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-   -   [WIP] Thomsen's Waves (https://www.subsim.com/radioroom/showthread.php?t=134870)

Philipp_Thomsen 04-11-08 01:36 AM

Quote:

Originally Posted by Wolfehunter
Quote:

Originally Posted by Philipp_Thomsen
I've made two videos and merged them into one, uploaded into youtube. The quality sucks, but you can have an idea on the first stages of the mod. First part is blue clear sky with wind at 4m/s and second part is overcast with wind at 15m/s. I have written "4 kts and 15 kts" on the video, forget about it. Just too much on my mind, I guess... And sorry for the slideshow, my computer is 7 years old, can barely make this mod function, when I started recording with fraps the fps was cutted in half, too much for my poor old rusty buckett of bolts.

Here's the link
http://www.youtube.com/watch?v=STDUd1gOzqw


Thats ok My PC is almost as old as yours six years and alot of operations for new hips and joint replacements.:lol:

:lol:

So as mine! CPU transplant, Motherboard transplant, Memory add, HD add, dvd-r add, videocard transplant. From the original, just one 512mb 333 ddr memory remains, now in dual channel with another. But still, all of it are old pieces.

Quote:

Originally Posted by Wolfehunter
Well it looks good now your video does.:up:

Which one?

Wolfehunter 04-11-08 01:48 AM

Quote:

Originally Posted by Philipp_Thomsen
Quote:

Originally Posted by Wolfehunter
Quote:

Originally Posted by Philipp_Thomsen
I've made two videos and merged them into one, uploaded into youtube. The quality sucks, but you can have an idea on the first stages of the mod. First part is blue clear sky with wind at 4m/s and second part is overcast with wind at 15m/s. I have written "4 kts and 15 kts" on the video, forget about it. Just too much on my mind, I guess... And sorry for the slideshow, my computer is 7 years old, can barely make this mod function, when I started recording with fraps the fps was cutted in half, too much for my poor old rusty buckett of bolts.

Here's the link
http://www.youtube.com/watch?v=STDUd1gOzqw


Thats ok My PC is almost as old as yours six years and alot of operations for new hips and joint replacements.:lol:

:lol:

So as mine! CPU transplant, Motherboard transplant, Memory add, HD add, dvd-r add, videocard transplant. From the original, just one 512mb 333 ddr memory remains, now in dual channel with another. But still, all of it are old pieces.

Quote:

Originally Posted by Wolfehunter
Well it looks good now your video does.:up:

Which one?

Your FF post that one.:smug:

http://www.tigerdirect.ca/applicatio...437&CatId=2406

This is what I'm looking to upgrade and then a nice PCI-E card with a nice powersupply and a high quality fan.

I'm guestimating I will need about $1200 with tax and shipment costs.

I have the rest... 20inch wide screen LCD, G15 keyboard, Logitech mouse, aluminum case, X-fi elite pro sound card, HDD SATA... extra case fans, 5.1 speakers so I don't need to investing in those items.

Now I need some sleep my eyes are about to explode.:huh: :o :dead:

I can't wait to try out your mod PT:up:

onelifecrisis 04-11-08 01:49 AM

Maybe my eyes aren't working properly today, but I can see hardly any difference between your 4m/s waves and your 15m/s waves :-?

Philipp_Thomsen 04-11-08 02:00 AM

Quote:

Originally Posted by onelifecrisis
Maybe my eyes aren't working properly today, but I can see hardly any difference between your 4m/s waves and your 15m/s waves :-?

Its probably your eyes... There are plenty of difference while playing, both in the Z axis and textures as well... Its hard to notice that in a movie. But in a manner you are right: I have reduced the height of the waves in strong winds. Like I've said, WIP! I'll probably increase those waves a little more in 15m/s wind waves, but the other ones are looking pretty good! :up:

Graf Paper 04-11-08 03:21 AM

I have read your signature nearly every time I read one of your posts, Philipp. ;)

Courage I have and most assuredly the urge and curiosity. :yep:

What trips me up is where to begin! :damn:

OLC, please work with PT to make this compatible with OLCe. I just can't go back to GWX minus OLCe!

onelifecrisis 04-11-08 04:34 AM

Quote:

Originally Posted by Graf Paper
I have read your signature nearly every time I read one of your posts, Philipp. ;)

Courage I have and most assuredly the urge and curiosity. :yep:

What trips me up is where to begin! :damn:

OLC, please work with PT to make this compatible with OLCe. I just can't go back to GWX minus OLCe!

