View Full Version : ATMOSPHERE MOD v2.0
Marhkimov
11-05-05, 11:58 AM
It is recommended that low-end computers use the 8km version, but if your computer can handle it, you should definately use the 16km version.
Also, people with naturally dark monitors should use the light (night) sky versions, however, IMHO the dark (night) sky versions are more realistic.
IMPORTANT NOTE: Rollback SH3Cmdr before installing!!!
Look for it at Terrapin's site: http://www.u-boot.realsimulation.com/
search in the general MODS section. look for these:
Atmosphere_Mod_8_Km_version_2_0_DARK.rar
Atmosphere_Mod_8_Km_version_2_0_LIGHT.rar
Atmosphere_Mod_16_km_version_2_0_DARK.rar
Atmosphere_Mod_16_km_version_2_0_LIGHT.rar
Then search for this mod as well:
Marhks_Ocean_MADNESS_v2.7z
******************************************
INDIVIDUAL BREAKDOWN OF VERSION 2.0 (Atmosphere Mod)
******************************************
NOTE: Unless stated otherwise, all files are required in order to run Atmosphere mod.
data\cfg\sensors.cfg
- Night, visual, and fog ranges adjusted.
data\Env\EnvColors_*.dat (Files not required to run Atmosphere mod)
- *NEW* underwater sea colors added.
data\Env\SkyColors_*.dat
- *NEW* nighttime sky & sea textures.
- Enhanced sun reflections and sky/sea textures.
- Sky dome adjusted to reflect visual range.
data\Library\Sensors.dat
- *NEW* Snorkel wakes & reflections added (also sensors.val). -Sergbuto
- Max visual distance alterred.
- RWR ranges (player u-boat only) enhanced. -Jungman
data\Misc\Nori00.tga,Nori01.tga (Files not required to run Atmosphere mod)
- *NEW* AIL v2.0 clouds added.
data\Textures\TNormal\tex\Moon.tga (File not required to run Atmosphere mod)
- *NEW* AIL v2.5 moon added.
data\scene.dat
- *NEW* water murkiness changed. More clear than RUb, less clear than stock.
- Sky, cloud, moon domes alterred.
- Cloud texturing fixed.
ALL OF THOSE WHO TOOK PART IN THIS ESCAPADE:
Kpt. Lehmann
Manuel Ortega
Marhkimov
Rubini
Rulle34
Seeadler
SPECIAL THANKS TO OTHER VERY IMPORTANT PEOPLE:
Ailantd
Jungman
Pablo
Redwine
Sergbuto
Timetraveller
Hartmann
11-05-05, 12:21 PM
Thaks for all :up:
downloading now for test. :up:
Includes all snorkel and periscope reflections for the subs or only the wakes ?
thanks
Fangschuss
11-05-05, 01:10 PM
Thx for the hard work :up:
Downloading now :sunny:
Does this version have the foggy horizon, etc effects (like stock SH3), or must I still add it manually as in the IUb version?
I can't DL the 16km Light version. WHen my link pops up to DL it just takes me to another page.
Uh, what value did you edit for the foggy horizon exactly?
I was looking through scene.dat and can't figure out what would be the right one.
Marhkimov
11-05-05, 01:32 PM
Neither versions (8km or 16km) carry foggy horizons (I like it foggy-less). It's just my own personal choice. My rationale is that in real life, there is a minimal amount of smog in the middle of the ocean, so foggy horizons don't look correct... Also, I think it just looks nicer when it is clear.
However, feel free to add foggy horizons yourself. :up:
But in all versions, I believe a fog-like effect does show up at dusk and dawn.
16km Light DL doesn't asppear towork, the others do however.
*EDIT* Link works now. That was wierd.
Thx for the mod!!!
Marhkimov
11-05-05, 02:26 PM
For those who downloaded either light sky versions, what does everybody think?
Is the sky too dark? Is the water too dark? Could it be lighter? Any opinions?
Neither versions (8km or 16km) carry foggy horizons (I like it foggy-less). It's just my own personal choice. My rationale is that in real life, there is a minimal amount of smog in the middle of the ocean, so foggy horizons don't look correct... Also, I think it just looks nicer when it is clear.
However, feel free to add foggy horizons yourself. :up:
But in all versions, I believe a fog-like effect does show up at dusk and dawn.
@oRGy: See http://www.subsim.com/phpBB/viewtopic.php?t=44861&highlight=
@marhkimov: It isn't smog, it's just the haze/blur/fadeout effect caused by the fact that air, and especially really humid air, isn't 100% transparent. Go down to the ocean and look at a ship/promotory/whatever a few km away... it will have a distinct bluish tinge, growing more pronounced with increasing distance (just like in stock SH3). Not only does the horizon haze effect look much more realistic, it's also quite handy for judging the approximate distance to ships. In standard Atmosphere Mod* it's very hard to tell whether you are looking at a disant large ship or a nearby small boat, since all are equally crisp and clear. PJ
*which is GREAT btw. please don't think i'm here to whine and complain about your excellent mod.
terrapin
11-05-05, 02:31 PM
I can't DL the 16km Light version. WHen my link pops up to DL it just takes me to another page.
All files mentioned in the first post are available through my site, too...
Marhkimov
11-05-05, 02:37 PM
It isn't smog, it's just the haze/blur/fadeout effect caused by the fact that air, and especially really humid air, isn't 100% transparent. Go down to the ocean and look at a ship/promotory/whatever a few km away... it will have a distinct bluish tinge, growing more pronounced with increasing distance (just like in stock SH3). Not only does the horizon haze effect look much more realistic, it's also quite handy for judging the approximate distance to ships. In standard Atmosphere Mod* it's very hard to tell whether you are looking at a disant large ship or a nearby small boat, since all are equally crisp and clear. PJ
Yeah, I'm familiar with the haze blur effect. But the only problem that I have with it, is that SH3 doesn't make it faint enough. In SH3, it's too dark and pronounced. In real life, you can tell that it's there, but it is a very slight gradation...
I would love if someone could fix this, though... :yep:
And thanks terrapin! :up:
Fangschuss
11-05-05, 03:19 PM
For those who downloaded either light sky versions, what does everybody think?
Is the sky too dark? Is the water too dark? Could it be lighter? Any opinions?
could be somewhat brighter :up:
Hartmann
11-05-05, 03:25 PM
Downloaded the dark version and tested but not at night yet :oops:
It looks nice very nice :up: , but i find the underwater too dark for my taste. i think that is darker and murky than in my previous 16 km mod that i use. :roll: but despite this is a lot better that the default rub water.
