortega increased the modelation dome up to 18km radius, but your crew is able to spot ships outside this dome.
May be original Ortega's file is set to have a 16km crew spoting range with a 18km modelation dome, i am not sure, i do not use the original settings.
At 18km you can start up to spot smoke stacks, but you can make your crew spot ship in example at 30 km, you will see nothing off course........only a flashing triangle into UZO or periscope where is suposed the ship is.
I do not test the inverse, but i think so you can have a modellation dome of 18km, and adjust crew spotting range to only 15 km in example.
Jungman
10-26-05, 11:54 PM
Ortega's original file max visual range is set for 17.5 km. :know:
Dome is set at most 20 km IIRC it is in that huge thread.
Been busy with repair damage mod.
OT Has anyone notice that setting the realistic repair time option before start of game seems to make no diffeence in speed of repairs? I think this is bugged, it is always set for fast repair no matter what you choose? :shifty:
You can also call murkiness 'opacity' to be more exact.
Murky is like foggy but usually also of a darkness quality.
Marhkimov
10-27-05, 02:21 AM
To all testers,
DON'T FORGET TO POST COMMENTS!! :up: :up:
Any help will be greatly appreciated!!
And criticism is encouraged, all in the pursuit of betterment!
Marhkimov
10-27-05, 03:36 AM
@ Manuel Ortega
I have a mighty big request of you, but I reeeeaally hope you will help me on this one... ;) ;) ;)
Can you personally change the visibility settings so that the player is only able to see ships under 16km? I have just tested a few missions and have come up with mixed results. I was able to see a C3 cargo at about 17.4km, but it looked weird when seen from such a great distance. See for yourself:
http://img476.imageshack.us/img476/695/12vy.th.jpg (http://img476.imageshack.us/my.php?image=12vy.jpg) http://img476.imageshack.us/img476/7602/27rh.th.jpg (http://img476.imageshack.us/my.php?image=27rh.jpg) http://img476.imageshack.us/img476/359/39ks.th.jpg (http://img476.imageshack.us/my.php?image=39ks.jpg)
Ok, honestly, seeing it from 16km did not look much better than that, but there is another reason why I am requesting this change. My crew was only able to spot the ship from about 15.6km, yet I am using your 18km visibility mod. To me, that does not make sense...
Manuel, I hope you understand my reasons and aren't offended. I am only trying to make things better than what we currently have. ;)
Here is a link to the files:
http://rapidshare.de/files/6806095/Atmosphere_Test1.rar.html (http://rapidshare.de/files/6806095/Atmosphere_Test1.rar.html)
If you could make all of these files compatible with a 16km visual limit, that'd be great!
BIG THANKS BUDDY!!! :up: :up: :up:
rulle34
10-27-05, 05:28 AM
@ Manuel Ortega
I have a mighty big request of you, but I reeeeaally hope you will help me on this one... ;) ;) ;)
Can you personally change the visibility settings so that the player is only able to see ships under 16km? I have just tested a few missions and have come up with mixed results. I was able to see a C3 cargo at about 17.4km, but it looked weird when seen from such a great distance. See for yourself:
http://img476.imageshack.us/img476/695/12vy.th.jpg (http://img476.imageshack.us/my.php?image=12vy.jpg) http://img476.imageshack.us/img476/7602/27rh.th.jpg (http://img476.imageshack.us/my.php?image=27rh.jpg) http://img476.imageshack.us/img476/359/39ks.th.jpg (http://img476.imageshack.us/my.php?image=39ks.jpg)
Ok, honestly, seeing it from 16km did not look much better than that, but there is another reason why I am requesting this change. My crew was only able to spot the ship from about 15.6km, yet I am using your 18km visibility mod. To me, that does not make sense...
Manuel, I hope you understand my reasons and aren't offended. I am only trying to make things better than what we currently have. ;)
Here is a link to the files:
http://rapidshare.de/files/6806095/Atmosphere_Test1.rar.html (http://rapidshare.de/files/6806095/Atmosphere_Test1.rar.html)
If you could make all of these files compatible with a 16km visual limit, that'd be great!
BIG THANKS BUDDY!!! :up: :up: :up:
@marhkimov
This was exactly the reason for, and changes made to what is now the 16km visibility mod :dead:
My experience is:
1. If you want your crew to say "ship spotted" at a distance at 18000m and you are not able to see anything your self until you have headed for the ship and have a distance about 15500-16000m until you can see some smoke, then go for 18 km visibility
2. If you want your crew to say "ship spotted" and when you raise your binoculars you can see the smoke pillar at 15000-16000m then use the 16 km visibility mod.