OLCE2 you mean. ;) If I can just do a decent partial cloud texture... :damn:

I'm sure PT and I can make them compatible with a minumum of fuss. :up:

PT I can see what you're trying to do and it's definitely a step in the right direction AFAIC. As you know I tried this a while back... and I don't envy you the task! If you can get this right without adverse effects then it'll be one hell of an addition to the game! :rock:

Graf Paper 04-11-08 04:51 AM

By partial cloud texture do you mean only the bottom, top, dark parts, or light parts?

I am a bit of an old-school artist who is learning how to work with digital painting and graphics. Try to give me a more specific idea of what you want and I'll see what I can do.

Painting clouds is a snap! ;)

Now, duck bills...those are hard! :p

P.S. Sorry if this is hijacking your thread, Philipp. I'll try to keep this in PM or elsewhere from now on. :oops:

onelifecrisis 04-11-08 05:30 AM

Quote:

Originally Posted by Graf Paper
By partial cloud texture do you mean only the bottom, top, dark parts, or light parts?

I am a bit of an old-school artist who is learning how to work with digital painting and graphics. Try to give me a more specific idea of what you want and I'll see what I can do.

Painting clouds is a snap! ;)

Now, duck bills...those are hard! :p

P.S. Sorry if this is hijacking your thread, Philipp. I'll try to keep this in PM or elsewhere from now on. :oops:

Sounds great. I'll PM you.

Fubar2Niner 04-11-08 11:48 AM

I just downloaded the movie from your FF account PT. Bloody marvelous, can't wait for this new edition :rock: Personally I don't use outside camera but to see this sea from the con will be the nutz. :yep: I wish an ol' fart like me had your skills. I got the rig but alas can't upgrade the know how :doh: . Best of luck with yet another great looking mod.

Best regards.

Fubar2Niner

Philipp_Thomsen 04-11-08 12:31 PM

Quote:

Originally Posted by Graf Paper
By partial cloud texture do you mean only the bottom, top, dark parts, or light parts?

I am a bit of an old-school artist who is learning how to work with digital painting and graphics. Try to give me a more specific idea of what you want and I'll see what I can do.

Painting clouds is a snap! ;)

Now, duck bills...those are hard! :p

P.S. Sorry if this is hijacking your thread, Philipp. I'll try to keep this in PM or elsewhere from now on. :oops:

Dont bother hijacking my threads. I love this forum and love to see ppl trading ideas. The one end, one desire, one purpose in the end is to make the game better, and that's all I care about.

And what I meant about my signature was the middlepart, with the mods I'm using, the two last lines! :up:

@OLC, when you tried doing this, did you try messing up with the "SCALE" of the waves, inside the wind configuration? I figured that the waves are formed by the game like a napkin, side x side x height, one napkin on the side of the other, like a puzzle, forming the whole ocean. To kill those repetitive waves was pretty simple, I just had to increase the size of the napkin (from 5 to 15). Judging by logic, I didn't killed those repetitive waves, I've just made then hard to see, I just messed up with the patters of how are they monted together. But somehow they just disappeared. I tried looking everywhere, but couldn't find them. Now thats a positive point already, lets go to the next problem.

You said you tried this before and got a lot of problems and consequences. Can you share with me some of them, if you can remember? I want to check for problems but its a lot easier if I know where to look.

Another problem on increasing the size of the waves was the fact that the vessels kinda float in the air, in and out of the water. I've learned that the water line actually DO NOT control the floatation of the vessels, they don't go up and down according to the waves, they go up and down according to the avarage wave height. To fix that, the only way I've found was to decrease the speed of the sea, to match the speed that the boat goes up and down (its pretty slow).

Now there's a lot of things to test and experiment, but not mut issues to fix, only a bunch of things to improve. Maybe we can work together and make just one mod out of it (OLCE2), coz the way I think, this is for the community, so its easier for them to enable just one mod. And after all, you are working on an ENVIRONMENT mod, and you are doing a great job about it. Its more then fair that you take this as a gift, as a help from me. I think that two brains think better then one, maybe we both can take this environment to the next level, and maybe even learn something good to put into SH4, in the future. :up:

onelifecrisis 04-11-08 02:23 PM

Quote:

Originally Posted by Philipp_Thomsen
@OLC, when you tried doing this, did you try messing up with the "SCALE" of the waves, inside the wind configuration?

:yep:

I figured that the waves are formed by the game like a napkin, side x side x height, one napkin on the side of the other, like a puzzle, forming the whole ocean.

:yep:

To kill those repetitive waves was pretty simple, I just had to increase the size of the napkin (from 5 to 15). Judging by logic, I didn't killed those repetitive waves, I've just made then hard to see,

:yep:

I just messed up with the patters of how are they monted together. But somehow they just disappeared. I tried looking everywhere, but couldn't find them. Now thats a positive point already, lets go to the next problem.

You said you tried this before and got a lot of problems and consequences. Can you share with me some of them, if you can remember? I want to check for problems but its a lot easier if I know where to look.

