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-   -   (REL) Pacific enviroment/ROW/Leovampire and Kriller2 (https://www.subsim.com/radioroom/showthread.php?t=130150)

AVGWarhawk 09-22-07 07:52 PM

Quote:

Originally Posted by Hawk_345
so monday we will se something new, good to hear, to bad im in school, i will have to wait.

about me not seeing any foam its probabaly because i have not experienced high winds or seas yet, i will have to put in that weather report option i guess.

I thought the same thing. Sailed about a week and half before a storm set in. Play it and it will come. Leo was looking for ways to get the weather to change a bit more frequently. I think that is on the back burner for the moment. Not to worry, the foam will come like it does with beer on tap:up:

tater 09-22-07 07:53 PM

What about brand new ships that have never been seen before?

tater

AVGWarhawk 09-22-07 07:54 PM

Quote:

Originally Posted by stabiz
Congratulations on this, Leovampire & Co, it is stunning indeed.:rock:


TIME FOR A VIDEO STABIZ......YOU THE MAN WHEN IT COMES TO VIDEOS:yep:

leovampire 09-22-07 07:59 PM

tater I will find out exactly the change needed to be made
 
to the DAT file and get the info to you in what every way you ask me to how does that sound? PM or posted on here or on your thread just let me know where you want it.

tater 09-22-07 08:09 PM

I'm taking the liberty of asking for deepiron :)

We're orbiting the field waiting for S3D to deal with 3d stuff, but in the meantime, the more we learn, the better :D

tater

leovampire 09-22-07 08:13 PM

posted it on your thread tater
 
the info for the water reflection but here it is anyways

Reflect_???_??? for what ever ship name it is open that node up with S3d then open up water reflection node and set it to what is listed below

Clip hight=0
Reflection=1
Refraction=1
Frustum test=0
MinVisDim=0.01
MaxVisDim=0.1

Then you are good to go hope that gives you the information you wanted.

We tryed it higher than this but got undesirable effect's in long distance viewing because the ships are not as high res as the sub's

mrbeast 09-22-07 08:22 PM

Hi Leo, had a chance to really play with the mod on today. I tried the new scene file that corrects some of the sky colours and it worked a treat, before I was getting the slightly 'whited out' look and now its gone.:up:

Noted a couple of things that cropped up and grabbed a couple of screen shots to illustrate if I could, so here goes:

http://img399.imageshack.us/img399/7...ringtdclm8.jpg

I've been getting a flckering, blinking effect on some of the instruments in the control room namely the TDC. If you can see the bottom lefthand corner of the black pannel was missing there for an instant. I think this may be an issue with the new camera angles?

http://img455.imageshack.us/img455/8...lectionku0.jpg

Some of the reflections from ships at night are very bright and ghost-like. Somebody else noted this and I'm getting it too.

http://img232.imageshack.us/img232/5...gsmoke2ux3.jpghttp://img232.imageshack.us/img232/3...gsmoke1vj7.jpg

These two pictures were taken of the same smoke but as I moved the bridge view to the left extra smoke appears as the fires reach the edge of the screen.

Also I'm getting some distortion and flickering at the edges of the screen while im panning the view especially if I do it quickly.

Ok just thought I'd let you know what glitches I'm getting to give you some more feed back. They are all pretty minor things and I don't know how far they are issues just with my system (which I do run pretty much at its limits). Anyway apart from those it runs really well the colours are spot on!:up:

I'll let you know if I manage to cure any of these bugs myself I read earlier about duplicated files so Ill have a look into that.

leovampire 09-22-07 08:26 PM

somewhere l3th4l posted a fix for that problem
 
in another thread I will either have to ask him or find it myself. It happens with all camera's that have been modified I did notice it myself and never got around to trying his fix and now it looks like I should have paid attention some more to it LOL!!!

ReallyDedPoet 09-22-07 08:32 PM

Quote:

Originally Posted by leovampire
in another thread I will either have to ask him or find it myself. It happens with all camera's that have been modified I did notice it myself and never got around to trying his fix and now it looks like I should have paid attention some more to it LOL!!!

Had a quick look for this, remember seeing it as well :yep: By the way took ROW for a quick rip, looks amazing, will post more about this later on.


RDP

mrbeast 09-22-07 08:34 PM

Quote:

Originally Posted by leovampire
in another thread I will either have to ask him or find it myself. It happens with all camera's that have been modified I did notice it myself and never got around to trying his fix and now it looks like I should have paid attention some more to it LOL!!!

Thanks Leo:up:

tater 09-22-07 08:36 PM

Thx, leo. If it's a S3D type change, that's easy to do, I was worried someone had to make new textures or something.

SH4 got to "golden age" pretty quickly.

Thank you, Jaketoox, Kriller2, LeoVampire, l3th4l, Mav87, Kapitan_zur_see, Captain Cox, WilhelmTell, Skwasjer, Sergbuto, gouldjg, Canonicus, Jaesen Jones, Kosh, Time Traveler

Awesome work, just awesome (hard to believe this is what you guys call "alpha").

tater

leovampire 09-22-07 08:36 PM

something about
 
NoActionMatureOutOfFrustum

and either turning it on or off was the last I remember but that might have been for the smoke effect's

tater 09-22-07 08:37 PM

^^^ Anyone report on what that does to FR?

leovampire 09-22-07 08:41 PM

see if the game produces the smoke and fire effect's
 
for all angles around you even though the camera is not focused on it then there is a hell of a chance for a slow down when multiple ships are on fire and smoking. So changing that could cause a major slow down but for inside camera views I don;t see any problem what so ever in changing the value.

BTW thanks for the compliment tater in credit's LOL

ReallyDedPoet 09-22-07 08:44 PM

Quote:

Originally Posted by leovampire
NoActionMatureOutOfFrustum

and either turning it on or off was the last I remember but that might have been for the smoke effect's

l3th4l
Soundman
http://www.subsim.com/radioroom/imag...s/soundman.jpg

Join Date: May 2005
Posts: 149


http://www.subsim.com/radioroom/images/icons/icon1.gif
Quote:
Originally Posted by The General
Has this Mod corrected the fact that as you pan right or left, objects like smoke, reflections and searchlights disappear at the edge of the screen? Has anybody else noticed this or is it just my GFX Card messing with me?


it's pretty easy to "fix" this, however removing this can affect performance and i wouldn't recommend it. Look for "NoActionMatureOutOfFrustum" inside the particles.dat and switch it from true to false and the particles should stay even when you're not looking at the emitter.

Think this is it ^^^


RDP


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