I don´t know if is possible the deffault clear and blue water with this mod. :roll:
i know that there are the sh3 color inspector program for change the water fog values but i´m confused because there are three main sets (atlantic,mediterranean,artic) and other sub sets (middle of the day, storm..calm ...and more). i don´t know if i have to change all situations one to one or a one change is linked with the others... :88) .
About the fog in the horizont... always there is some fog , only in days with very clear skyes,sunny ,winter or with a lot of wind you can see until the limit.
coronas
11-05-05, 03:25 PM
Is Big Waves included? Thanks for the work! :up:
gdogghenrikson
11-05-05, 03:45 PM
good work on the mod
Marhkimov
11-05-05, 06:20 PM
It looks nice very nice :up: , but i find the underwater too dark for my taste. i think that is darker and murky than in my previous 16 km mod that i use. :roll: but despite this is a lot better that the default rub water.
I don´t know if is possible the deffault clear and blue water with this mod. :roll:
i know that there are the sh3 color inspector program for change the water fog values but i´m confused because there are three main sets (atlantic,mediterranean,artic) and other sub sets (middle of the day, storm..calm ...and more).
Before you go ahead and change the individual sea colors, you should try using SH3Cmdr to change the murkiness to a higher number. Right now, murkiness is set at 7 (Why 7? Because I like 7, that's why ;) ). Higher numbers (20 max) will make it clearer, while lower numbers (1 min) will make it darker. This should help to make everything look a little brighter.
There are also other programs that can do this, although I advise you to be familiar with modding before you fiddle too much with your files.
If you so wish, you actually do not have to use the 'EnvColor' files from the Atmosphere mod. These files are entirely optional. For instance, you can swap them with your own personal EnvColors or use EnvColors from another mod... However, just to make it clear, you MUST use the 'SkyColor' files of the Atmosphere mod. These cannot be swapped.
Is Big Waves included? Thanks for the work! :up:
I decided to leave the waves at default size, only because SH3Cmdr R2.3 will allow you to change the wave size.
Redwine
11-05-05, 08:59 PM
Congratulations for job and effort Marhkimov !! :up:
Thanks Marhkimov & all concerned, had problems with the old version but have downloaded both 'Light versions', will give the 16km the first test. :up:
Axlwolf
11-06-05, 08:19 AM
Wonderful mod,really.
BUT....
I have two small problem :-?
First,i'm not able to change from the "DARK" version to the "LIGHT" version of the mod.
The night is too dark for me,at the point that i see only the star,everything is pitch black.
I've put the file in the game folder(First time the DARK version)without coming back to base,and everything worked fine.Now i cant change it to the LIGHT version,even if i start in the "Office screen".
There is a solution or i have to restart all my career?
Or worse,reinstall everything?
I dont use any mod installer,maybe my version is a bit trashed
:stare:
The other problem is more a small visual annoyance(For me):
Underwater i get a strange "Curtain Effect".It seems that,instead of the underwater fog i have like a solid "Wall" just behind my sub.
The effect is more visible in shallow waters,where the seabed seems cut by something just at my visual range edge.
Anyway,good work :rock:
EDIT:How much light is the "LIGHT" version of the mod?
I'm not really sure,but it seems that now im able to se the face of my watch crew...barely...
Axlwolf
11-06-05, 12:17 PM
I've downloaded the latest veriosn of SH3 Color inspector (Build 74).
With this program i will be able to tweak the Underwater value to my taste?
If someone can give me some direction,mainly:What are the value i should use.
I want only to make the water more transparent on the distance.
Thanks in advance for any help.
Kaleunt
11-06-05, 12:44 PM
The "Curtain" effect is created by the Fog.obj file (one of the 4 3D objects
included in the scene.dat file), this object closes the visible 3D world
in SHIII. When you are in external view, the center of the visible
world is your UBoat, using the 16km Vis Mod the physical world is displayed as far as 20000m around your Uboat (this is the "earthradius" value in the scene.dat file) at 20000m the world is closed by a 3D object,
the fog.obj, extended over and behind the Horizon line. If you can see this "curtain" something goes wrong, probably a bad tweak, the fog.obj
is masked by the opacity of the water in underwater view and the Fogdistances and Yscaleforfog values over the water, this why the horizon line is "foggy" at far range. If you put an opacity value of 20 to 21 underwater the "curtain" could appear.
Axlwolf
11-06-05, 12:57 PM
Thanks.
So i cant change anything with the color inspector?
If i've understand you correctly,i cant do anything against the blasted curtain? :nope:
Im going anyway to try and change some value.
Thanks for your reply.
Hartmann
11-06-05, 01:16 PM
The other problem is more a small visual annoyance(For me):
Underwater i get a strange "Curtain Effect".It seems that,instead of the underwater fog i have like a solid "Wall" just behind my sub.
The effect is more visible in shallow waters,where the seabed seems cut by something just at my visual range edge.
I had the same effect at night with the original 16 km mod. ...like a black stripes or curtains :yep:
i think that is the dark water that makes this,.. it´s no a mod bug, is a limitation of the game engine in underwater low light situations.
I've downloaded the latest veriosn of SH3 Color inspector (Build 74).
With this program i will be able to tweak the Underwater value to my taste?
If someone can give me some direction,mainly:What are the value i should use.
I want only to make the water more transparent on the distance.
Thanks in advance for any help.
If you want change the colours is the best option, but seems to be a bit difficult to use (see my previous post)
For change the water fog is better use sh3 commander that have a value box option for this :yep:
Now i have the correct fog for my taste but i want try change the colours now :88)
Kaleunt
11-06-05, 01:17 PM
You can change the water opacity values via SH3 ColorInspector but
remember that this tool gives you hexadecimal values not decimal ones.
If your conversion from decimal to Hexadecimal values are wrong you
will go to unpredictable results.
Axlwolf
11-06-05, 02:18 PM
This exadecimal things seems not difficult if you do a series of planned modification,and keep track of the change.It's a bit of a time wasting procedure.
It seems that a value of 2F for all work well,the water is a bit more clear,and it seems to work with the "Curtain",during bad weather the curtain was barely visible underwater.In good weather,seems still here.
But im still testing.
Anyway,can anybody help me on the "LIGHT" version of the mod that is not light?
I really cant see anything :(
EDIT:
Now i've see another strange thing.
Moving the camera underwater,it seems like im running trough some very dense murk pocket,with some space between one pocket and the other.In the "center" of the pocket the "murk" density is very high,with very low distance visibility.
If i move or rotate the point of view,the water suddendly get cristal-clear,with the damned curtain effect!