I wanted waves as realistic as possible, so I searched the net and found a few sources quoting wavelengths and amplitudes (wave lengths and heights) for different wind speeds and fetch distances. Waves are quite predictable (in theory) for deep water (a hundred meters is more than deep enough) but they vary greatly by how long the wind has been blowing for, and how far it has been blowing (the "fetch distance"). However, by just picking a couple of reasonable values (say, 24 hours and 500km) you can end up with a nice table of wave heights and lengths for a given windspeed. Given this info...

The first problem arises from the the fact that the 3 lower wave states in SH3 (0m/s, 4m/s and 8m/s) would all have very small wavelengths (X and Z scales) IRL - much much smaller than you have them currently in your 4m/s video. Much smaller, in fact, than they are by default in SH3/GWX. The large swells you have in your video only happen at 15m/s (and maybe a little at 8m/s). Once you reduce X and Z for the lower wind speeds, then to prevent the ocean from being a tiny square upon which your boat is floating, you have to boost the number of napkins massively, and along with that comes a massive performance drop.

The next problem is the choppy sea that you dislike. I don't mean the "choppy sea" variable in scene.dat (though that does have an effect) I mean the fact that in SH3 the waves are made up of many groups of waves moving in opposite directions and interacting with each other. The waves in SH3 are a fairly realistic approximation of how large ripples would look in a closed tank, but they aren't a very realistic simulation of waves on an open ocean. The number of "subwaves" can be reduced by altering the "large waves armonics" variables, but you'll always have waves moving in opposite directions, and the more you push that variable the worse the waves look... as if they lose more and more polygons the higher it goes. Furthermore, pushing that variable reduces the amplitude of the wave. This can be compensated for by increasing the Y scale, but because the reduction isn't measurable you end up doing it by trial and error and judging the results by visual estimation. Even if you can be bothered with that (I couldn't) you'll still have all the other problems I mentioned in this paragraph, and I know of no way to solve them.


Another problem on increasing the size of the waves was the fact that the vessels kinda float in the air, in and out of the water. I've learned that the water line actually DO NOT control the floatation of the vessels,

:nope:
Wrong. They do interact with the actual waves. To see it in action, boost the Y scale and maxwaveheight, and do the navigation training mission. You'll see your boat interacting with every single wave in a very realistic way (even though the waves themselves will be highly unrealistic :lol:). I don't know how those GWX boys did it, but it works beautifully.

they don't go up and down according to the waves, they go up and down according to the avarage wave height. To fix that, the only way I've found was to decrease the speed of the sea, to match the speed that the boat goes up and down (its pretty slow).

Now there's a lot of things to test and experiment, but not mut issues to fix, only a bunch of things to improve. Maybe we can work together and make just one mod out of it (OLCE2), coz the way I think, this is for the community, so its easier for them to enable just one mod. And after all, you are working on an ENVIRONMENT mod, and you are doing a great job about it. Its more then fair that you take this as a gift, as a help from me. I think that two brains think better then one, maybe we both can take this environment to the next level, and maybe even learn something good to put into SH4, in the future. :up:

I can think of a lot of good reasons not to combine them, and no good reasons to combine them. It would be a trivial amount of work to release a patch to make the two mods compatible - basically a scene.dat combining the changes from both mods - so lets do it that way :up:

Answers above!

Philipp_Thomsen 04-11-08 02:37 PM

Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by Philipp_Thomsen
@OLC, when you tried doing this, did you try messing up with the "SCALE" of the waves, inside the wind configuration?

:yep:

I figured that the waves are formed by the game like a napkin, side x side x height, one napkin on the side of the other, like a puzzle, forming the whole ocean.

:yep:

To kill those repetitive waves was pretty simple, I just had to increase the size of the napkin (from 5 to 15). Judging by logic, I didn't killed those repetitive waves, I've just made then hard to see,

:yep:

I just messed up with the patters of how are they monted together. But somehow they just disappeared. I tried looking everywhere, but couldn't find them. Now thats a positive point already, lets go to the next problem.

You said you tried this before and got a lot of problems and consequences. Can you share with me some of them, if you can remember? I want to check for problems but its a lot easier if I know where to look.

I wanted waves as realistic as possible, so I searched the net and found a few sources quoting wavelengths and amplitudes (wave lengths and heights) for different wind speeds and fetch distances. Waves are quite predictable (in theory) for deep water (a hundred meters is more than deep enough) but they vary greatly by how long the wind has been blowing for, and how far it has been blowing (the "fetch distance"). However, by just picking a couple of reasonable values (say, 24 hours and 500km) you can end up with a nice table of wave heights and lengths for a given windspeed. Given this info...

