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

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.

onelifecrisis 04-11-08 02:59 PM

Quote:

Originally Posted by Philipp_Thomsen
So gimme a ETA on OLCE2, as it will be a lot easier to make my mod on top of yours.

Dunno... one last problem to overcome... but Graf Paper might be able to help on that **praying**

Quote:

Originally Posted by Philipp_Thomsen
Besides, if its looking as good as you say, I might not do my waves mod! :up:

I'm not saying you shouldn't do it, I'm just answering your questions and explaining why I didn't do it. If you like your waves, make em! ;)

Quote:

Originally Posted by Philipp_Thomsen
Is someone beta-testing for you?

Yeah, you! Remember!? :lol:

Philipp_Thomsen 04-11-08 03:05 PM

Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by Philipp_Thomsen
Is someone beta-testing for you?

Yeah, you! Remember!? :lol:

:rotfl:

Well... I messed up soooo much in it that I dont know anymore if its OLCE2 or PTE2... :lol:

You know... modders thingy...

Can you send me the new updated files so I can continue beta-testing? I have a box full of wrenches here and dunno what to do with it... :lol:

onelifecrisis 04-11-08 03:09 PM

Quote:

Originally Posted by Philipp_Thomsen
Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by Philipp_Thomsen
Is someone beta-testing for you?

Yeah, you! Remember!? :lol:

:rotfl:

Well... I messed up soooo much in it that I dont know anymore if its OLCE2 or PTE2... :lol:

You know... modders thingy...

Can you send me the new updated files so I can continue beta-testing? I have a box full of wrenches here and dunno what to do with it... :lol:

This is way OT now but anyway... OLCE2 is almost unrecognisably different now from the version you have. I mean overhauled, and then some. I went through all those wrenches you threw at me and a few more besides. I'll send you another beta when I have a "finished" build, which won't happen for at least a few more days.

Philipp_Thomsen 04-11-08 03:15 PM

Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by Philipp_Thomsen
Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by Philipp_Thomsen
Is someone beta-testing for you?

Yeah, you! Remember!? :lol:

:rotfl:

Well... I messed up soooo much in it that I dont know anymore if its OLCE2 or PTE2... :lol:

You know... modders thingy...

Can you send me the new updated files so I can continue beta-testing? I have a box full of wrenches here and dunno what to do with it... :lol:

This is way OT now but anyway... OLCE2 is almost unrecognisably different now from the version you have. I mean overhauled, and then some. I went through all those wrenches you threw at me and a few more besides. I'll send you another beta when I have a "finished" build, which won't happen for at least a few more days.

Good luck at that, my friend! Work with no pressure, take your time... :up:

Philipp_Thomsen 04-16-08 05:12 PM

I've been trying a lot of experimentations with waves and textures and I'm having the time of my life while playing... everything looks so beautiful, specially at night.

DONT MIND THE WEIRD SKY WITH BIG PIXELS BLOWN, THIS IS A PROBLEM WITH MY GRAPHIC CARD, WONT BE IN THE MOD!


http://img255.imageshack.us/img255/7...4416748lj4.jpg
http://img255.imageshack.us/img255/1...4195578bf7.jpg
http://img171.imageshack.us/img171/7...1928640jh1.jpg
http://img255.imageshack.us/img255/9...4202546ii4.jpg
http://img413.imageshack.us/img413/8...2112390xo4.jpg


The main approach of this mod is to give a good looking ocean at HIGHER framerates then other mods. For example, using this mod I can get an avarage of 22 frames per second (dont mind the 8fps in the first picture, that happens when you put the camera too high up in the air, to much of ocean to process), and my computer is almost 8 years old. Really a rusty bucket of bolts, one of the worst computers running this game here in this forum. Yet, this is playable, very playable. I reckon that this is not a step closer to realism, but this is intented to give a different look, a good looking approach, and also, to KILL those annoying repetitive waves, which I can proudly say I did.

Im waiting for OLC to release his Ubermod so I can make this compatible to it before launching it. This will be the same scene and environment as OLC's work, only changing the waves frequency, size and texture, among other things to increase frame rate and to look beautiful. :up:


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