This thing is starting to drive me mad :damn:
Marhkimov
11-06-05, 03:24 PM
Seeing what everyone wants, I think I'll release an optional hotfix for even LIGHTER nights. :yep:
And about the waters, you can actually use default water if you want to. It makes no difference. The EnvColor.dat's from the atmosphere mod do not have to be installed.
Great work marhkimov!
I have some questions/doubts:
- to have that clear stock water again I only have to use the stock EnvColors files or is it necessary to also plays with the scene.dat file?
- I also should like to see that little fog on the horizon again. What I need to do?:hmm:
Rubini.
Axlwolf
11-06-05, 04:04 PM
You have to see something before judge if you like it :lol:
I have to see if i have some back up file :-?
Thanks Marhkimov
EDIT:
No luck,my old scene.dat make my sky black and my sea white...
Rolling to old scene.dat in despair :damn:
Redwine
11-06-05, 05:06 PM
With full respect and consideration for the modders......
For those who have fog problems :
1]
Reinstall original Envirometal Colors files.
2]
Download this file, it is the scene.dat from 16km Light tweeked.
http://rapidshare.de/files/7284157/scene.zip.html
Just try, you cant losse anything.
@ Marhkimov
A new time congrats and thanks for job and effort.
Remember some of us, due to video card, or monitor, or drivers.......have very dark screens at night, i am not talking about realism, instead playability.
I was able to obtain very clear night sky, but with water surface i was not successful, i only obtain a "milk" sea surface, too clear to aceptable.
Here a clear sky...........
http://img56.imageshack.us/img56/1585/sky8ty.th.jpg (http://img56.imageshack.us/my.php?image=sky8ty.jpg)
Here a clear surface ..........
http://img376.imageshack.us/img376/1066/surface6ji.th.jpg (http://img376.imageshack.us/my.php?image=surface6ji.jpg)
Saddly this clear surface is only reached when clouds disapears, mixing scene.dat and skycolors from diferent bubble, 18km, 16km.
I was not able to obtain both at same time.
If you can help with this fact will be great.
Kaleunt
11-06-05, 05:30 PM
I have discovered that the atmospheric mod scene.dat file is only 355k
compared to the 2133k stock game, IUB , RUB or Seeadler's Cloudfix scene.dat files. I'have encountered the same problem when i imported the
Seeadler's Cloud.obj file in the original 16km mod file via Pack3D
the textures are "forgotten" after this manipulation, so the textures are
wrongly displayed. The fix is eazy, just repack the Fog.tga, N00.tga, sun-b.tga, moon.tga with DatEXtract for exemple and the scene.dat come back to a standard size of 2133k and the textures are displayed again in a more usual way.
Marhkimov
11-06-05, 05:41 PM
to have that clear stock water again I only have to use the stock EnvColors files or is it necessary to also plays with the scene.dat file?
You can either replace or edit EnvColors. After you do that, just change the underwater fog setting for scene.dat (using SH3Cmdr, change it to 18). You should have clear stock water again
I also should like to see that little fog on the horizon again. What I need to do?:hmm:
I think Kaleunt has a thread about that somewhere... Myself, I'm not so sure how to do it...
I know everyone has different computer specs and graphics cards, so I'll do my best to try and accomodate everyone. Forgive me if I take too long to address your personal needs... Remember, I am taking multiple requests all at one time. But I WILL do my best to get to everyone, in due time. :yep:
And your fellow modders should be able to help you too. If anyone out there knows some answers, please don't be shy in helping. I only have two hands, so your help is always welcome. :up:
Kaleunt,
I read in another post from you that you will be able to make that "real life effect of the horizon blur at extreme range" appears again. What exactly you change here?
marhkimov,
Thanks for the info. I'm a bit confused with all these news. :D :oops:
Rubini.
Marhkimov
11-06-05, 05:55 PM
Hey, Rubini, would you be interested in making some lighter sky textures? :D :D :D
Kaleunt
11-06-05, 06:59 PM
I continue to tweak my scene.dat file values, i have found that if you
change the fogdistances and yscaleforfog values in the scene.dat files you move the limits of your field of view or the crew's line of sight.
This affects the cabilities of detection.
I use SH3 File Analyser to modify theses values, the same
FogDistances and YScaleForFog are used by the 16km and the stockgame scene.dat files. The result is that in the 16km vis mod your line
of sight is 2 times higher than in the stockgame scene.dat. If you divide
these values by 2 in the 16km dat file the foggy horizon appears closer and your capabilities to detect something is no more than 8km, in fact the
the standard game capabilities. If you augment the values in the 16km
mod you augment your light of sight proportionaly up to the limits of 20000m if you want. Don't forget, all these changes have an impact on
the night time probabilities of detection. If a ship is visible at 14000m
by day it will be visible at 14000m by night too.
Syxx_Killer
11-08-05, 07:38 PM
Could someone upload the scene.dat file with stock water clarity? I would like the stock levels back (for screenshot purposes :P ). I don't use SH3 Commander so I can't change the values myself. I would REALLY appreciate it! :yep:
Marhkimov
11-08-05, 07:46 PM
Which version do you want, the 16km or the 8km?
And stock is 18 clarity, correct?
EDIT: I'll just upload both...
Marhkimov
11-08-05, 08:06 PM
Here are scene.dat's with default clarity. Simply replace the scene.dat from your version of the atmospheric mod.
NOTE: only 'scene.dat' is included in these downloads. You will still have to download the rest of the atmosphere mod.
8km Default clarity (works with both versions of 8km Atmosphere mod)
http://rapidshare.de/files/7376454/8km_underwater_CLEAR_scene.rar.html
16km Default clarity (works with both versions of 16km Atmosphere mod)
http://rapidshare.de/files/7376526/16km_underwater_CLEAR_scene.rar.html
Post if you have any questions.
Syxx_Killer
11-08-05, 10:05 PM
Thanks marhkimov! I appreciate it! :rock: :rock:
Edit:
I tried the clear water scene file and your dark water colors look awesome with the clear file. :yep:
Fangschuss
11-09-05, 02:17 AM
Moin moin
Any chance do see a Rub only Version ? I miss 16Km lookout ;)
rulle34
11-09-05, 02:52 AM
Hello Fangschuss
What do you exactly mean by a "RUb only version"?
If you want the Atmosphere mod added to RUb, it's just to enable it over RUb.
What happens is, that you'll loose RUb murky water and RUb Env/sky colours.
If you want these features but also 16 km vis mod, then use RUb Env/sky files, extract .TGA's from RUb Env/sky files and pack them into Atmosphere mod Env/sky files.
Take scene.dat from Atmosphere mod and set murkiness "4" with SH 3 commander.
Then you are close enough with RUb colours/murkiness and the rest from Atmosphere mod.
