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Gents,
We have to realize that we are working with two types of cards. ATI or Nvidia. We are also up against the speeds of each of the cards, what they can do concerning full blast graphics as to a tweaked sliders set up so the person can play. The latest file looks great on my card. The only problem I see was some artifacts in the sky (blocky colors). Even so, they were not life threatening and after just checking things out, I went on and patroled. This small artifact in the sky was not even in my mind. The reflections on the water in the evening IMHO is superb. Really Kriller, I could feel the heat of the evening sun! The sun reflecting off the water in the evening is dead on. SWDW, the aqua color on the horizon, I see it also but IMHO it always looked like the mist you see and particulate in the air experienced visually in RL. I do recall Dave running the colors true from ocean to sky concerning the horizon and it produced jaggy edges. I think the thin aqua color on the horizon helps with that issue. I always thought is was just mist or was attempting to create mist. So, were am I going with this? Before we send Kriller into a :damn: frenzy, not all cards are going to render the same thing Kriller sees on his rig as compared to what we see on our rig. I will post up a complete day and what it looks like. I do however use PPF again as it seems to blend the colors better in my minds eye. |
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Will you PM the 2 things please :yep: Try the mod with PPF on it helps on the colours, because I made the textures for that mode. ...and remove of that mousepointer it's spoiling the moment! :lol: |
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Is there fog on the pictures? - it's the rendering engine way of transitioning the colour from the sky to the ocean, me and Dave have used ALOT of time trying to get rid of it, but it happens when you have 2 different colours for sky and ocean, especialy when it's foggy. If haven't seen the difference you posted here, but will take a closer look at it later today. EDIT: Swdw I think I found a solution for this see bottom of this thread. Quote:
Kriller2 |
http://i133.photobucket.com/albums/q...081139_562.jpg
http://i133.photobucket.com/albums/q...081246_828.jpg http://i133.photobucket.com/albums/q...081309_203.jpg http://i133.photobucket.com/albums/q...081343_828.jpg http://i133.photobucket.com/albums/q...081412_171.jpg http://i133.photobucket.com/albums/q...081509_000.jpg http://i133.photobucket.com/albums/q...081020_359.jpg This is how it is rendered on my card. I do recall the ATI card making that thin line of aqua color on the horizon. Perhaps Nvidia blends a bit better....who knows. The last shot is the artifacts in the sky. Really no issue for me. I do not spend my time bird watching:D |
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Yes you are right about that "frenzy" ;),but it looks like must of us think we are allmost there, the question of modding is "when to step back" in time before modding the things that was good to something worse and say "Hey this ain't going to be better with this rendering-engine", if it was a Crysis engine we could turn this thing in to a realy nice enviroment :hmm: , but we have pushed the engine so far with higher resolution textures, more level of detail in the scene, more sun light reflecting more objects etc. etc. that I think we have hit the wall where it's just not possible to get more out of this engine without getting more jiggly water, strange smoke and other weird things happening... Thanks for your review it makes me happy :D About the blocky sky seen on the last picture: Again it's because the rendering engine is transitioning the textures, f.ex. in sun rise it will slowly blend the colours with colours of the texture for dusk and so on, so it's not an easy task to make it smooth. Kriller2 |
I am going to get to the latest this afternoon guys, sorry for being a little slack here .
By the way, go Packers :yep::up: Go easy on Mush today-tonight, it is going to be a difficult one for him :oops::oops: RDP |
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Well Kriller, I see you falling into the same deal Dave was getting into, continue tweaking and tweaking. Yes, at some point, you have to say this is it. As far as the blending in the sky, it is a tough call because as you blend more, FPS seems to suffer some. BTW, if it helps you to lessen some of the work, it is just the blue texture for the sky that needs a bit of smoothing in transition. All the other textures look good to me! I have never played Crisis so I can not comment on that engine. I was fortunate to play this game with a ATI card. I can see what the other fellas are talking about with the rendering and I believe you use the ATI card as well. Nivida seems to render a bit better to my eye. I went and purchased the Nvidia card so I could see what Dave was seeing on his rig. So, yeah, it is tough for you at present because of the two different cards. All in all, this last file is going in the right direction:up: |
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I know you are a busy man with kids, so test when you have time and enjoy the new scenery. Mush Martin's name is in the readme now so is CaptainHaplos and all my colleagues from the main ROW thread :oops: and will be included in the final mod. |
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I have two kids! I give the $20.00 each to go find somthing to do for a few hours:rotfl: Then they show back up to play Webkinz on my rig:o . Got to love internet clutter:roll: |
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RDP |
Found something new...!
I just found a new way to control the colours !! You have to see this testers! I found a way to control what colour of the reflections and how much of the sky should be reflected according to the daytime! Will send a new file out in a sec...
See this for pitures of the new reflection work: http://www.subsim.com/radioroom/show...9&postcount=13 |
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Thanks, I am still learning how the different files Dave worked with affect , so I don't know what to look for to increase the size of the splash, anyone else outthere have an idea about that? |
Data\Misc\
and then either bow waves (varioius) or caustics ( I dont know as you can tell by this statement) or Bowwake p.s. I think :88) |
wow!
looks splendid to me! :cool: |
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