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-   -   [REL] Dynamic Environment SH5 (https://www.subsim.com/radioroom/showthread.php?t=202520)

Fifi 04-26-13 07:47 PM

Ok, second soluce was good one! :up:
Underwater looks very nice, and not that much impurities.

One thing missing though, is the underwater kind of fog, like in SH4 with TMO...(very well rendered)
Meaning i can still see my sub when underwater (and camera too) from very far in SH5.
Imo, it should "fade away" in the sea depth when camera is going further, around 50m distance.

Anyway to get this? :D

gap 04-26-13 09:35 PM

Quote:

Originally Posted by Fifi (Post 2047579)
Ok, second soluce was good one! :up:
Underwater looks very nice, and not that much impurities.

:sunny:

Quote:

Originally Posted by Fifi (Post 2047579)
One thing missing though, is the underwater kind of fog, like in SH4 with TMO...(very well rendered)
Meaning i can still see my sub when underwater (and camera too) from very far in SH5.
Imo, it should "fade away" in the sea depth when camera is going further, around 50m distance.

Anyway to get this? :D

I agree with you.

a few months back Dignan had start working on it, but it has been a long while since his last update:

http://www.subsim.com/radioroom/show...83#post2012583

In addition, long ago both az and naights released a few mods dealing with underwater visibility:

Az's Real Uderwater Night (original thred)
Az's Uderwater Mod Patch (original thread)
Naights Underwater Mod

For what I can read, neither of them is flawless though:
  • Naights' mod messes with fog and underwater LOD distances, and in some circumstances, it can cause weird issues. Quoting Naights himself:


    Quote:

    Originally Posted by naights (Post 1784109)
    This is my underwater mod that attempts to match better my interior mod with Dynamic Environment (you need to install first that mod)

    - Underwater visibility is VERY reduced.
    - Underwater is MUCH darker.
    - Underwater is MUCH blurry.
    - Underwater movement effect is little bigger.
    - Added more impurities.
    - Replaced water streak with custom ones.

    Because the reduced visibility (if you go very deep with the external camera) this mod have Underwater 3d cloud issue:

    The reason this is happening is because the only way the reduce visibility underwater is to reduce the actual draw distance.

    By reducing the draw distance you get the unfortunate result of being able to see a little bit of the cloud that is being rendered beyond the now reduced clipping plane underwater. The only sure fix atm is to increase underwater draw distance close to vanilla levels or disabling 3D clouds.

  • Az mods would require a merge work in order to be compatible with DynEnv, and they are apparently affected by the same problem pointed by Naight for his mod:

    Quote:

    Originally Posted by az (Post 1337385)
    Underwater cloud issue:

    Found the problem but the solution kinda sucks atm. The reason this is happening is because the only way the reduce visibility underwater is to reduce the actual draw distance. I'm not increasing the underwater fog value to do it because there is no underwater fog value.

    By reducing the draw distance you get the unfortunate result of being able to see a little bit of the cloud that is being rendered beyond the now reduced clipping plane underwater. The only sure fix atm is to increase underwater draw distance close to vanilla levels. For example on a clear day vanilla is 35000, my mod is 11000. The treshold for this issue is around 18000 (mid depth) around 23000-25000 (very deep).

    I'll do the fix but it will no longer be as murky as the default mod. Or you could just turn off 3D clouds when deep underwater (as it only happens beyond a certain depth) ;).


Fifi 04-26-13 11:22 PM

Interesting...
I tried Naight's mod before DE= no changes at all.
Tried Naight's mod at end of list= big change!
Underwater looks like his screen shot, but find it wayyy too dark for 12h very clear daylight just 10m depth...furthermore, when exiting to main screen, game colors are all messed up :o:o like if a blue filter was on!
So for the moment i give up with this mod (even though i tried to give it more light)

Other thing i tried is to set scene dat of your DE, same Zmin and Zmax value as TMO 2.5 (in underwater fog part)...with no changes at all! :hmmm:
Strange...
Back to previous underwater :yep:

vlad29 04-26-13 11:41 PM

Quote:

Originally Posted by Fifi (Post 2047652)
Interesting...
I tried Naight's mod before DE= no changes at all.
Tried Naight's mod at end of list= big change!
Underwater looks like his screen shot, but find it wayyy too dark for 12h very clear daylight just 10m depth...furthermore, when exiting to main screen, game colors are all messed up :o:o like if a blue filter was on!
So for the moment i give up with this mod (even though i tried to give it more light)