:sunny:
Fangschuss
11-09-05, 03:30 AM
If you want these features but also 16 km vis mod, then use RUb Env/sky files, extract .TGA's from RUb Env/sky files and pack them into Atmosphere mod Env/sky files.
:sunny:
Thx Rulle
But how to extract this tga´s ? Why can´t use the full RUb Env/sky files ? sorry Iam a bloody n00b
:D in modify this .dat files.
I´m just surprised there are so many versions of the Atmosphere mod but no version for the Rub.
excuse my poor english :oops:
Marhkimov
11-09-05, 03:37 AM
The atmosphere mod is totally compatible with RUb. Like Rulle said, just go ahead and install it after you have installed RUb. You're set to go! :yep:
rulle34
11-09-05, 03:40 AM
But how to extract this tga´s ? Why can´t use the full RUb Env/sky files ? sorry Iam a bloody n00b
:D in modify this .dat files.
I´m just surprised there are so many versions of the Atmosphere mod but no version for the Rub.
excuse my poor english :oops:
Sorry, I was to quick here. The RUb Env files you can use as they are. Sky files are made for the visibibilty mod and will not work as it should if you just use them as you proposed.
I'll have some older files with RUb colours that I can make a sort of "RUb compatible version" for you
Just hang on and I'll be back with a DL link
Fangschuss
11-09-05, 03:50 AM
Thx Kaleu´s :up: I love this community
http://www.tauchretter.ch/phpbb2/images/smiles/unwuerdig.gif
rulle34
11-09-05, 04:36 AM
OK here is a RUb 1.44 - 1.45 version of Atmosphere 2.0 mod.
It has all featuers of Atmosphere mod, but with RUb 1.44, 1.45 colours of sky/sea and the murky water.
See read me inside for more specific details on what files are changed and also credit.
I haven't tested it yet, but it should work.
Please confirm with some playtests so all is ok
DL link: http://rapidshare.de/files/7395372/RUb_1.44-1.45_Atmosphere_mod_2.0.rar.html
@marhkimov
Maybe this link also can be added in your first post as an option for RUb users? (after playtests show all is ok)
Have fun :up:
EDIT: New version with cloudfix included. I saw that this was in RUb 1.45.
Marhkimov
11-09-05, 04:42 AM
ok, if it's good, i'll link it... :up:
Fangschuss
11-09-05, 04:43 AM
Thx alot rulle34
Downloading now :up:
I haven't tested it yet, but it should work.
Please confirm with some playtests so all is ok
Yes Sir, will be back soon for a report , Sir :rock:
Fangschuss
11-09-05, 06:49 AM
I´m test this mod in my current campaign. Everything looks good to my, let my say it´s perfekt :sunny: unfortunately i get no visual contacts (june´42)
to make here some report about the spotting distances at different weather conditions. I will report it later, if i get some contacts :lol:
The Avon Lady
11-09-05, 07:29 AM
I'm in mid-patrol. Is this new RUb 1.45 compliant version safe to install in mid-patrol or should I wait till back in base? :-?
rulle34
11-09-05, 07:36 AM
I'm in mid-patrol. Is this new RUb 1.45 compliant version safe to install in mid-patrol or should I wait till back in base? :-?
Hello The Avon Lady
You should absolutely wait until you are back in port.
The mod contains more than just only texture files
Be aware of that JSGME will report that files will be overwritten the RUb ones. Enabling this mod will give you all the new Atmosphere mod features (16 km visibility version), except from the colours of sky/water and the murkiness of water that is same as RUb latest two versions.
Hope you'll like it :)
rulle34
11-09-05, 09:58 AM
One small update to that Atmosphere mod RUb 1.44-1.45. I have added the cloud fix that is in RUb 1.45. Ddin't saw that first.
Here is new link (modified first one as well so you can DL this modified version here as well as at my first post) :http://rapidshare.de/files/7395372/RUb_1.44-1.45_Atmosphere_mod_2.0.rar.html
The Avon Lady
11-09-05, 11:59 AM
One small update to that Atmosphere mod RUb 1.44-1.45. I have added the cloud fix that is in RUb 1.45. Ddin't saw that first.[/url]
Argh! :dead: I already installed the prior version. Can this new version be installed mid-patrol. Is this just a texture fix?
rulle34
11-09-05, 12:14 PM
One small update to that Atmosphere mod RUb 1.44-1.45. I have added the cloud fix that is in RUb 1.45. Ddin't saw that first.[/url]
Argh! :dead: I already installed the prior version. Can this new version be installed mid-patrol. Is this just a texture fix?
It's a texture fix in scene.dat. But it's a .obj file so Im not sure if it works as a .TGA file.
This fix is just this sky/cloud fix that makes this "wormhole" in sky to disappear if you look right up . It's not a big deal at all. You can simply just change the scene.dat file from the new link with your old one so is all set. I would prefer to take it when in port. But try, if it fails, just put your "old" scene.dat file back and start from your last save.
Sorry about this. I just missed that line in RUb 1.45 and I wanted it to be same
The Avon Lady
11-09-05, 12:56 PM
When I played earlier today (older scene.dat) file, this is what happened to the terrain renderring:
http://img116.imageshack.us/img116/6238/07vb.jpg
I have the Terrain Upgrade Mod installed. I only see the land terrain when I approach the land from much closer by.
Any ideas?
Marhkimov
11-09-05, 01:01 PM
How does the new scene.dat work? rulle has replaced it since the old version.
The Avon Lady
11-09-05, 01:23 PM
How does the new scene.dat work? rulle has replaced it since the old version.
Have not had a chance to test yet. Could that possibly resolve the above? Any connection?
Marhkimov
11-09-05, 01:31 PM
Have not had a chance to test yet. Could that possibly resolve the above? Any connection?
I would test it for you, but currently I am not at home...
Using the new version could possibly resolve your rendering problem stated above. Only one way to find out... Use the newer version and play the 'scapa flow' single mission. Look for the land directly ahead.
If it's not fixed, take a few screenshots with the land in the picture:
-1 shot from freecam at sub-level
-1 shot from freecam higher up in the air (40-80 meters, so I can see the clipping in the distance)
-1 shot from the conning tower
That might help me troubleshoot...
rulle34
11-09-05, 01:43 PM
@The Avon Lady and marhkimov.
If it's the mod I think about (Terrain mod upgrade V2 with Landscape mod inside the MODS folder), with a .cfg file, this Terrain mod is not compatible with visibiliy, because Terrain mod raises land with some value. If you add this to the larger skydome in visibility mod things can screw up.
