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-   -   [REL] Environmental MOD for Silent Hunter 5 (https://www.subsim.com/radioroom/showthread.php?t=166178)

rsvette12 06-01-10 08:35 PM

Beautiful shots, well done. :yeah::yeah: awesome mod.

Rich

MattDizzle 06-01-10 09:56 PM

Honestly, screw the "lighter nights" option, i've heard stories of captains shooting at shadows of ships against the horizon, and with no moon (is lighting in this mod affected by moon phase?) im sure it would be amazingly dark at night.

I dont even mind how you can see the bow wave a bit in the dark. if i'm not incorrect the ships wake and bow churn up a certain amount of bioluminecent plankton that "glow" a bit, leaving a slightly-visible trail around the ship at night that you can see even if you cant make out a hull.

SH5 Is realistic by accident! :rotfl2:

kylania 06-01-10 10:56 PM

Quote:

Originally Posted by MattDizzle (Post 1409125)
is lighting in this mod affected by moon phase?

Yup.

http://img405.imageshack.us/img405/8...snosolight.jpg

schurem 06-02-10 05:06 AM

I found the fog far more unsettling. i did put in the default fog distance, but got a CTD not long thereafter. maybe unrelated? game looks awesome.

kylania 06-02-10 08:29 AM

Quote:

Originally Posted by schurem (Post 1409276)
I found the fog far more unsettling. i did put in the default fog distance, but got a CTD not long thereafter. maybe unrelated? game looks awesome.

I reverted to the stock fog distances as well. The only problem is that you as a human can see things far easier than the computer can. This is by design in the stock game though, but the effect is amplified with this mod. Like I was able to clearly see a ship at night from 9km away. My crew wasn't able to see it, or lock it, till it was 5km away. It wasn't able to see me at all.

M4XDmG 06-02-10 03:39 PM

Quote:

Originally Posted by kylania (Post 1409433)
I reverted to the stock fog distances as well. The only problem is that you as a human can see things far easier than the computer can. This is by design in the stock game though, but the effect is amplified with this mod. Like I was able to clearly see a ship at night from 9km away. My crew wasn't able to see it, or lock it, till it was 5km away. It wasn't able to see me at all.

Thanks for the info! So this mod's fog distance is more realistic? I found it very thick when I tried this mod first time and removed it, but if it actually puts my visibility on the same line with watch crew's, I reconsider this.

kylania 06-02-10 03:42 PM

Quote:

Originally Posted by M4XDmG (Post 1409814)
Thanks for the info! So this mod's fog distance is more realistic? I found it very thick when I tried this mod first time and removed it, but if it actually puts my visibility on the same line with watch crew's, I reconsider this.

That's what it did now that you mention that. But in medium fog not being able to see ANYTHING till it's 350m away was just too drastic for me.

Krauter 06-02-10 08:48 PM

Is this mod compatible with AilRain and AilClouds?

Also, when I have this installed with Nodamn Halos mod, it says there is a conflict

Krauter 06-02-10 08:55 PM

Also, though it didn't notify me of an override, the effects of Detailed Caustics on the sub are no longer there..

kylania 06-02-10 08:59 PM

AilClouds is essentially included in the mod already. The clouds.cfg is different though. I can't describe it exactly why, but I liked AilClouds better, so I just installed it over the top of Env 2.2, but other than a few settings it's already in Env 2.2 essentially.

Rain had files that were more in confilct. I haven't looked into integrating that one yet, but I kind of want to. AilRain rocks. :)

The Halos mod broke because of lights.cfg. Use WinMerge to compare the lights files, and just make whatever changes you need to.

SteelViking 06-02-10 09:07 PM

All you have to do to get rid of the halos is change the following in Environment_2.2/data/cfg/lights.cfg:


[InteractiveObjectsHighlight]
Spread=0 <-----Make these two numbers zero like this
Blend=0 <------Make these two numbers zero like this
ColorR=0.58
ColorG=0.47
ColorB=0.23

This text block is third from the top, can't miss it.