I'm using Naights Undewater successfully with Dyn.Env pack, North Atlantic Green, Sobers no waterdrops mods. Looks pretty:up:

tonschk 04-27-13 11:07 AM

Hello Gap, thank you very much for your help to improve our SH5 :yeah:, I think is better for me to edit/match the colors of the water surface of all various climate areas, time of the day etc etc in some sort of Mod package, to be able to quick remove the modification (just in case), I can see there is another color mismatch which is the color of the bow spray and the color of the side foam (port side and starboard side), can you tell me please if you know which is the file/code to edit the color of the Bow spray and the side color foam?, thank you

http://s22.postimg.org/9lo6ys0ip/dyn...nmentv29ba.png

gap 04-27-13 12:28 PM

Quote:

Originally Posted by Fifi (Post 2047652)
Interesting...
I tried Naight's mod before DE= no changes at all.

This is because DynEnv - Main Mod overwrites Naight's mod entirely :yep:

Quote:

Originally Posted by Fifi (Post 2047652)
Tried Naight's mod at end of list= big change!
Underwater looks like his screen shot, but find it wayyy too dark for 12h very clear daylight just 10m depth...

Yes, this is actually too mutch.

By any chance, have you noticed if visibility gets even worse at dawn/dusk or when weather is overcast? :hmm2:

Quote:

Originally Posted by Fifi (Post 2047652)
furthermore, when exiting to main screen, game colors are all messed up :o:o like if a blue filter was on!

This is weird. Underwater color filters shouldn't affect menu colors indeed. I am sure this is a gfx-card incompatibility issue. Are you using an NVidia?

Quote:

Originally Posted by Fifi (Post 2047652)
Other thing i tried is to set scene dat of your DE, same Zmin and Zmax value as TMO 2.5 (in underwater fog part)...with no changes at all! :hmmm:
Strange...
Back to previous underwater :yep:

I have no idea whether and how those parameters are actually applied, sorry :-?

Quote:

Originally Posted by vlad29 (Post 2047660)
I'm using Naights Undewater successfully with Dyn.Env pack, North Atlantic Green, Sobers no waterdrops mods. Looks pretty:up:

:up:

Quote:

Originally Posted by tonschk (Post 2047897)
Hello Gap, thank you very much for your help to improve our SH5 :yeah:, I think is better for me to edit/match the colors of the water surface of all various climate areas, time of the day etc etc in some sort of Mod package, to be able to quick remove the modification (just in case)

Wise idea! :03:

Quote:

Originally Posted by tonschk (Post 2047897)
I can see there is another color mismatch which is the color of the bow spray and the color of the side foam (port side and starboard side), can you tell me please if you know which is the file/code to edit the color of the Bow spray and the side color foam?

Matching them is not easy. Sea foam is a 2D texture rendered on the sea surface, whereas bow/stern spray is a particle effect. They have different controllers and they are not affected in the same way by light/shadows. But you probably know more than me on this topic: :03:

http://www.subsim.com/radioroom/show...9&postcount=17

Quote:

Originally Posted by tonschk (Post 2047897)

LOL, lately this banner has become a "case study" :doh:

I think I will remove it right away :D :O:

tonschk 04-27-13 03:32 PM

Quote:

Originally Posted by gap (Post 2047932)

Wise idea! :03:

I am trying to learn in this thead http://www.subsim.com/radioroom/showthread.php?t=128825 how to make a Mod and use JSGME to enable the Mod

Fifi 04-27-13 05:37 PM

Quote:

By any chance, have you noticed if visibility gets even worse at dawn/dusk or when weather is overcast?
Nope :oops:
As it was already so dark at 12h, i didn't go further...

Oh, and yes i have an Nvidia...this is clearely not the best for playing any SH :yep:
Got some issues with SH4 too. Think ATI card are better for SH, so maybe next one will be a good ATI for me :D

Delta Wolf 04-28-13 09:15 PM

Hey Guys,

So i installed all the mods i wanted today (First Time doing this) and got a few errors in JSGME when trying to enable a few of the mods.
I then loaded SH5 and got a very strange milky grey color for the sea and U-boat so i removed all mods and started again testing one buy one. I can get every thing else to run fine with out Dynamic Environment v2.9. :(

This is one of the mods i really want to use, here is the order i installed the mods and what ones i'm trying to run.