I recommend to take away the .cfg file in the Terrain mod and only use the textures (tga's) from that mod. Makes very nice landscape anyway. Beaches will be shorter, but your'e not here to swim and relax on the beach anyway I guess :rotfl:
Seriously this should work better. I have this combination and it works just fine together.
Ps. If I have expressed my self in a to general or in a rude way about the Terrain mod spoken about above, it was not my attention. I just share my experience about this mod in combination with the Visibility mod (Atmosphere mod). The textures in Landscape mod are just great :up:
Marhkimov
11-09-05, 01:48 PM
I use the terrain cfg and I have not noticed anything... Perhaps I need to open my eyes? LOL :rotfl: , I'll check later...
rulle34
11-09-05, 01:51 PM
It messed up for me, and when I removed that Terrain.cfg all went fine. (Actually there is two .cfg files packed in that mod. Probably one to much by mistake)
Maybe there was something else? Anyway It's worth trying
rulle34
11-09-05, 02:37 PM
Just made a playtest with this new RUb 1.44-1.45 Amosphere mod and all looks fine for me. Using My own mix for RUb, Landscape mod (without the Terrain.cfg) and this RUb 1.44-1.45 Amosphere mod. Here are some screenshots:
http://usera.imagecave.com/rulle34/a.JPG
http://usera.imagecave.com/rulle34/b.JPG
http://usera.imagecave.com/rulle34/c.JPG
Must be something in your mods or configuration The Avon Lady that mess this up.
Have you tried to remove that Terrain.cfg file?
Marhkimov
11-09-05, 02:40 PM
Could it be the camera zoom settings? Maybe The Avon Lady uses CCIP camera with the zoomed in feature?
rulle34
11-09-05, 02:42 PM
I have that one too merged in to my RUb
Marhkimov
11-09-05, 02:43 PM
Well, I guess she can try again later and post results... We've done all we can...
rulle34
11-09-05, 03:02 PM
I have that one too merged in to my RUb
Hey, you can have a piont there. I use CCIP camera fix with "normal" zoom-setting. Don't remember the value. I don't use this very close up zoomed camera.
The Avon Lady
11-09-05, 03:29 PM
Yes, I use the Camera Mod, too.
Will, check later, when I have time.
Hartmann
11-10-05, 06:10 PM
Edited and deleted by repetition. :oops:
Hartmann
11-10-05, 06:11 PM
The 8 km mod version, changes sensor values or is the same of the stock game.?
because 8 km is the stock game values... :roll:
in this case only has the new reflections and eye candy mods ?
problably i will try the 8 km version in my next patrol
I want to see if the game has the same behaviour that in the 16 km version
thanksl
Marhkimov
11-10-05, 06:39 PM
The 8km atmosphere mod is for people who want to update their files up from stock. If you plan on staying updated with every other mod that is out there, I would recommend at least upgrading to 8km, if not 16km.
All atmosphere mods include snorkel reflections (you still have to download the u-boat reflections by sergbuto), sun reflection, cloud fix, and RWR fixes.
It's a good idea to stay updated.
Harry Lyme
11-16-05, 12:19 AM
Great mod, but I have night skies during daylight hours.
I've installed and reinstalled a lot of water mods, so I'm sure the for fault for this lies somewhere with me and not the mod itself.
This problem seems to only crop up in campaign mode. The skies looked fine in a scenario I tested, but when I started a new campaign I still had the problem.
Other than eye candy stuff I'm using a pretty much a stock game, although I've installed the waves mod and Hollywood mod.
If anyone knows if there's a specific file I need to change, or has any advice, I'd greatly appreciate it.
I apologize if this problem has been addressed before, I looked around and couldn't find any comments concerning this thing specifically.
Thanks goes to the mod developers. I've been waiting a long time for this mod and I know you guys worked hard on it.
Marhkimov
11-16-05, 12:22 AM
I suspect big wave mod is your problem. It is overriding one of the files (scene.dat) from atmosphere mod. If you want big waves, download one of timetraveller's tools and change the atmosphere files manually. Or use SH3Cmdr.
Cheers!
Marhkimov
Great mod, but I have night skies during daylight hours.
Jupp, I guess you overwrote your 'scene.dat' (the scene.dat holds the models for the vis-limits. If you dont use the scene.dat of the mod your sky is out of place :)
I you like to have big waves too then you can change it after the install with a hex-editor in the scene.dat... I use 'C0' instead of the default '80' which gives you 1.5x maxwaveheight...
Even better is to use JSGME all the time since it warn if mods intermix...
Seeadler
11-16-05, 04:55 PM
(the scene.dat holds the models for the vis-limits. If you dont use the scene.dat of the mod your sky is out of place :)
to illustrate this behavior
http://foto.arcor-online.net/palb/alben/91/3063991/1152_3236366532366266.jpg
The 3D model for the green skydome (used to display the cloud textures on it) is stored in the data/scene.dat. The 3D model for the red skydome (used to display the sky color values on it) is stored in the data/env/SkyColors_Atl.dat. Both DAT files must be from the same Atmosphere mod (8km or 16km). If other mods overwrites one or both of these DAT files, you will get abnormal effects.
Ah, that picture makes it perfectly clear. great!
I realy like the 16km bubble. With all the mods I installed I sometimes have to sit back and send a toast to all the modders. Of course the DEVS made a great job in setting the base that allows all that.
rulle34
11-16-05, 05:09 PM
Seeadler
This is extremely intersting :hmm:
Im trying to find out exactly what values are changed in "data/env/SkyColors_Atl.dat"
I run both files in TT's new tool and I comup with these values:
ClipHeight=20
Reflection=6
Refraction=1
FrustumTest=0
MinVisDim=0,1
MaxVisDim=0,5
Then i tested with a stock 1.4 "SkyColors_Atl.dat" file and I got exactly the same values!!
What have I missed in this? What other values are changed to create this skydome in your picture?
Marhkimov
11-16-05, 05:22 PM
Seeadler didn't just change hex values. I believe he (or some other modder) also tweeked the 3D sky and cloud domes.
Seeadler
11-17-05, 07:10 AM
Seeadler didn't just change hex values.
Correct, I have changed the uvw mapping and the diameter of the 3D object Clouds.obj in the scene.dat. These changes can be only made with a 3D modeller tool like 3DMax, Maya, ... and Pack3D for export/import.
rulle34
11-17-05, 08:05 AM
I understand
I tink I'll have to give up on this one since I can't have this Pack3D to work for me.
Frankly speaking, I can't understand why this tool don't work for me :damn:
basilio
01-04-06, 05:02 AM
Here are scene.dat's with default clarity. Simply replace the scene.dat from your version of the atmospheric mod.
