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There are a number of modifications to the boats beyond graphics that will be lost. If these changes are lost, then it will mess up the play balance in RFB and cause a number of the new damage mods and others to be lost. So I'm going to work on combining the changes so there will be a folder with the combined files that can be used with PE4. Haven't checked out any other possible confilcts yet. |
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Yes, that is what I am seeing. In shallow water if I am surfaced, I will see white lines around the bottom half of the sub, especially the stern areas. When submerged near the surface where I can see the sub with the camera there will be those white lines, mostly around the railings like you mentioned.
On a similar subject, is it possible to get rid of that light outline around the sub that appears at night (as well as other ships)? I think this was introduced with 1.4 actually. That has been annoying me as bad as the white lines mentioned above. |
Try downloading Nvida Tray (AKA NVTray), and using it to set your AA. It's a small application that sits in your taskbar and lets you manually set the basic things, like level of AA, AF, etc., without opening the Nvidia control panel. I've found that setting a profile in the Nvidia control panel for SH4 does nothing, but forcing AA with NVTray makes a big difference.
http://nvtweak.laptopvideo2go.com/ |
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I can only imagine such views in very clear (mountain) lakes. I dived in the philippines this summer and we did not have any visibility like this. Maybe with perfect circumstances you see a silhouette. €: Am I right that horizontal view is nearly the same as vertical view in real life? Ok, 40m visibility in the water IS possible, but rare, so it should be the ultimate limit (looking from above). |
I agree. I usually argue for clarity in the water, since I've seen the bottom from the bridge of a destroyer when it was well over 100 feet deep.
BUT...at extreme angles I think reflection kills clarity. I don't think the bow of the sub could be seen like that from the periscope. It's a tough question, since I guess it's one or the other. Clear so you can see the cool sights in external views, or not clear so the periscope doesn't become a magic mirror, seeing all and knowing all? |
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Maybe the camera file for the scope could be modified to not see through the water?? |
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A certain portion of light passes through the water and into the air and a certain portion is reflected back under the water. The steeper the angle, the more light is reflected from the boundary between air and water. At a certain angle, the light from beneath the water will no longer be refracted through the water to the air and will instead be in total internal refraction, which is where none of the light rays at a steep angle can make it through the boundary layer between water and air and all of the light gets bent back down. Conversely, the steeper the angle above water, the more light is reflected to your eye from whatever objects there are above the surface. The reflections are blended with the refractions to give a realistic water shader, based on fresnel calculations (calculations about what level of refraction or reflection is taking placed, given the angle of the water and the angle of the eye (camera)). These things are modelled in SH4, but how well, nobody knows! |
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