If anyone can help that would be great. :)


Accurate German Flags
DynEnv Environment Main Mod
DynEnv v2.9 -3.6 Enhansed vis
DynEnv v2.9 -6 Sleet for winter camapi
DynEnv v2.9 -8.b wave mechanics- Gale
DynEnv v2.9 -9 Sobers best ever Tweeks
DynEnv v2.6 -10 Seafloor High res
DynEnv v2.9 -11a Sea Plants
DynEnv v2.9 -12. Sounds (Can have this mod with the next one?)

Capthelms Audio +SV Touch ups
SteelViking Interior Mod v1.2
SteelViking Interior Patchv1.2.2

FX_Update_0_0_21_ByTheDarkWraith
SubFlags_0_0_8_byTheDarkWraith
NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_7_3_0_jimimadrids_map_tools

MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible

If anyone has any ideas what the issue might be that would be awesome, really want to have Dynamic Env in my mods if possible.

Thanks all

Silent Steel 04-29-13 04:45 AM

@ TiberiusXIV
 
Quote:

Originally Posted by TiberiusXIV (Post 2048599)
...got a very strange milky grey color for the sea and U-boat...


Hi TiberiusXIV and welcome to the forum :salute:

First - check your SH5 is patched to v1.2.0 like this;
http://www.subsim.com/radioroom/pict...pictureid=6581

Then - I suggest you try this load order;

NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_7_3_0_jimimadrids_map_tools
FX_Update_0_0_21_ByTheDarkWraith
SteelViking Interior Mod v1.2
SteelViking Interior Patchv1.2.2
DynEnv Environment Main Mod
DynEnv v2.9 -3.6 Enhansed vis
DynEnv v2.9 -6 Sleet for winter camapi
DynEnv v2.9 -8.b wave mechanics- Gale
DynEnv v2.9 -9 Sobers best ever Tweeks
DynEnv v2.6 -10 Seafloor High res
DynEnv v2.9 -11a Sea Plants
DynEnv v2.9 -12. Sounds (Can have this mod with the next one?)
Capthelms Audio +SV Touch ups < To make sure not to mess up the features of the 'DynEnv v2.9 -12. Sounds' mod - remove it from the list
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
SubFlags_0_0_8_byTheDarkWraith
Accurate German Flags


:up:

volodya61 04-29-13 05:01 AM

Quote:

Originally Posted by TiberiusXIV (Post 2048599)
If anyone has any ideas what the issue might be that would be awesome, really want to have Dynamic Env in my mods if possible.
Thanks all

It would be good to place here a screenshot, so Gap could to see at the issue and decide what's wrong :yep:

PS: your mod's order looks right.. it doesn't matter before or after NewUIs you put DynEnv.. :up:

Silent Steel 04-29-13 05:09 AM

Quote:

Originally Posted by volodya61 (Post 2048681)
It would be good to place here a screenshot, so Gap could to see at the issue and decide what's wrong :yep:

PS: your mod's order looks right.. it doesn't matter before or after NewUIs you put DynEnv.. :up:

Should you really activate the 'FX_Update_0_0_21_ByTheDarkWraith' before the 'NewUIs'? :hmm2:

Delta Wolf 04-29-13 05:19 AM

Hey Guys,

Thanks for your help, yep SH5 is definitely patched to 1.2.
I will give this this new load order a go and let you know how i get on :salute:

Thanks again

volodya61 04-29-13 08:57 AM

Quote:

Originally Posted by Silent Steel (Post 2048684)
Should you really activate the 'FX_Update_0_0_21_ByTheDarkWraith' before the 'NewUIs'? :hmm2:

It doesn't matter too..
Both mods have only one different file - Uboot_sensors.fx, the others same files are identical..
PS: in my list Fx Update always placed before NewUIs

Silent Steel 04-29-13 09:21 AM

Quote:

Originally Posted by volodya61 (Post 2048750)
It doesn't matter too..
Both mods have only one different file - Uboot_sensors.fx, the others same files are identical..
PS: in my list Fx Update always placed before NewUIs

Вас понял!
Спасибо


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