NOTE: only 'scene.dat' is included in these downloads. You will still have to download the rest of the atmosphere mod.
8km Default clarity (works with both versions of 8km Atmosphere mod)
http://rapidshare.de/files/7376454/8km_underwater_CLEAR_scene.rar.html
16km Default clarity (works with both versions of 16km Atmosphere mod)
http://rapidshare.de/files/7376526/16km_underwater_CLEAR_scene.rar.html
Post if you have any questions.
@Marhkimov: is there still a place to download these files, as the old links do not work anymore?
Marhkimov
01-04-06, 07:11 AM
Oh.. ummm.
At this point in time, the best thing to do if you want clear water is to use TT's mini tweeker to make the modifications. If you don't have it, you can get it here:
http://www.delraydepot.com/tt/sh3.htm
Run the tweek tool, and load up the scene.dat file, then navigate to "Underwater", and change "UnderwaterFogEnd".
Set it to 18 if you want clear water. Set it to 1 if you want really dark and murky water. Or set it anywhere in between.
Hope that helps! :up:
Question about sensor files in Atmosphere mod and U-boat Reflections mod.
Can the Sensor files be deleted without causing problems? I have a sensor mod that I'm using and don't want changed by adding either of of these 2 mods.
data\Library\Sensors.dat
- *NEW* Snorkel wakes & reflections added (also sensors.val). -Sergbuto
- Max visual distance alterred. -Rulle34,Manuel Ortega
- RWR ranges(player u-boat only) enhanced. -Jungman
quoted from the atmospheric mod 2.0.
anyone knows if there´s a sensors.dat file out with segbuto´s wakes and reflection fixes included
that is based an a 1.4b stock file?
Marhkimov
01-05-06, 08:00 AM
Question about sensor files in Atmosphere mod and U-boat Reflections mod.
Can the Sensor files be deleted without causing problems? I have a sensor mod that I'm using and don't want changed by adding either of of these 2 mods.
If you delete the sensor file, the only necessary step you will need to take is to make sure the visual range settings are correct. Use the mini tweeker to see what the visual range of Atmosphere mod, and set your file to the same.
Marhkimov
01-05-06, 09:55 AM
data\Library\Sensors.dat
- *NEW* Snorkel wakes & reflections added (also sensors.val). -Sergbuto
- Max visual distance alterred. -Rulle34,Manuel Ortega
- RWR ranges(player u-boat only) enhanced. -Jungman
quoted from the atmospheric mod 2.0.
anyone knows if there´s a sensors.dat file out with segbuto´s wakes and reflection fixes included
that is based an a 1.4b stock file?
Oh, I see what you want. You want to use the updated Atmosphere file fo your stock 1.4b game?
You can see if Sergbuto still has his original download. Or if he doesn't, you can always just resort to using the sensor file from Atmosphere 8km mod.
Thx Marhkimov!
But the sensor fix is also included in the 8km version of the atmospheric mod, right?
I´d like a sensors.dat (val) file only with sergbutos reflection fixes and without the rwr fix. can´t find it at sergbutos page.
please excuse my english ;)
Edit:
i´ve found the file by sergbuto on my harddrive! :dead:
It´s called "UboatReflections_v2.0_cablefix.7z"
Marhkimov, no I already have a sensor mod installed from a friend that tweeked his own and don't want it to change. I like the one I have now as it works good for me, that was why I asked if deleting the one in Atmosphere mod was ok. ;) And yes I'm running 1.4b without RUB or IUB. Just mods that I've picked out and installed.
I don't have the Tweeker yet, and actually don't need it yet. One of these days I might work up the nerve to install it. If it ain't broke, don't fix it right away, or break it until later on. ;) LOL
I'd like to put in the UboatReflections_v2.0_cablefix.7z too but don't want the Sensor files from there either.
gAiNiAc
01-08-06, 12:46 AM
Sorry if this is a stupid question......
What exactly does this mod do?
Does it extend visual range out to 16 klicks?
Does it improve the graphics of the game?
Marhkimov
01-08-06, 01:17 AM
What exactly does this mod do?
Does it extend visual range out to 16 klicks?
Basically, this mod improves on the default SH3 environment.
More specifically, there are two versions of atmosphere mod: an 8km version and a 16km version. Both are identical, except for the max visibility range.
Obviously, the 8km version allows you to see other ships at 8km, and the 16km version allows you to see other ships at 16km.
Does it improve the graphics of the game?
This depends.
The 8km version should not affect your graphics much, if at all.
The 16km version will definately hit your FPS. I wouldn't recommend this version unless you have an above average system.
In any case, you should at least try the 8km version.
Hope this helps! :up:
Marhkimov.
gAiNiAc
01-08-06, 11:17 AM
:up:
SOunds good Marhkimov, I've got an above average system (Alienware!!) so it shouldn't be a problem!!
Thanks again!
MArtin
gAiNiAc
01-08-06, 11:18 AM
:up:
SOunds good Marhkimov, I've got an above average system (Alienware!!) so it shouldn't be a problem!!
Thanks again!
MArtin
sultanoswing
01-09-06, 12:23 AM
Markhimov - how does this mod relate to your Ocean MADNESS v2 mod? I'm using RuB 1.45 with the Ocean MADNESS v2 for stock or RuB mod, and really like that mod, but I'd REALLY like to use the 16km RuB version of this mod, if it contains the nice graphics enhancements of Ocean MADNESS v2.
Cheers,
SoS
Marhkimov
01-09-06, 12:59 AM
Markhimov - how does this mod relate to your Ocean MADNESS v2 mod? I'm using RuB 1.45 with the Ocean MADNESS v2 for stock or RuB mod, and really like that mod, but I'd REALLY like to use the 16km RuB version of this mod, if it contains the nice graphics enhancements of Ocean MADNESS v2.
The Atmosphere Mod is meant to be compatible with the Ocean MADNESS Mod.
You can use any of the Atmosphere Mods (8km or 16km) and then you can install on top of it the correct version of Ocean MADNESS Mod.
Good luck, and if you have any questions, you know where to ask! :up:
Cheers!
Marhkimov.
thanks for this Mod, but I can`t download the two dark-versions.
what is the different between the four Downloads and the Rub 1.45-version???
Marhkimov
01-10-06, 04:21 PM
Sorry, I need to delete the rapidshare links. They are getting old.
You can actually find the same mods here at this site: http://www.u-boot.realsimulation.com/
search in the general MODS section. look for these:
Atmosphere_Mod_8_Km_version_2_0_DARK.rar
Atmosphere_Mod_8_Km_version_2_0_LIGHT.rar
Atmosphere_Mod_16_km_version_2_0_DARK.rar
Atmosphere_Mod_16_km_version_2_0_LIGHT.rar
Then search for this mod as well:
Marhks_Ocean_MADNESS_v2.7z
Cheers!