Right now it looks as you want to use the 18 km vis mod and want changes to be made so it will be as the 16 km vis mod already are.?? :o
Im not trying to say one is better than the other, but this is exactly why I wanted the visibility to be set for 16 km instead.
This is important so we all know what we are doing or choosing between. :yep:
I think it's a limit in the gameengine that it cant draw textures further away than 16km. So you can actually never see anything further away.
:sunny:
Marhkimov
10-27-05, 06:29 AM
Oh man, my bad.... i'm so sorry, rulle34 :nope:
I guess I set myself up for that one...
So the only thing that needs to be adjusted is Seeadler's cloud fix into the 16km scene.dat
so far, only the 18km scene.dat has been fixed.
Manuel could probably do that for me... :hmm: :hmm: :hmm:
But don't worry Rulle, I'll get all of this sorted out! :up:
Redwine
10-27-05, 07:16 AM
Ortega's original file max visual range is set for 17.5 km. :know:
Dome is set at most 20 km IIRC it is in that huge thread.
Been busy with repair damage mod.
OT Has anyone notice that setting the realistic repair time option before start of game seems to make no diffeence in speed of repairs? I think this is bugged, it is always set for fast repair no matter what you choose? :shifty:
You can also call murkiness 'opacity' to be more exact.
Murky is like foggy but usually also of a darkness quality.
Yes, 18km are not exact, i can see smoke column only under 18km, may be those 17.5 you mentioned, and i can see the ships under 17 km, my comment to Marhkimov was because, may be he is using Ortegas original files, with those 20km dome or so...... but he can have the crew spoting range set a lower value ......... may be he is usung a file adjusted at 16km.
Any way i am using the ortegas original files and i changed my crew spoting range to 30km, i cant see the ships, but it is real at that range in real life, and in a 100% clear day i will be able to spot only the ship masts.
My crew inform me, "ship spoted sir", i take the UZO or Periscope, and i can see a flashing triangle where it is suposed the ship is.
I am thinking to rduce this range to 25km...........
I read some time, how they follow ships to flank them looking only the top of the ship masts, outside the horizon line and the ships sight.
It is well modeled in SH1.
About the repair times, i do not noted that, i will give atention.
nd about your repair mod........... what are you doing ? :x
Back to the Job !!! :rotfl:
rulle34
10-27-05, 10:36 AM
So the only thing that needs to be adjusted is Seeadler's cloud fix into the 16km scene.dat
Exactly :up: :sunny:
Maverick_[GER]
10-27-05, 11:52 AM
A short question: http://www.my-smileys.de/smileys2/icon_crazy.gif
Is the Hollywood2.3 Mod integrated in the AI_Sensors.dat? http://www.handykult.de/plaudersmilies.de/sad/ponder.gif
BTW, great mod unification. http://forums.beyondunreal.com/images/smilies/2thumbs.gif
Marhkimov
10-27-05, 11:55 AM
What exactly is the Hollywood2.3 Mod?
Maverick_[GER]
10-27-05, 12:03 PM
gouldjg's Real Damage- aka Hollywood-Mod (http://www.subsim.com/phpBB/viewtopic.php?p=334702#334702).
http://rapidshare.de/files/2338223/Hollywood_Collection.rar.html
Marhkimov
10-27-05, 12:18 PM
So the hollywood mod includes AI_sensors? I'm not sure, you might want to post that question in gouldjg's thread... just a suggestion... ;)
gouldjg
10-27-05, 12:38 PM
I think the early Hollywoods only used DC reduction changes and was pretty much made for both Vannilla users and RUB at that time.
I think it was included in the download.
I am not really a Hex sensor editor but am now getting used to Hex so just visualising at the moment.
A new Hollywood is being planned but this is only after Jungman has had his chance to do his tweaks as he discovered how to tweak Hull integrity.
He deserves first shot.
Bye the end of your project and some other issues, there WILL be a decent damage model throughout the game (within limitations of course).
Hope that helped
Keep up the great work that I cannot enjoy till new graphics card comes for Xmas :rotfl: :rotfl:
Kpt. Lehmann
10-28-05, 01:59 PM
Guys, it is my distinct impression that for the atmospheric mod to be a success... we need a 16km visibility mod version to be done.