The first problem arises from the the fact that the 3 lower wave states in SH3 (0m/s, 4m/s and 8m/s) would all have very small wavelengths (X and Z scales) IRL - much much smaller than you have them currently in your 4m/s video. Much smaller, in fact, than they are by default in SH3/GWX. The large swells you have in your video only happen at 15m/s (and maybe a little at 8m/s). Once you reduce X and Z for the lower wind speeds, then to prevent the ocean from being a tiny square upon which your boat is floating, you have to boost the number of napkins massively, and along with that comes a massive performance drop.

The next problem is the choppy sea that you dislike. I don't mean the "choppy sea" variable in scene.dat (though that does have an effect) I mean the fact that in SH3 the waves are made up of many groups of waves moving in opposite directions and interacting with each other. The waves in SH3 are a fairly realistic approximation of how large ripples would look in a closed tank, but they aren't a very realistic simulation of waves on an open ocean. The number of "subwaves" can be reduced by altering the "large waves armonics" variables, but you'll always have waves moving in opposite directions, and the more you push that variable the worse the waves look... as if they lose more and more polygons the higher it goes. Furthermore, pushing that variable reduces the amplitude of the wave. This can be compensated for by increasing the Y scale, but because the reduction isn't measurable you end up doing it by trial and error and judging the results by visual estimation. Even if you can be bothered with that (I couldn't) you'll still have all the other problems I mentioned in this paragraph, and I know of no way to solve them.


Another problem on increasing the size of the waves was the fact that the vessels kinda float in the air, in and out of the water. I've learned that the water line actually DO NOT control the floatation of the vessels,

:nope:
Wrong. They do interact with the actual waves. To see it in action, boost the Y scale and maxwaveheight, and do the navigation training mission. You'll see your boat interacting with every single wave in a very realistic way (even though the waves themselves will be highly unrealistic :lol:). I don't know how those GWX boys did it, but it works beautifully.

they don't go up and down according to the waves, they go up and down according to the avarage wave height. To fix that, the only way I've found was to decrease the speed of the sea, to match the speed that the boat goes up and down (its pretty slow).

Now there's a lot of things to test and experiment, but not mut issues to fix, only a bunch of things to improve. Maybe we can work together and make just one mod out of it (OLCE2), coz the way I think, this is for the community, so its easier for them to enable just one mod. And after all, you are working on an ENVIRONMENT mod, and you are doing a great job about it. Its more then fair that you take this as a gift, as a help from me. I think that two brains think better then one, maybe we both can take this environment to the next level, and maybe even learn something good to put into SH4, in the future. :up:

I can think of a lot of good reasons not to combine them, and no good reasons to combine them. It would be a trivial amount of work to release a patch to make the two mods compatible - basically a scene.dat combining the changes from both mods - so lets do it that way :up:

Answers above!

You just answered yourself. If making the ocean realistic on the size of the waves would make a huge performance drop, lets put realism aside and make it beautiful and different. Realism is not always the answer! You say you prefer playing forever with the stock waves coz the alternative is unrealistic, and I desagree. Sometimes changing is all we need!

I mean, you cant possibly be serious about this... You actually prefer "pattern waves" that look a copy of eachother, from the uboat to the horizon? Sorry but for me that is much more unrealistic then bigger waves.

onelifecrisis 04-11-08 02:49 PM

Quote:

Originally Posted by Philipp_Thomsen
You just answered yourself. If making the ocean realistic on the size of the waves would make a huge performance drop, lets put realism aside and make it beautiful and different. Realism is not always the answer! You say you prefer playing forever with the stock waves coz the alternative is unrealistic, and I desagree. Sometimes changing is all we need!

Er... I can't say I agree with any of that, but that's neither here nor there; go for it mate! :rock: :D

onelifecrisis 04-11-08 02:49 PM

Quote:

Originally Posted by Philipp_Thomsen
I mean, you cant possibly be serious about this... You actually prefer "pattern waves" that look a copy of eachother, from the uboat to the horizon? Sorry but for me that is much more unrealistic then bigger waves.

I already got rid of the pattern waves in OLCE2, a different way. I just reduced LOD factor. :up:

Philipp_Thomsen 04-11-08 02:55 PM

Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by Philipp_Thomsen
I mean, you cant possibly be serious about this... You actually prefer "pattern waves" that look a copy of eachother, from the uboat to the horizon? Sorry but for me that is much more unrealistic then bigger waves.

I already got rid of the pattern waves in OLCE2, a different way. I just reduced LOD factor. :up:

So gimme a ETA on OLCE2, as it will be a lot easier to make my mod on top of yours. Besides, if its looking as good as you say, I might not do my waves mod! :up:

Is someone beta-testing for you?

I'm still using your ubermod, as you noticed.


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