7thSeal 06-02-10 09:20 PM

Quote:

Originally Posted by kylania (Post 1410121)
The clouds.cfg is different though. I can't describe it exactly why, but I liked AilClouds better,

Likely the case here...

Quote:

Originally Posted by kriller2 (Post 1385889)
Its my own clouds, I wasnt fully satisified with Ails cumulus clouds, but it still need some work.

Do agree with you though kylania, the AilClouds look more realistic IMO. :up:

Krauter 06-02-10 09:32 PM

OK, sorry for multiple posts.. but I am now sailing along in the Carribean and it is 00:12 and.. I still have good visibility? I was waiting for some pitch black sailing. But it seems as if there is still stock visibility at night.

Edit: Ok I will put AilClouds on top of this.. how bad are the conflicts between AilRain and Env.2.2?

Also SteelViking, I just loaded No Damn Halos over top of this and there are no halos.. (Could this be why my night time is so light out???)

SteelViking 06-02-10 11:13 PM

Quote:

Originally Posted by Krauter (Post 1410138)
OK, sorry for multiple posts.. but I am now sailing along in the Carribean and it is 00:12 and.. I still have good visibility? I was waiting for some pitch black sailing. But it seems as if there is still stock visibility at night.

Edit: Ok I will put AilClouds on top of this.. how bad are the conflicts between AilRain and Env.2.2?

Also SteelViking, I just loaded No Damn Halos over top of this and there are no halos.. (Could this be why my night time is so light out???)

Yes, it could be causing a brighter environment. The Light.cfg has entries for sun multipliers, light shafts, and other environmental light modifiers. I would really suggest doing what I said earlier, notepad can open .cfg files, so there are no obstacles really.

MattDizzle 06-03-10 01:11 PM

W_Clear, or whoever is managing this mod now: Would you consent to this being put into part of a larger Compilation mod, as i said in another thread on this forum?

I'm looking to assemble several mods in a large easy for new people to install "Community Mod pack", and full, prominent credit would be given to you and the other mod authors involved. Would you be willing to help the community by allowing your mod to be used?

M4XDmG 06-03-10 02:59 PM

I have also bright night problem. I see stars, but no moon. Still I can see clearly around and I see moonlight (or some light trail) reflecting from the water. No interfearing mods, atleast JSGME didn't report.

Krauter 06-03-10 04:05 PM

Steel, I implemented the changes you said and.. still a bright night. Also, to add insult to injury theres those damn speech bubbles too -.-

SteelViking 06-03-10 04:25 PM

Quote:

Originally Posted by Krauter (Post 1410774)
Steel, I implemented the changes you said and.. still a bright night. Also, to add insult to injury theres those damn speech bubbles too -.-

Sorry about it being too bright, but the halos can be fixed by changing the two numbers I indicated in my earlier post.

Krauter 06-03-10 05:20 PM

I did change the numbers and the halos are no longer there (i am no longer runner no damn halos mod) however the speech bubbles are there (RUINING SCREENSHOTS :wah: )

However, my night is still very light out, when I took a look at kylanias photos and video his night was veery dark.

Echolot 06-03-10 05:59 PM

Quote:

Originally Posted by Krauter (Post 1410826)
I did change the numbers and the halos are no longer there (i am no longer runner no damn halos mod) however the speech bubbles are there (RUINING SCREENSHOTS :wah: )

However, my night is still very light out, when I took a look at kylanias photos and video his night was veery dark.

You should use the no dam halo mod without the lights.cfg. This should eliminate the speech bubbles.

:salute:

Or open the HumanDialogIndicator.dds from the no halo mod in a program like gimp or paint.net. Ctrl+A, Ctrl+X and then save the file to data\Textures\TNormal\tex. Name it exactly like the original file.


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