Are we dead in the water here? :(
Marhkimov
10-28-05, 03:59 PM
Not dead in the water... At the moment, we are still floating around...
rulle34
10-28-05, 04:42 PM
Ok, I better put in this improvements to the 16 km visibility mod here as well with marhkimov's environmental fix and LIGHT NIGHTS merged into the 16 km visibility mod :up:
Here are the links:
16 km visibility mod with LIGHT NIGHTS mod:
http://rapidshare.de/files/6887799/16_km_visibility_mod_RWR_Moon_fix_Clear_water_ligh t_night.rar.html
and here is 16km visibility mod with environmental & sky mod:
http://rapidshare.de/files/6889162/16_km_visibility_mod_RWR_Moon_fix_Clear_water_Ocea n_Reflections.rar.html
ps. Haven't really tried them yet, but they should work as I have just merged in the new .DAT files.
Playtests welcome :P
EDIT: The long names on the mod is just to separate what kind of mods it's in the mod (easily separate between different versions) :P . When it's finished it'll be a shorter name and a bigger "read me" instead :rotfl:
Marhkimov
10-28-05, 04:46 PM
OKAY!!!! :up:
Hartmann
10-28-05, 06:13 PM
16 km visibility mod with LIGHT NIGHTS mod:
http://rapidshare.de/files/6887799/16_km_visibility_mod_RWR_Moon_fix_Clear_water_ligh t_night.rar.html
this have the reflections fix too ??
Great !! :up: downloading for testing :up:
Marhkimov
10-28-05, 06:15 PM
16 km visibility mod with LIGHT NIGHTS mod:
http://rapidshare.de/files/6887799/16_km_visibility_mod_RWR_Moon_fix_Clear_water_ligh t_night.rar.html
this have the reflections fix too ??
Great !! :up: downloading for testing :up:
Absotively, posolutely, yes! :up:
Kpt. Lehmann
10-28-05, 06:17 PM
16 km visibility mod with LIGHT NIGHTS mod:
http://rapidshare.de/files/6887799/16_km_visibility_mod_RWR_Moon_fix_Clear_water_ligh t_night.rar.html
this have the reflections fix too ??
Great !! :up: downloading for testing :up:
Absotively, posolutely, yes! :up:
But no cloudfix until Seeadler reviews it. Right?
Marhkimov
10-28-05, 06:19 PM
But no cloudfix until Seeadler reviews it. Right?
I said it once, and I'll say it again... Absotively, posolutely, yes! :up:
Seeadler
10-29-05, 07:04 AM
But no cloudfix until Seeadler reviews it. Right?
The 16km Clouds.obj (http://www.freeuploader.com/download_viewer.php/e5e4ddc30f3b21d110f234ae50f5f762.html) is ready since 24. Oct., if the modders did not include it in their mod as Manuel Ortega did, this is not my fault :know: ;)
rulle34
10-29-05, 09:33 AM
But no cloudfix until Seeadler reviews it. Right?
The 16km Clouds.obj (http://www.freeuploader.com/download_viewer.php/e5e4ddc30f3b21d110f234ae50f5f762.html) is ready since 24. Oct., if the modders did not include it in their mod as Manuel Ortega did, this is not my fault :know: ;)
Of course it's not your fault.
I can't hexedit :cry: That's the reason why it's not in the 16 km visibility mod.
Seeadler
10-29-05, 09:42 AM
I can't hexedit :cry: That's the reason why it's not in the 16 km visibility mod.
There is no need to hexedit, just import the OBJ file with Pack3D into the scene.dat
Kpt. Lehmann
10-29-05, 10:29 AM
I can't hexedit :cry: That's the reason why it's not in the 16 km visibility mod.
There is no need to hexedit, just import the OBJ file with Pack3D into the scene.dat
Yes, I actually started working on doing that a few minutes before you posted... However, I am not a good graphics modder. The only way I was able to recognize where an OBJ file went... is because Flakwalker explained it to me.
I am very unfamiliar with Sansal's tool but will try fixing the Obj file into the scene dat.
The problem i see is that when you import the clouds OBJ into the scene dat... there appears to be two places it may need to go.
I don't know which... or even if my efforts are way off.
Thank you for the help Seeadler :up: Any future help is welcome also.
Redwine, you are totally correct that the current 16 km visibility mod is incorrect and not realistic. The reason why we are working hard to get a 16 km Cloud Fix is because the 16 km vis-mod seems to be the best middle-ground between actually seeing ships in game and spotting them.