Marhkimov.
Marhkimov, I got it in without using the Sensors sections. I'm using my Sensor mod, and all is well... so far. ;)
Marhkimov
01-10-06, 04:44 PM
Marhkimov, I got it in without using the Sensors sections. I'm using my Sensor mod, and all is well... so far. ;)
The sensor file is really only needed if you are using the 16km version...
Otherwise, there's no big deal if you are using the 8km version and decided not to use the provided sensor file.
Church SUBSIM
02-19-06, 07:30 AM
I am using Rub 1.45 and HT 1.47.
I am using the Rub 1.45 fix for this Atmosphere 2.0 mos and it works great. The only issue I have is that the moon seems to have a clipping effect when there is movement.
Does anyone else have this issue?
<--- issue resolved --->
Salvadoreno
03-04-06, 05:23 PM
eerr whats going on here?!
http://img371.imageshack.us/img371/7799/lightnight1ix.th.jpg (http://img371.imageshack.us/my.php?image=lightnight1ix.jpg)
Are you running SH3 Commander?
Before you install any mods I believe you have to use the rollback feature in Commander then install the mods or else the mods may act goofy.
Salvadoreno
03-04-06, 05:40 PM
OOPS!!!
Well how is it suppose to look, i want some screenies of the night atmosphere, cuzz yesterday i had one of the best atmospheric moments without this mod--Thunder.. Foggy-Damp, Foreboding, very hard to see.. It was awesome. Almost spooky, the weather told the convoy i was attacking it that night :arrgh!:
THE_MASK
03-07-06, 05:23 PM
Installed the 8KM version and no rain so far . Does this have anything to do with rain ?
Kpt. Lehmann
03-07-06, 08:14 PM
Installed the 8KM version and no rain so far . Does this have anything to do with rain ?
No sir it does not. :ping:
vodkajello
04-08-06, 06:18 PM
data\Env\SkyColors_*.dat
- *NEW* nighttime sky & sea textures.
- Enhanced sun reflections and sky/sea textures.
- Sky dome adjusted to reflect visual range.
I can't see anything at night, even with the LIGHT version.
Can I unpack the sky texture tgas from the original skycolors_*.dat and pack them into the 16km LIGHT versions of the dat files?
Will that maintain the sky dome changes while reverting to the original textures? To my logic it should. But I just want a dev (Markov? Rubini?) to confirm.
Thanks.
Kpt. Lehmann
04-08-06, 06:24 PM
data\Env\SkyColors_*.dat
- *NEW* nighttime sky & sea textures.
- Enhanced sun reflections and sky/sea textures.
- Sky dome adjusted to reflect visual range.
I can't see anything at night, even with the LIGHT version.
Can I unpack the sky texture tgas from the original skycolors_*.dat and pack them into the 16km LIGHT versions of the dat files.
Will that maintain the sky dome changes while reverting to the original textures? To my logic it should. But I just want a dev (Markov? Rubini?) to confirm.
Thanks.
The sky dome changes are in the Scene.dat file so altering the Env files will have no ill effect on that.
You may potentially lose the fixed sun reflection on the water though.
vodkajello
04-08-06, 06:34 PM
I applied the Atmo 16km LIGHT version, but didn't use any of the water or sky files.
I got a stripe of lighter color along the horizon. Any idea why? If the sky dome isn't in the sky color files, why does that happen?
All I want is a 16km LIGHTER version that has working clouds and no problems on the horizon :damn: For now I'm back to LIGHT and dealing with my crazy gamma correction hotkeys.
Hi, with the 16k light version I had 3 problems:
1) Looking up the texture is wierd (crappy as in original game).
2) Lightning storms on a clear day (no clouds).
3) Night time pitch black! (not light).
In the 8k light version only 1 problem so far (about 10 patrols):
1) Night time pitch black.
So I have been using (about 10 patrols), 8k version with Marhkimov's Light night sky mod copied over the top (6 env files & scene.dat) and to me it'd definitely the best!! :up:
Thanks again to Marhkimov for his fine mods. :D
vodkajello
04-09-06, 01:03 AM
I was under the impression that Marhkimov's LIGHT sky mod was the light part of Atmo 16km Light v2. He had a hand in it, I just assumed that those were the textures that were used, and won't provide an improvement to the LIGHT is still too DARK crowd.
Yeh, so did I but I think it was a tossup for Marhkimov as there were a variety of "LIGHT" nights, so it was decided to stick with the one that's in the Atmosphere mods, but me, I like to see the ships get hit & sink!! :up: Nasty hey! :D If you can't get the Light Night Mod or the modded 8K version. Let me know & I will email or repost on Rapidshare. ;)
Kpt. Lehmann
04-09-06, 01:25 AM
I was under the impression that Marhkimov's LIGHT sky mod was the light part of Atmo 16km Light v2. He had a hand in it, I just assumed that those were the textures that were used, and won't provide an improvement to the LIGHT is still too DARK crowd.
If you go into your GW Documents and Optional Mods folder you can find it there.
Marhkimov's Light Night Mod is only compatable (Scene.dat) with the 8k version (was led to believe), unless there has been an update?? :-?
BIG thakns Reece, the light night mod is what I've been searching... Used 16km light version but still too dark so I replaced the env skycolor*.dat files with the light night version and that's it! I can see :sunny: No more playing with gamma, no more adjusting screen brightness during action, great... I only hope the light night will work with the 16km mod without any glitches.
only for sure Marhk's light night mod contains only 3 *.dat files skycolor_arct.dat, skycolor_atl.dat, skycolor_med.dat all dated November 25th I hope I didn't miss anything
@vodkajello
definitely not, the light night mod is even lighter than the 16km light mod from GW optional mods
/edit/
from Marhkimov's light night readme
If you are a modder, feel free to extract and edit my textures. Just remember to ask permission before you release anything. And give credit where credit is due.
So, after you extract the TGA's, you can use any graphics editor to edit the textures. When you are done, remember that you MUST re-pack the files back inside of the DAT files, otherwise the sun reflections will not work correctly. In other words, just placing the TGA's into data\textures\tnormal\tex will NOT work.
Also, do not change the size of the textures. As of now, SH3 can only read 512x256 sky textures. Any other size of textures will not work correctly. If someone ever changes this, I have 2048x1024 textures ready and waiting :)
So I think the easies way is to unpack the skycolor*.dat file (using Pack3D) and change the colors to personal taste. I've tried it and it works...my problems are gone... Marhk :rock:
vodkajello
04-10-06, 07:21 PM
Upon doing some testing....
