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-   -   Can This Be A Work Around For The 8 KM Visibility? (https://www.subsim.com/radioroom/showthread.php?t=81936)

Kpt. Lehmann 09-02-05 02:01 PM

Thanks Kriller and Gammel. I will try both out together when I get a few moments later.

rulle34 09-02-05 03:07 PM

Quote:

Originally Posted by Gammel
I´ve made a combination of Beery´s new water and Manuels mod.
Here´s the readme:
Quote:

This is a combination of the increased
visibility mod by manuel Ortega and the
Beery water mod 1.44 made by Beery.
The .tga file files from Beery water mod
were imported to the .dat files of Manuels mod.
So you have increased visibility and no ugly shiny water ;)
All credits go to Manuel Ortega and Beery, i only modified their work.

greetings
Gammel
http://rapidshare.de/files/4635080/V...tible.rar.html

Hello Gammel
I just installed your mod over Rub 1.43 and I discovered a slight yellow fog/smoke (looked like) I haven't tryed just Beery's water mod 1.44. Just installed the newest catalysator drivers.
I don't know why this is appearing. Anyone else notice this?
I really want this combined mod to work!

Gammel 09-02-05 03:28 PM

hi rulle,
can you post a screenshot?
Anyone else tried the mooded mod so far? ;)

Hi kriller2,
nice you made an updated version, i´ll start testing now.

Gammel 09-02-05 03:50 PM

good news kriller2,

seems the landscape mod works well now together
with the visibility mod. No more missing textures, at least on my setup.
:up:

Can anyone confirm the problem rulle34 has?
I checked the modded files again, i use exact the same setup.

kriller2 09-02-05 05:04 PM

sounds good! :) , I was hoping it was the double tiles pr/km. that was causing the problem.

It would be a shame if these two mods couldn't function together :up:
/Kriller

rulle34 09-03-05 03:37 AM

Quote:

Originally Posted by Gammel
hi rulle,
can you post a screenshot?

Hello again Gammel :)
Here come some screen shots.
It was difficult to see these slight yellow "fog" on the images, but try to zoom then you should see. It looks more obvious in game. And it's not all over the screen, it's just like fog, some here and there.
I'll try later to reinstall the old drivers for monitor, see if that was the reason.


http://usera.imagecave.com/rulle34/S...41_859.bmp.jpg

http://usera.imagecave.com/rulle34/S...57_765.bmp.jpg

http://usera.imagecave.com/rulle34/S....5_109.bmp.jpg

Here you have the links to the pics (for better zooming):

http://usera.imagecave.com/rulle34/S...41_859.bmp.jpg
http://usera.imagecave.com/rulle34/S...57_765.bmp.jpg
http://usera.imagecave.com/rulle34/S....5_109.bmp.jpg

Gammel 09-03-05 03:59 AM

this a a typical "nighttime" tread. :-j
Can´t see anything on that screenies :)
I did some gamma-correction on one of your screenshots, but still don´t get it. Looks fine to me.
Here´s your screenshot:

http://img165.imageshack.us/img165/958/gamma4jl.jpg

Do you mean that line on the horizon? It´s always there with the visibility mod (unmodded mod also) but it only appears in some special light conditions.

rulle34 09-03-05 04:10 AM

It looks more clear in game though. :oops:

Use my links, save the image and then zoom in. You should then see this "fog" better! About that horizon in vixibility mod? What is that?

If I understand you correct, you use Beery's water mod 1.44 and then add the scene.dat from the visibility mod? No other changes?

I can't see why merging the scene.dat should make this blurriness for me?

Haven't tried the older display drivers yet!

Gammel 09-03-05 04:46 AM

The .tga files from beerywater 1.44 were extracted and merged
into the .dat files from Manuels mod.
You can do this with timetrvellers dat extractor.


The screens from the links were even darker. Here is a gamma-modified one. Still can´t see the problem :( :oops:
http://img77.imageshack.us/img77/526/gamma33gx.jpg

Is the problem there when you use the original beery water mod 1.44? try this first.
are you using a sky mod? Is the problem there in daytime?if so can you post a screenshot with a daylight scene?

edit
Here´s a shot from my setup (same files, i double checked) it looks some kind of cleaner in the sky areas...The screenshot is also slightly gamma corrected, but not so heavy i did with yours.
http://img156.imageshack.us/img156/8742/bumm3mh.jpg
in my game it looks very similar like that shot, just a little darker.
I guess gamma is set up correct, when you can see a slight difference between sky and see (with beery water 1.44, no matter if visibility mod installed or not) Can you post a daytime and a gamma corrected nightime screen, just as it looks to you in thze game? If you´re on ati, set your 3d gamma to 1.35 in the driver options. Seems a good value.

rulle34 09-03-05 05:11 AM

Big thank's for you trying to help me out of this :up:
What I can see on your screen-shot it has the same "fog" as mine. It's quite clear seen just under the exploding ship and left of the watchman. I guess it should be like this.... :hmm:

I have a ATI X800XT card and will now try your mod with your recommended gamma settings

rulle34 09-03-05 05:29 AM

Just tried with gamma 1.35 and "only" Beery watermod 1.44 and it was still there but not so much of it.

I'll go with your mod and pretend there is morning fog on the water :P

Thanks anyway for your help Gammel :up:

Just one question: Would it be the same mod like yours if I use Beery's watermod 1.44 and add scene.dat from ortegas visibility mod? If not, what would be the difference?

Gammel 09-03-05 06:47 AM

the 3 skycolors.dat files in the Env folder are essential for the increased visibility working. With only the scene.dat file it won´t work.

Can´t give you more details about the changes he made to the files, but sure it was some kind of that mystical hex stuff... :-j

rulle34 09-03-05 08:53 AM

Quote:

Originally Posted by Gammel
the 3 skycolors.dat files in the Env folder are essential for the increased visibility working. With only the scene.dat file it won´t work.

Can´t give you more details about the changes he made to the files, but sure it was some kind of that mystical hex stuff... :-j

That's interesting!
Now I understand better!
Thank's :up:

Soviet_Warlord 09-05-05 08:41 PM

So..... without forcing me to read the entire thread, can someone tell me what is currently going on? I hear things about a visibility mod... is it complete?

Thanks for any info.. I'm very curious but I don't have much time... to read 17 pages...

oRGy 09-06-05 02:48 AM

My progress:

I am a bit confused by the complicated algorithm SH3 uses for determining when your crew spot ships. For gameplay purposes, a simpler one would have been better.

Regardless, I've changed the sensors.dat to have a maximum view distance of 16km. On a clear night, the crew will still occasionally see out to that distance which is probably wrong, but its an acceptable compromise given every other situation seems to work properly.

I'll put the visibility mod and all my changes into the Improved U-Boat mod.


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