Another problem I am running into is my Nvidia gfx card... it doesn't like rendering more distance... I hope to upgrade it in two weeks.
My card runs other games perfectly.... but not SH3!!!
Testing new scene dat now...
Kpt. Lehmann
10-29-05, 10:39 AM
Okay... first attempt resulted in black sky.
Trying again.
kriller2
10-29-05, 10:57 AM
Hi Kpt.
I have a working version with Seadlers cloud fix inserted into the mod, if you can't get it to work? :) , I am currntly working on putting bigger waves into the mod...
/Kriller
Seeadler
10-29-05, 11:02 AM
I am very unfamiliar with Sansal's tool but will try fixing the Obj file into the scene dat.
The problem i see is that when you import the clouds OBJ into the scene dat... there appears to be two places it may need to go.
1. start Pack3D
2. open the scene.dat
3. click [ export all ]
4. now you've got a 3d folder in your \data\ folder
5. copy my 16km Clouds.obj in this folder and overwrite the existing one
6. select in Pack3D the 3D object\3D-Clouds folder in the tree
7. click [ import ] and open the previously copied Clouds.obj from the 3D folder
8. Pack3D must no reports "3D clouds imported"
kriller2
10-29-05, 11:19 AM
ok, here is the mod with Seadlers cloudfix and the 2xwaves by Timetravlers mod:
http://rapidshare.de/files/6922736/16_km_visibility_mod_RWR_Moon_fix_Clear_water_Ocea n_Reflections_wavesx2_cloudsfix.rar.html
It needs to be tested as I hex-edited the files to get the wavemod into two other mods...
Hope it works okay?
/Kriller
Hartmann
10-29-05, 12:47 PM
Great work :up:
Could be possible make this mod but without the big waves ??
16_km_visibility_mod_RWR_Moon_fix_Clear_water_Ocea n_Reflections_wavesx2_cloudsfix.rar
:hmm: I have the deffault waves and in a storm it seems to be enough for me :88) the diesel engines shutt down often and the water jump over the tower . :doh:
Also i don´t know if this could shink other ships, like merchants or so.
thanks :up:
Kpt. Lehmann
10-29-05, 01:42 PM
SUCCESS!!!
Freeeeeaakin' FINALLY!!!!
Seeadler THANK YOU!!!
Lol... now I have used Sansal's 3D program twice... :arrgh!:
... and its giving me more ideas!
Will upload 16Km Atmospheric mod beta... probably (hopefully) the finished basic version from which all options can be added..
... and there will be many thanks to many people in the credits!!!
:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:
kriller2
10-29-05, 01:46 PM
Kpt. Lehmann, great you got it to work :up: I will keep the mod with the 2xwaves for myself then. ;)
Kpt. Lehmann
10-29-05, 01:55 PM
[quote="kriller2"]Kpt. Lehmann, great you got it to work :up: I will keep the mod with the 2xwaves for myself then. ;)[/quote
Hey!!! The more the merrier!!! :up:
I will include your download link as an option if you like!
I have started new thread.
rulle34
10-29-05, 02:27 PM
I can't hexedit :cry: That's the reason why it's not in the 16 km visibility mod.
There is no need to hexedit, just import the OBJ file with Pack3D into the scene.dat
The OBJ file, is it a .DAT file?
Kpt. Lehmann
10-29-05, 02:35 PM
hey Rulle34 sir... give me about 15 more minutes and I will have DL link for 16 km atmosphere visibility mod...
It finally is done! :up:
Kpt. Lehmann
10-29-05, 03:12 PM
16 Km Atmosphere Mod download link found here:
http://www.subsim.com/phpBB/viewtopic.php?t=44762
Other versions will be added there too.
Marhkimov and I thank you for all your help and suggestions guys.
You are ALL the BEST!!!! :rock: :rock: :rock: :rock: :rock:
rulle34
10-29-05, 03:59 PM
Well thank you kpt Lehmann :up:
So now we have a 16 km visibility mod with markhinovs environmental mod and the cloud fix? If so that's really great :up: Congratulations Kpt Lehmann :up:
:rock:
Kpt. Lehmann
10-29-05, 04:08 PM
Now I need a NAP!
:rotfl: :rotfl: :rotfl:
coronas
10-31-05, 02:12 PM
Good work, Kriller2!!! All in one! :up:
rulle34
10-31-05, 02:59 PM
Now I need a NAP!
:rotfl: :rotfl: :rotfl:
You've really earned it :sunny:
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