Marhkimov's Light Night is definitely lighter than the 16km Atmo v2 light.
Marhkimov's Light night is also an 8km view range mod.
You can tell when you use binoculars and see a strip of inappropriate coloring on the horizon. That is where the sky texutre is not connecting to the waves, thus leaving a gap.
I set out to fix this. I tried just using Marhkimov's sky files. Which gave me the right brightness, but the horizon had a light blue line where the sky and sea weren't meeting.
So I unpacked the sky and reflection tga files from Marhkimov's Light Night and packed them into the Atmo 16km v2 files. The sky colours were fixed, but my horizon 'hole' line simply changed colour from light blue to black.
Kapt. L. do you fix this by changing the texture (have to make it a bit bigger to cover slightly more area?), or do you change the scene.dat world circumfrence setting to change the curve of the world slightly?
Give me hint, how do I make this work?
Marhkimov where are you laddie!?
vodkajello
04-12-06, 01:28 AM
A little help? Anyone?
I haven't seen a cloud in a while either.....
By my thinking this should have worked.
8km and 16km sky .tgas do not differ in size. So if I take a good 8km texture of the right brightness (like Marhkimov's Light Night mod) and pack it into the skycolor file from a 16km mod everything should be ok. The scene.dat file is from the Atmosphere v2 light mod. So it should work without the horizon problem and the dissapearing clouds. Right?
Why do the cloud textures dissapear anyways? I haven't touched the /misc/nori*.tga cloud files and am using a scene.dat where they were apparently working. (I haven't seen a cloud in a long time....)
snakech wrote in GW official thread
http://www.subsim.com/phpBB/viewtopic.php?p=487132#487132
i think i have an solution for the moment regarding the cloud problem in combination with 16km mods.
i use the Atmosphere Mod 16 km version 2.0 LIGHT and the IuB 1.03 16Km fix http://files.filefront.com/IuB_103_16Km_fixzip/;4937559;;/fileinfo.html and it works.
The night is lighter than GW 16km optioanal mod but a bit darker than Light night mod but you can edit the tga if you want
Hi, just found that the sky texture, looking streight up, is still bad, this is with the 8k light version & light night mod copied over top. :-?
Will have to find the fixed version of Scene.dat & copy over the top of that! Sheesh! :88)
Immacolata
06-22-06, 12:33 PM
I don't get it. Even if I use the Light mod, my nights are PITCH BLACK! They are not so running stock NYGM 2.0
Does anybody have other links except for http://www.u-boot.realsimulation.com/? Thanks.
Yeh, so did I but I think it was a tossup for Marhkimov as there were a variety of "LIGHT" nights, so it was decided to stick with the one that's in the Atmosphere mods, but me, I like to see the ships get hit & sink!! :up: Nasty hey! :D If you can't get the Light Night Mod or the modded 8K version. Let me know & I will email or repost on Rapidshare. ;)
Like you, I like to see the ships get hit & sink also. Unfortunately, I'm not a modder and I'd rather not fiddle around with the files (I don't want to screw anything up). So, if by chance if you or anyone has come up with a good install for a lighter night (preferably for the 16k) please let me know. Right now I can only play at night:damn: , unless I have heavy dark curtains put up in my 'computer room', and I miss being able to play anytime of day or night... and, by the way, I still use JonZ's IUB 1.03 (to me Improved Uboat provides the best balance of the game... thank you oRGy and JonZ for your hard work and of course to the other's work that was incorporated into the work:rock: ).
Seminole
07-24-06, 12:36 AM
Yeh, so did I but I think it was a tossup for Marhkimov as there were a variety of "LIGHT" nights, so it was decided to stick with the one that's in the Atmosphere mods, but me, I like to see the ships get hit & sink!! :up: Nasty hey! :D If you can't get the Light Night Mod or the modded 8K version. Let me know & I will email or repost on Rapidshare. ;)
Like you, I like to see the ships get hit & sink also. Unfortunately, I'm not a modder and I'd rather not fiddle around with the files (I don't want to screw anything up). So, if by chance if you or anyone has come up with a good install for a lighter night (preferably for the 16k) please let me know. Right now I can only play at night:damn: , unless I have heavy dark curtains put up in my 'computer room', and I miss being able to play anytime of day or night... and, by the way, I still use JonZ's IUB 1.03 (to me Improved Uboat provides the best balance of the game... thank you OrgY and JonZ for your hard work and of course to the other's work that was incorporated into the work:rock: ).
I will make a suggestion....if you happen to have a GeForce card and in the settings you have a tab for "Digital Vibrance'....you might try turning that up a notch.
I did this and now I can see like a cat at night and the daytime graphics are not too bright as you tend to get with upping the gamma correction.
Could be that other cards have a similar setting to tweak...I'm not sure.
Yeh, so did I but I think it was a tossup for Marhkimov as there were a variety of "LIGHT" nights, so it was decided to stick with the one that's in the Atmosphere mods, but me, I like to see the ships get hit & sink!! :up: Nasty hey! :D If you can't get the Light Night Mod or the modded 8K version. Let me know & I will email or repost on Rapidshare. ;)
Like you, I like to see the ships get hit & sink also. Unfortunately, I'm not a modder and I'd rather not fiddle around with the files (I don't want to screw anything up). So, if by chance if you or anyone has come up with a good install for a lighter night (preferably for the 16k) please let me know. Right now I can only play at night:damn: , unless I have heavy dark curtains put up in my 'computer room', and I miss being able to play anytime of day or night... and, by the way, I still use JonZ's IUB 1.03 (to me Improved Uboat provides the best balance of the game... thank you OrgY and JonZ for your hard work and of course to the other's work that was incorporated into the work:rock: ).
I will make a suggestion....if you happen to have a GeForce card and in the settings you have a tab for "Digital Vibrance'....you might try turning that up a notch.
I did this and now I can see like a cat at night and the daytime graphics are not too bright as you tend to get with upping the gamma correction.
Could be that other cards have a similar setting to tweak...I'm not sure.
Thanks, I'll try that:up: I have a Geforce 6800 GT OC.
G_A_M_E
07-29-06, 05:31 AM
Hey guys,
This Mod is awesome and I always use it in my game but I have two problems:
1. I NEVER get any partcial cloud cover, its either clear (even in bad weather) or (in rare moments) overcast. I looked at the eariler posts but the fix posted for IuB doesnt fix my problem(I mostly use the 8 KM dark version, but sometimes I also use the 16 Km version for eyecandy :D).
2. The sun is MASSIVE, is there any way to make it smaller ?
If you guys have a fix for this please help me out! ;)
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.